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GFF - Advanced v3.4.1 - Print-Friendly

Lost in a war-torn galaxy, humanity struggles for survival amidst constant battles and political intrigue in the Sirius Sector. The document introduces 'Grimdark Future: Firefight', a miniature wargame set in this sci-fi universe, providing rules and guidelines for gameplay. It includes sections on basic and advanced rules, game structure, unit statistics, and terrain setup, aimed at both new and experienced players.

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0% found this document useful (0 votes)
49 views66 pages

GFF - Advanced v3.4.1 - Print-Friendly

Lost in a war-torn galaxy, humanity struggles for survival amidst constant battles and political intrigue in the Sirius Sector. The document introduces 'Grimdark Future: Firefight', a miniature wargame set in this sci-fi universe, providing rules and guidelines for gameplay. It includes sections on basic and advanced rules, game structure, unit statistics, and terrain setup, aimed at both new and experienced players.

Uploaded by

sirocheleaua
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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1

Lost in a galaxy far from our own, humanity struggles to survive amongst the stars.
Earth is but a distant memory for those beneath the grim tapestry of war-torn worlds that form the new
constellations of this sector. Looming over them, massive fleets of spaceborne vessels creep over the horizon,
blocking out the stars as they slowly approach a Jumpgate.
Beyond this gate, lies the violence and beauty of the wider Sirius Sector. A myriad of systems, none left untouched
by the ravages of war. Here, countless battles are constantly fought.
Bullets hiss across once lush worlds stripped bare by the greed of interstellar industry. Serrated claws, honed
through genetic engineering, clash against energized plasma blades, as old foes fight bitterly to the death through
the wilds of uncharted planets.
Matter is bent and shaped according to the will of powerful minds, whilst forces beyond mortal understanding
pour forth from wormholes to wreak havoc and destruction on poor unsuspecting souls.
Vital trade routes are contested along the edge of remote systems by massive battle fleets, while the sector’s fate
is meted out in dark smoky rooms by political envoys. On the streets of mega cities, zealous preachers and
visionaries call out to the masses, hoping to foster their own grim ambitions.
As all this unfolds, dispassionate eyes watch on from a distance, carefully considering the outcome of each clash,
as promising commanders and leaders rise and fall throughout the battlefields of the Sirius Sector.
How will you forge your path through this Grimdark Future?

2
Grimdark Future: Firefight is a miniature wargame set in a war-torn Welcome to Grimdark Future ................................................. 2
sci-fi future, which is played using 32mm miniatures.
Introduction & Contents........................................................ 3
The game mechanics are designed to be easy to learn but hard to
Basic Rules ........................................................................... 4
master, bringing engaging sci-fi battles for new and experienced
players alike. General Principles ................................................................ 4

This rulebook is divided into 3 sections: Preparation .......................................................................... 6

• Basic Rules - Everything you need to play the game, with Game Structure & Movement .............................................. 7
plenty of diagrams and examples.
Shooting ............................................................................... 8
• Advanced Rules - Extra rules that you can use on top of
the basic rules to spice up the game. Melee ..................................................................................... 9
• Total Conversions - Rules that radically modify the base Wound Effects & Morale ..................................................... 10
rules and provide a new experience.
• Additional Content - Extra content that is available on Terrain ................................................................................ 11
our website, added here for your convenience. Special Rules ...................................................................... 13
We recommend that you start off by playing with just a few Pre-Made Rule Packs .......................................................... 15
advanced rules first, and then gradually add more as you get more
Advanced Rules .................................................................. 16
comfortable with them.
Advanced Terrain ............................................................... 16
Once you feel like you’ve gained a good understanding of the
game, you can then try out the total conversions, which provide a Advanced Deployment Styles ........................................... 20
radically different experience from the base rules.
Advanced Missions ............................................................. 23

Advanced Actions............................................................... 28
OPR (www.onepagerules.com) is the home of many free games Advanced Casting .............................................................. 30
which are designed to be fast to learn and easy to play.
Battlefield Effects ............................................................... 34
This project was made by gamers for gamers and it can only exist
thanks to the support of our awesome community. Random Events .................................................................. 36

If you want to help us in making more awesome content, you can Total Conversions ............................................................... 38
support us on Patreon: www.patreon.com/onepagerules Fog of War ........................................................................... 38

Thank you for playing! Unit Psychology ................................................................. 39

Critical Hits ......................................................................... 40

Tactical Phase .................................................................... 41

Command Points ............................................................... 42

Twists & Gambits ............................................................... 44

City Fighting ....................................................................... 46

Boarding Actions ................................................................ 47

Multiplayer Games ............................................................. 48

Kitchen Table Games ......................................................... 49

Additional Content ............................................................. 50

Created By: Gaetano Ferrara Tournament Guidelines ..................................................... 50

Game Design: Gaetano Ferrara Solo & Co-Op Rules ............................................................ 52

Illustrations: Martim Cordovil, Ricardo Costa, Fran Fernandez, Campaign Rules ................................................................. 54
Brandon Gillam Mission Cards ..................................................................... 61
OPR Games, Unipessoal LDA
Avenida 5 de Outubro 104 r/c, 1050-060 Lisbon, Portugal
Copyright © 2021 OPR Games - First Published 2024

3
When playing a complex game there are going to be occasions To play the game you are going to need some six-sided dice, which
where a situation is not covered by the rules, or a rule does not we will refer to as D6. Depending on how many models you are
seem quite right. When that is the case use common sense and playing with, we recommend having at least 10 to 20 dice to keep
personal preference to resolve the situation. things fast.

If you and your opponent cannot agree on how to solve a situation, Additionally, we recommend having dice of multiple colors so that
use the following method in the interest of time. you can combine them for faster rolling. Whenever a unit is using
multiple weapons, you can use different colors for each weapon,
Roll one die. On a result of 1-3 player A decides, and on a result of 4-
and then roll them all at once.
6 player B decides. This decision then applies for the rest of the
match, and once the game is over you can continue to discuss the Sometimes the rules will refer to different types of dice, for
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
Note that whenever possible, players should agree on any rules and
explanations to all types of weird dice you come across.
unusual situations (such as weirdly shaped models) before the
game begins, to avoid issues later. • D3: To use these dice, simply roll a D6 and halve the
result, rounding up.
• 2D6: To use these dice, simply roll two D6 and sum the
This game was written to be played with 32mm scale models in results of both dice.
mind, which are mounted on round bases. These bases come in • D6+1: To use these dice, simply roll a D6 and add 1 to
various sizes, and we recommend that you always mount the result.
miniatures on the bases they come with.

Here are some rough guidelines for model and base sizes:
Whenever a rule tells you to re-roll a dice result, simply pick up the
• Infantry: 32mm tall on 20mm/32mm round bases number of dice you have to re-roll, and roll them again. The result
• Large Infantry: 50mm tall on 40mm/50mm round bases of the second roll is the final result, even if it’s worse than the first.
• Bikes: 40mm tall on 60mm oval bases A die roll may only be re-rolled once, regardless of how many rules
apply to it.
Note that the base size that you use doesn’t matter, as long as you
keep base sizes consistent across all models.

Whenever a rule tells you to roll-off, all players involved in the roll-
off must roll one die, and then compare their results. The player
In the rules, individual miniatures are referred to as models, whilst
with the highest result wins the roll-off, and in the event of a tie the
groups of one or more models are referred to as units.
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 it only
applies to one individual miniature.
During the game you will be required to take Quality tests in order
to see if a model 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
Whenever a rule states that a unit must take a Quality test, roll one
what they can do.
die. If you score the model’s Quality value or higher, then it counts
• Name [Size]: The unit name and number of models. as a success, else it counts as a fail.
• Quality: The score needed for attacks and morale.
Example: A model with Quality 4+ must take three Quality tests. The
• Defense: The score needed for defense.
player rolls three dice and scores a 3, a 4 and a 5. This means that the
• Equipment: Any weapons and gear the unit has.
model gets two successes (the 4 and 5), and one fail (the 3).
• Special Rules: Any special rules the unit has.
• Cost: How many points it costs to take this unit.

4
Throughout the game there are going to be rules that apply When measuring how far a model moves always measure so that
modifiers to your die rolls. These will usually raise or lower the no part of its base moves further than the total distance.
value of a unit’s roll results by either +1 or -1, but the exact number
may vary.

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


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

Example: A model with Quality 4+ must take three Quality tests with a
-1 modifier. The player rolls three dice and scores a 3, 4 and 5, but
because of the modifier the final result is a 2, a 3 and a 4.

All weapons in the game are separated into two categories: ranged
weapons and melee weapons. Ranged weapons have a range value
and can be used for shooting, whilst melee weapons don’t have a
range value and can be used in melee.

Weapons profiles are represented like this:


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

When playing the game, line of sight is used to determine if a model


To play the game you are going to need a ruler marked in inches, can see another model for any purpose. Simply get down to the eye
which you may use to measure distances at any time: level of the miniature, and check if it can see the target. If the target
is visible, then it has line of sight.
• When measuring the distance between two models you always
measure from/to the closest point of their bases. Models can always see in all directions, regardless of where the
• When measuring the distance between two units you always miniature is actually facing, always have line of sight to themselves,
measure from/to the closest model in each unit. and may always target themselves (unless stated otherwise).
Models can’t see through solid obstacles, including the perimeter
Distances are usually measured from a model’s base, however if a
of other units (friendly or enemy), but they can always see through
model has no base, then players must agree from where distances
friendly models from their own unit.
are to be measured (such as its hull/torso), and which unusual
features may be ignored (like decorative banners or flame effects). Note that for players may agree to ignore unusual features (like
decorative banners or flame effects) for line of sight.

5
You are going to need a flat 4’x4’ area to play on, which is usually Optionally you and your opponent may agree to use the force
referred to as “the battlefield” or “the table”. Note that the game organisation rules, which help make army composition more
can be also played on smaller areas, as long as armies deploy at consistent and balanced.
least 24" apart.
The armies must follow these limitations:
Whilst we recommend playing on a table, you can of course play on
• Only 1 hero per 150pts
the floor, on a bed, or wherever else you have space.
• Only 1+X copies of the same unit, where X is 1 per 150pts
Once you have found a space to play, you are going to have to (combined units count as one)
place at least 20 pieces of terrain on it, though we recommend • No single unit worth over 35% of total points
using 25 or more to keep things interesting. Whilst it’s always nice • Only 1 unit per 30pts
to play with great looking pieces of terrain, you can simply use • Only 1 model per 20pts
household items such as books or cups as terrain.
Example: When playing a 300pts game, players may bring max. 2
There are no specific rules on how you should place terrain, but we heroes, max. 3 copies of each unit, no unit worth over 105pts, max. 10
have provided some general guidelines in the terrain section of this units in total, and max. 15 models in total.
book to help you get started.

Once the mission has been set, up the players roll-off and the
After the table has been prepared, you and your opponent must set winner must start deploying their army first.
up D3+2 objective markers on the battlefield.
The winning player first chooses one table edge to deploy on and
The players roll-off and the winner picks who places the first then places one unit fully within 12” of their table edge.
objective marker. Then the players alternate in placing one marker
Once they are done, then the opposing player places one unit fully
each outside of the deployment zones, and over 9” away from
within 12” of the opposite table edge.
other markers (note that markers can’t be placed in unreachable
positions, like impassable terrain or spots too tight to get to). Then the players continue alternating in placing one unit each,
until all units have been deployed.

At the end of each round, if a unit is within 3” of a marker whilst no


enemies are, then it counts as being seized.

Markers remain seized even if the unit moves away, but if units
from both sides contest a marker at the end of a round, then it
becomes neutral again.

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

Note that unless stated otherwise, players don’t ever win the game
by fully destroying their opponent’s army.

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

For a start we recommend playing with armies worth 200pts each,


and once you have gotten familiar with the game, you can start
playing full matches with 300pts armies each.

To put your army list together, simply select units and upgrades
from one or more armies of your choice, and sum together their
total point cost. There are no limitations as to how many units you
can take, as long as their point cost doesn’t go over the agreed
total game size.

6
The game is structured into game rounds, player turns and unit When taking a Rush action, all models in the unit may move by up
activations. Here is the breakdown of what these mean: to 12”.

• Rounds: Each round is made up of multiple turns.


• Turns: Each turn is made up of a single activation.
• Activations: Each activation is made up of an action. When taking a Charge action, all models in the unit may move by
up to 12”, trying to reach base contact with one enemy unit, and
may ignore the 1” distance restriction. Units may only take a
Charge action if at least one model is within charge distance of the
After both players have deployed their armies, the game starts with
target unit (including any additional movement from special rules).
the first round and the player that won the deployment roll-off
takes the first turn. Note that Charge moves don’t have to be in a straight line, and if
being within charge distance becomes impossible (due to killed
During their turn, the player picks a unit that has not been
models, special rules, etc.), then the unit may complete its move in
activated yet, and activates it by performing an action.
any direction and ends its activation.
Once the action has been taken, their turn ends and the opposing
player’s turn starts. This continues until all units have activated, at
which point the round ends and a new one begins. On each new All models in a unit must always stay within 1” of at least one other
round the player that finished activating first on the last round gets model, and must stay within 6” of all other models (or as close as
to activate first. possible), forming an uninterrupted chain of models in 1”
After 4 rounds have been played the game ends, and players coherency with each other.
determine who won by checking their mission objectives. If a model is not in coherency with its unit at the beginning of its
activation, then you must take an action so that the model gets
back into coherency.
Players must activate one unit that has not been activated yet and
take one of the available actions:

• Hold - Doesn’t move, can shoot.


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

Note that Advance, Rush, and Charge actions may sometimes be


referred to as “Move Actions”.

Models may move and turn in any direction regardless of their


facing, as long as no part of their bases move further than the total
movement distance. Models may never be within 1” of models from
other units, unless they are taking a Charge action, and may never
move through other models or units (friendly or enemy), even if
they are taking a Charge action.

Note that models may also never move outside of the battlefield
(no part of them, at any point), or be placed in physically
impossible locations.

When taking a Hold action, the models in the unit may not move,
but may freely turn to face any direction.

When taking an Advance action, all models in the unit may move by
up to 6”.

7
When taking a Shooting action, a unit must pick one valid target Shooting is done in a simple sequence which has to be followed
and all models in the unit may shoot at it. separately for each weapon group:

If at least one model in the unit has line of sight to an enemy model, 1. Determine Attacks
and has a weapon that is within range of that model, then that 2. Roll to Hit
enemy is a valid target. 3. Roll to Block
4. Check Wound Effects

All models in a unit with line of sight to the target, and that have a
weapon that is within range of it, may fire. Note that models may Sum the Attack value from the weapons of all models that can
always ignore friendly models from their own unit when shoot at the target to determine how many attacks the unit has in
determining line of sight. total for this shooting.

Example: A Dynasty Warrior is shooting at a Dwarf. He is armed with


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

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

Example: The Dynasty Warrior (Quality 4+) is shooting at the Dwarf.


He takes one Quality test and rolls a 5. This means that he scored a
total of 1 hit.

For every hit that the unit has taken, the defending player must roll
one die, trying to score the target’s Defense value. Each success
counts as a blocked hit, and for each failed roll place one wound
Example: Only the Dynasty Warrior in the middle can shoot at the marker on the model.
Dwarves. The model at the top is in range but has no line of sight,
Example: The Dwarf (Defense 4+) has taken 1 hit. He rolls one die and
whilst the model at the bottom has line of sight but is out of range.
gets a 3. This means that the Dwarf has taken 1 wound and must
check to see its effects.

If a unit is firing multiple weapon types, then you may separate


each weapon type into its own weapon group.
See wound effects page on how to resolve wounds.
Each group may be fired at a different target, however you may fire
only at up to two different targets, and all weapons from the same
group must fire at the same target.

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

Example: A unit of Dynasty Warriors is armed with Rifles and a


Plasma Rifle. Since they have two weapon types, the Dynasty
Warriors can fire all the Rifles at a nearby Dwarf squad, and the
Plasma Rifle at a distant Powersuit Guard.

8
When taking a Charge action, a unit must pick one valid target and Melee is done in a simple sequence which has to be followed
all models in the unit must charge it. separately for the charging unit and the target unit:

If at least one model in the unit is within charge distance of one 1. Determine Attacks
model from the target unit, and has a clear path to reach it, then 2. Roll to Hit
that enemy is a valid target (no line of sight is needed). 3. Roll to Block
4. Check Wound Effects

Charging models must move by up to 12” to get into base contact


with an enemy model from the target unit, or as close as possible, Sum the Attack value from the weapons of all models that can
whilst still maintaining unit coherency (charge moves don’t have to strike at the target to determine how many attacks the unit has in
be in a straight line). total for this melee.

Once all charging models have moved, all models from the target Example: A Dynasty Warrior is charging a Dwarf. He is armed with a
unit that are not in base contact with a charging model must move CCW (Attack 1) and is in range of the Dwarf, which means that he has
by up to 3” to get into base contact with a charging model, or as a total of 1 attack for this melee.
close as possible, maintaining unit coherency.

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

Example: The Dynasty Warrior (Quality 4+) is striking at the Dwarf. He


takes one Quality test and rolls a 5. This means that he scored a total
of 1 hit.

For every hit that the unit has taken, the defending player must roll
one die, trying to score the target’s Defense value. Each success
counts as a blocked hit, and for each failed roll place one wound
marker on the model.

Example: The Dwarf (Defense 4+) has taken 1 hit. He rolls one die and
gets a 3. This means that the Dwarf has taken 1 wound and must
check to see its effects.

All models that are within 2” horizontally and 4” vertically of an


enemy model from the target unit, may attack it.
See wound effects page on how to resolve wounds.
Models must strike with all of their melee weapons, and may only
strike at models from the target unit.

Once all charging models have attacked, the defending unit may
choose to strike back (following the melee sequence again), but
doesn’t have to. Note that striking back does not count as its
activation, and activated units may strike back.

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

9
Whenever a model has taken at least one wound, the defender At the end of each round, if an army is down to half or less of its
must roll one die and add the number of wound markers on it, and starting units, then all of its units must take a morale test.
then check to see what happens to it:
Note that starting size is counted at the beginning of the game.
Result Effect
Example: An Eternal Dynasty army started the game with 5 units, and
1-5 Shaken - Gets +1 to wound effect rolls, must stay
is down to 2 units at the end of a round, so all of its units must take a
idle, counts as fatigued, always fails morale tests,
and can’t contest or seize objectives. When morale test at the end of all rounds.
activated, must spend its activation being idle
and doing nothing, which stops it from being
Shaken at the end of the activation. To take a morale test, the affected unit must simply take one
6+ Knocked Out - The model is removed from play.
regular Quality test, and see what happens:
Note that units must also check for wound effects when taking • If the test is passed, nothing happens.
wounds from other sources (special rules, terrain, etc.). • If the test is failed, the unit is Shaken.
Example: A Dwarf has just taken one wound and must now check its • If the test is failed, and the unit was already Shaken, then
effect. He rolls one die and gets a 5, and adds +1 because it had one the unit Routs.
wound. The final result is 6 and so the model is Knocked Out.

Routed units have lost all hope and are taken captive, flee the
When a unit with multiple models takes wounds, each wound battle, or are otherwise rendered ineffective.
immediately kills one model, until only one last model remains. Simply remove the entire unit from the game as a casualty.
Only the last model then accumulates wound markers and rolls to
see if it’s Shaken or Knocked Out. Example: An Eternal Dynasty army with 5 units has lost 3 units and
the remaining 2 units must take a morale test. They each take a
Example: A unit of three Dwarves has taken three wounds, so it first morale test and pass, so they both get to continue fighting.
removes two models as casualties, and then puts one wound on the
last model and rolls to check the wound’s effect.

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

If neither of the units was destroyed, then the charging unit must
move back by 1” (if possible), to keep the separation between units
clear, and show they are not locked in melee.

10
When setting up terrain, players must agree on what terrain type Examples: Woods, Mud, Rivers, etc.
rules each piece of terrain follows. This will make sure that you do
Terrain features that hinder a model’s movement, or force them to
not have any arguments during your game, and that things can
slow down, count as difficult terrain.
proceed smoothly.
If any model in a unit moves in or through difficult terrain at any
Each piece of terrain may count as having multiple terrain types,
point of its move, then all models in the unit may not move more
and you may also add other conditions to further customize your
than 6” for that movement.
terrain rules.

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


as Difficult Terrain. Additionally, you could allow units to shoot into Examples: Quicksand, Razor Wire, Mine Fields, etc.
and out of it freely, but not through it.
Terrain features that could harm models, or outright kill them,
count as dangerous terrain.

Examples: Grass Fields, Dirt Roads, Streets, etc. If a model moves in or through dangerous terrain, or is activated in
it, then it must take a dangerous terrain test.
Any surface that is not specifically defined as a type of terrain (like
forests, buildings, rivers, etc.) counts as open 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
Open terrain does not have any special rules, and any rules that
one automatic wound.
affect terrain do not apply to open terrain.

Examples: Hills, Rooftops, Cliffs, etc.


Examples: Mountains, Canyons, Deep Water, etc.
Terrain features that are over 3” tall count as elevated terrain, and
Any surface that would stop models from moving through it, as well
are impassable, but any terrain piece that is up to 3” tall may be
as gaps over 1” wide, count as impassable terrain.
climbed as part of a unit’s move (units may not end their move
Units may not move through impassable terrain, unless they have mid-climb).
any rules that allow them to ignore it. Note that units may move
Note that short terrain up to 1” tall may be ignored for the
across gaps up to 1” wide as if they were flat ground, but may not
purposes of movement (instead of having to climb up 1” and down
end their move partially overhanging gaps or terrain.
1” to cross it).

Examples: Walls, Buildings, Rocks, etc.

Any piece of terrain that models can’t see or shoot through counts
as blocking terrain.

Units may not draw line of sight through blocking terrain, unless
they have any rules that allow them to ignore it.

Examples: Forests, Ruins, Sandbags, etc.

Terrain features that models can hide in or behind, or that could


stop projectiles, count as cover terrain.

If the majority of models in a unit are fully inside a piece of cover


terrain or behind a sight blocker (for multi-model units), or that are
mostly inside cover terrain or behind sight blockers (for single-
model units), they get +1 to Defense rolls when blocking hits from
shooting attacks.

Note that other units are sight blockers and provide cover (despite
not being terrain), since models can’t see through the perimeter of
other units (friendly or enemy).

11
Whilst there are no specific rules as to how terrain should be When setting up terrain, you should use at least 20-25 pieces of
placed, here are some guidelines on how to handle terrain to have terrain, although using more can be more interesting.
a balanced match.
A simple way to make sure that you’re using enough terrain is to
Here are all the things you should consider: take as many pieces of terrain as you need to fully cover at least
50% of the table, and then spread them out.
• Size of your terrain
• Rules for each terrain It’s also good to keep a balance of different terrain types, so that
• Number of pieces units with different weapons and special rules can use them
• How to place it effectively in various situations.

Here are some basic terrain type recommendations:

Whilst there is no limit to the size of terrain that you can use for • At least 50% should block line of sight
your games, we have a few recommendations for you: • At least 33% should provide cover
• At least 33% should be difficult terrain
• Small pieces of scatter terrain, like barrels, boxes, • Each player should pick 1 piece to be dangerous
barricades, etc. should be somewhere between 1”x1” and
3”x3” in size. Example: If you’re playing with 18 pieces of terrain, at least 9 should
• Large terrain features, like buildings, forests, lakes, etc. block line of sight, 6 should provide cover, 6 should be difficult
should be somewhere between 4”x4” and 8”x8” in size, terrain, and 2 should be dangerous terrain.
but can be as large as 12”x12”. Once you have chosen which terrain pieces you are going to use,
For each terrain feature you’ll also have to define some basic rules you can either have one player set up all of the terrain, or have both
for how it works in the game. Most terrain features will probably players set up terrain together.
have a single type, but you can combine multiple types together, To make sure neither player has an advantage, you can roll-off, and
and even add extra conditions to them. then then alternate in placing one terrain piece each, starting with
Here are some guidelines for common terrain types: the player that won the roll-off.

• Barricades - Cover There are no specific rules on how you should place terrain, so we
recommend trying to set up the table in such a way that it will
• Buildings - Impassable + Blocking
provide a balanced playing field for everyone involved.
• Fields - Difficult + Cover
• Forests - Difficult + Cover + Units can see into and out of Ideally you want to place enough blocking terrain that you can’t
forests, but not through them draw clear line of sight from edge to edge across the table, as well
• Hills - Cover + Difficult when moving up + Units on top as make sure that there are no gaps bigger than 6” between
may ignore one unit/terrain for line of sight different terrain pieces. If you are playing with large units, we also
• Lakes - Difficult (if shallow) or Impassable (if deep) recommend making sure that there are gaps of at least 3” between
• Lava - Dangerous terrain, so they can fit through.
• Mountains - Impassable + Blocking
• Rivers - Dangerous when using rush/charge
• Rubble - Difficult
• Ruins - Cover + Dangerous when using rush/charge
• Swamps - Difficult

Note that whilst all of the terrain we mentioned so far is what you’ll
need for gameplay purposes, it’s also always good to have
elements of decorative terrain that have no effect on the game, but
that help make your table look better.

These could be elements such as patches of grass, shallow water


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

12
Deadly(X)
Most units have one or more special rules that affect the way they Assign each wound to one model, and multiply it by X. Hits from
behave, and that sometimes go against the standard rules. 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. Fast
Note that effects from multiple instances of the same special rule Models with this special rule move +2” when using Advance and +4”
or spell don’t stack, unless it is a rule with (X) in its name, or unless when using Rush/Charge.
it is specified otherwise.
Fear(X)
This model counts as having dealt +X wounds when checking
Ambush wound effects in melee (must deal at least one wound).

May be set aside before deployment. At the start of any round after Example: A unit with Fear(1) has dealt 1 wound to an enemy in melee,
the first, may be deployed anywhere over 9” away from enemy and the enemy rolled a 4, to which we add 1 from the wound and 1
units. Players alternate in placing Ambushers, starting with the from fear for a total of 6, so the enemy is Knocked Out.
player that activates next. Units that deploy via Ambush can’t seize
Fearless
or contest objectives on the round they deploy.
Whenever a unit where most models have this rule fails a morale
AP(X) test, roll one die. On a 4+ it counts as passed instead.
Targets get -X to Defense rolls when blocking hits from weapons
Flying
with this special rule.
May move through units and terrain, and ignores terrain effects
Blast(X) whilst moving, and automatically passes jumping rolls.
Ignores cover, and after resolving other special rules, each hit is
Furious
multiplied by X, where X is up to as many hits as enemy models in
the target unit and within 3” of it. Hits must be split evenly between When charging, unmodified rolls of 6 to hit in melee deal one extra
all enemy units within 3” of any model from the target (defender hit (only the original hit counts as a 6 for special rules).
picks how).
Example: A Furious model with a weapon with 1 Attack and Rending
Example: A weapon with 2 Attacks and Blast(3) scores two hits scores one hit on a roll of 6, so it deals two hits, of which only the first
against a unit with 2 models. Each hit is multiplied by 2, so the target counts as having AP(4) because of Rending.
takes a total of 4 hits.
Hero
Example: A weapon with 1 Attack and Blast(6) scores a hit against a
unit with 3 models that is within 3” of two other enemy units with 1 Friendly units within 12” may take morale tests using the hero’s
model each. The hit is multiplied by 5, and the defender picks which Quality, as long as the hero isn’t Shaken.
two units take 2 hits, and which unit takes 1 hit.

Caster(X)
Gets X spell tokens at the start of each round, but can’t hold more
than 6 tokens at once. At any point before attacking, spend as
many tokens as the spell’s value to try casting one or more spells
(only one try per spell). Roll one die, on 4+ resolve the effect on a
target in line of sight. Models within 18” in line of sight of the
caster’s unit may spend any number of spell tokens at the same
time before rolling, to give the caster +1/-1 to the roll per token.

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

Counter
Strikes first with this weapon when charged, and the charging unit
gets -1 total Impact rolls per model with Counter.

Example: A model with Impact(3) charges a unit with 1 model that


has Counter, so it only makes 2 Impact rolls.

13
Immobile Slow
Models with this special rule may only use Hold actions. Models with this special rule move -2” when using Advance, and -4”
when using Rush/Charge.
Impact(X)
Stealth
Roll X dice when attacking after charging, unless fatigued. For each
2+ the target takes one hit. Enemies get -1 to hit rolls when shooting at units where all models
have this rule from over 9" away.
Indirect
Strider
Gets -1 to hit rolls when shooting after moving. May target enemies
that are not in line of sight as if in line of sight, and ignores cover May ignore the effects of difficult terrain when moving, and only
from sight obstructions. needs 2+ to pass jumping rolls.

Lance Tough(X)
Gets +1 to hit rolls and AP(+1) in melee when charging. This model only rolls to check wound effects once it has taken at
least X wounds, and is only Knocked Out on rolls of 5+X or more.
Lock-On
Example: A model with Tough(3) only rolls for wound effects once it
Ignores cover and all negative modifiers to hit rolls and range. has taken 3 wounds or more, and is Knocked Out on rolls of 8+.
Limited
Weapons with this rule may only be used once per game.
Pushing
Poison
Whenever a model rolls a Shaken result, the attacker may try to
This weapon ignores Regeneration, and the target must re-roll push it. Roll one die, and on a 4+ the attacker may move the model
unmodified Defense rolls of 6 when blocking hits. by up to 2” in any direction.

Note that a die roll may only be re-rolled once, so if another 6 is Jumping
rolled after re-rolling Defense, then the hit is blocked.
Models may cross 1” gaps or drop off 3” of elevation as regular
Regeneration movement, but they must jump to cross gaps or drop off elevation
of up to 6”. Roll X+1 dice, trying to score 3+, where X is one die for
When taking a wound, roll one die. On a 5+ it is ignored.
every full 3” the model wants to move. If all rolls are successes,
Relentless then the model may cross the distance, without counting it
towards its move. If any roll is failed, then the model falls instead.
When this model uses a Hold action and shoots, unmodified rolls of
6 to hit deal one extra hit (only the original hit counts as a 6 for Example: A unit of two models wants to jump down 4” of elevation, so
special rules). each model must roll 2 dice, trying to score 3+.

Note: Check out the examples from the Furious special rule. Falling
Reliable If a model falls or is pushed off an elevated position at least 2” tall,
it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then
Models attacks at Quality 2+ with this weapon. place the model within 2” of the bottom, and its activation ends
Note that Reliable only changes the Quality value, so the roll can immediately. For units with multiple models, falling kills the model
still be modified, Fatigue still applies, etc. instead, until only one last model remains, which falls normally.

Rending Example: A unit of two models has fallen down 4” of elevation, so one
model is killed, and the other takes 1 hit with AP(1).
This weapon ignores Regeneration, and unmodified rolls of 6 to hit
get AP(4).

Scout
May be set aside before deployment. After all other units are
deployed, must be deployed and may then be placed anywhere
within 12” of their position. Players alternate in placing Scout units,
starting with the player that activates next.

14
The advanced rules were designed to give players the freedom to Extends the rules with more options for competitive play.
customize their gaming experience however they like, to play the
To play with this pack, use the following rules:
version of the game that is perfect for them.
• Advanced Deployment Styles
In order to help new players get started with the advanced rules,
• Advanced Missions - Extra Missions
we have provided pre-made rules packs, which allow you to play a
• Advanced Missions - Side-Missions
tailor-made version of the game in no-time.

Before the game, players can agree to use one of the following rules
packs in the game: Additional rules with small twists that help build a narrative.
• Extended Core Pack To play with this pack, use the following rules:
• Added Complexity Pack
• Competitive Play Pack • Advanced Terrain - Terrain Generator
• Narrative Battles Pack • Advanced Terrain - Army Terrain
• Chaotic Rules Pack • Advanced Deployment Styles
• Advanced Missions - Extra Missions
Note that you shouldn’t feel limited by these pre-made packs, and • Advanced Casting - Relic Wargear
you can freely add or remove rules from any of them, to get the • Fog of War
best version of these packs for you. • Unit Psychology

Adds a few extras to the core rules, whilst keeping things light. Lots of randomness which can be less balanced, but more fun.
To play with this pack, use the following rules: To play with this pack, use the following rules:
• Advanced Deployment Styles • Advanced Terrain - Terrain Placement
• Advanced Missions - Extra Missions • Advanced Deployment Styles
• Extra Actions • Battlefield Modifiers - Special Conditions
• Battlefield Modifiers - Terrain & Objective Effects
• Random Events
Extra rules that add more complexity to the game. • Critical Hits
To play with this pack, use the following rules: • Twists & Gambits

• Advanced Deployment Styles


• Advanced Missions - Extra Missions
• Advanced Missions - Side-Missions
• Advanced Actions - Extra Actions
• Advanced Actions - Action Boosting
• Advanced Casting - Currents of Power
• Advanced Casting - Living Spells
• Tactical Phase
• Command Points

15
When preparing the game, you can either pick one of the Players roll-off, and the winner places all pieces of terrain on the
placement styles below, or select it randomly. table, at least 3” away from each other and the table edge.

To select a random placement style, roll one die: Then the player that lost the roll-off gets to pick which side they
want to deploy on.
1. Random
2. Alternating (Free)
3. Alternating (Restricted)
4. Full Table Players roll-off, and the winner may draw a straight line from one
5. Two Halves corner of the battlefield to the opposite, and pick which table half
6. Four Squares they place terrain on.

Once you have decided what placement style to use, pick 20+ Then the players alternate in placing one piece of terrain each on
pieces of terrain that you want to play with, and then follow the their own table half, at least 3” away from other pieces of terrain
instructions of the selected placement style. and the table edge.

Divide the table into four 2’x2’ sections. Divide the table into four 2’x2’ sections.

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

Players roll-off, and then alternate in placing one terrain piece


each, starting with the player that won.

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


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

Roll one die to select a random restriction, and then follow the
same rules as the “Alternating (Free)” placement style:

1. No pieces of terrain may be placed within 12” of the


center of the table.
2. No pieces of terrain may be placed within 12” of the edge
of the table.
3. Place the first piece of terrain at the center of the table.
The rest must be placed more than 12” away from that
piece of terrain.
4. Place the first piece at the center of the table, and the rest
must be placed within 9” of another piece of terrain that
was already placed.
5. Place the first 4 pieces each within 12” of a different table
corner. The rest can be placed anywhere.
6. Place the first 4 pieces each in a different table quarter.
The rest can be placed anywhere.

16
If you’re looking for more variety in your table setups, you can use Many planets are pleasant and liveable, sustaining wildlife and
one of the following terrain generators, to get themed terrain that civilization alike, with relatively intact natural landscapes.
fits a thematic battlefield.
To generate hospitable terrain, follow these steps:
There are 4 planet types that you can pick from:
• First, take 10 pieces of terrain:
• Generic Planets o 3 Walls or Fences
• Hospitable Planets o 3 Hills or Plantations
• Wasteland Planets o 4 Forests or Large Buildings
• Death Planets • Then, take 6D3 more pieces of terrain, determining their
type by rolling 2D6 for each (see results below).
Whilst there is no limit to the size of terrain that you can use for
your games, we have a few recommendations for you: 2 = Deep River or Lake

• Small pieces of scatter terrain, like barrels, boxes, Counts as Impassable terrain.
barricades, etc. should be somewhere between 1”x1” and
3 = Shallow River or Stream
3”x3” in size.
• Large terrain features, like buildings, forests, lakes, etc. Counts as Difficult terrain. Optionally, you may add one 3”-6” wide
should be somewhere between 4”x4” and 8”x8” in size, Bridge for every full 24” of Shallow River or Stream.
but can be as large as 12”x12”. 4 = Tall Crops Field
Note that all of the terrain generated in this section can be used in Counts as Difficult and Cover terrain.
combination with different terrain placement styles for a more
varied table setup. 5 = Ruins or Debris

Counts as Cover terrain, as well as Dangerous terrain when using


Rush/Charge actions.
The Generic Planet setup allows you to generate terrain without
6 = Forest or Plantation
having to worry about using thematic pieces.
Counts as Difficult and Cover terrain, and units may see into and
To generate balanced terrain, follow these steps:
out of them, but not through.
• First, take 10 pieces of terrain:
7 = Hill, Forest, or Field
o 3 Barricades
o 3 Large Forests / Large Fields See other entries for specific rules.
o 4 Large Sight Blockers
8 = Hill
• Then, take 6D3 more pieces of terrain, determining their
type by rolling 2D6 for each: Counts as Cover terrain, and units on top may ignore one
o 2-3 = Large Hill unit/terrain for line of sight.
o 4 = Large Ruins 9 = Wall or Fence
o 5 = Large Field
o 6-8 = Barricade Counts as Cover, as well as Difficult terrain when moving through it.
o 9 = Large Forest 10 = One Large Building
o 10 = Large Sight Blocker
Counts as Impassable and Blocking terrain.
o 11-12 = Large Lake
11 = Group of Small Buildings
After terrain has been placed, roll-off to see who goes first, and
then players alternate in picking D3 pieces of terrain each, which Count as Impassable and Blocking terrain.
count as Dangerous Terrain.
12 = Steep Hill

Counts as Cover terrain, as well as Difficult terrain for units moving


up, and units on top may ignore one unit/terrain for line of sight.

17
Either naturally barren or devastated by years of industry or war, Some of the most dangerous planets in the universe, varying from
some planets are little more than wastes of dirt and ash. deadly jungles, to burning volcanoes, to icy mountains.

To generate wasteland terrain, follow these steps: To generate death terrain, follow these steps:

• First, take 10 pieces of terrain: • First, take 10 pieces of terrain:


o 3 Groups of Small Dunes o 3 Overgrown Ruins
o 3 Large Rocks / Craters o 3 Deadly Vegetation / Hills
o 4 Large Buildings / Toxic Smog o 4 Dense Vegetation / Steep Hills
• Then, take 6D3 more pieces of terrain, determining their • Then, take 4D3 more pieces of terrain, determining their
type by rolling 2D6 for each (see results below). type by rolling 2D6 for each (see results below).

2 = Toxic River 2 = Death Marsh

Counts as Difficult and Dangerous terrain. Optionally, you may add Counts as Difficult and Dangerous terrain.
one 3”-6” wide Bridge for every full 24” of Toxic River.
3 = Crumbly Rock
3 = Sludge Stream or Canal
Counts as Difficult terrain.
Counts as Dangerous terrain. Optionally, you may add one 3”-6”
4 = Overgrown Ruins
wide Bridge for every full 24” of Toxic River.
Counts as Difficult and Cover terrain.
4 = Sludge Field
5 = Deadly Vegetation
Counts as Difficult terrain.
Counts as Difficult, Cover, and Dangerous terrain.
5 = Ruins or Debris
6 = Dense Vegetation
Counts as Cover terrain, as well as Dangerous terrain when using
Rush/Charge actions. Counts as Difficult and Cover terrain, and units may see into and
out of them, but not through.
6 = Large Rock or Two to Three Small Rocks
7 = Dense Vegetation or Hill
Counts as Impassable and Blocking terrain.
See other entries for specific rules.
7 = Group of Small Dunes
8 = Hill
Counts as Cover terrain, and units on top may ignore one
unit/terrain for line of sight. Counts as Cover terrain, and units on top may ignore one
unit/terrain for line of sight.
8 = Crater
9 = Group of Small Buildings
Counts as Cover terrain.
Count as Impassable and Blocking terrain.
9 = Toxic Smog
10 = Steep Hill
Counts as Cover and Dangerous terrain, and units may see into and
out of it, but not through. Counts as Cover terrain, as well as Difficult terrain for units moving
up, and units on top may ignore one unit/terrain for line of sight.
10 = Large Building
11 = Beast Lair
Counts as Impassable and Blocking terrain.
Counts as Dangerous terrain.
11 = Mine Field
12 = Quicksand
Counts as Dangerous terrain.
Counts as Dangerous terrain when using Rush/Charge actions.
12 = Group of Small Buildings

Count as Impassable and Blocking terrain.

18
Protective Dome

Players can choose to play using army terrain, which allows each The area within 6” of this faction terrain counts as Cover terrain for
army to place a special piece of terrain that affects the game in friendly units.
different interesting ways. Watch Tower
Before the game begins, each army either picks one army terrain, The area within 6” of this faction terrain counts as Dangerous
or rolls to get one randomly. terrain for enemy units.
To get army terrain randomly, first, roll one die to get one type of
Battle Terrain:
Arcane Pillars
1. Army Banner
2. Battle Forge When placing this army terrain, place two copies of it within 12” of
3. Defensive Barrier each other (instead of placing just one).
4. Icon of War
Draw a straight line from one copy of this army terrain to the other.
5. Protective Dome
Whenever an enemy unit ends its activation with at least one model
6. Watch Tower
touching the line, the unit takes 2D3 wounds.
Then, roll one die to get one type of Relic Terrain:
Enchanted Shrine
1. Arcane Pillars
Whenever a friendly Caster activates within 6” of this army terrain,
2. Enchanted Shrine
it gets 1 spell token.
3. Faction Relic
4. Healing Well Faction Relic
5. Magic Armory Whenever a friendly unit within 12” of this army terrain takes a
6. Twin Jumpgates morale test, it gets +1 to its morale test roll.
Finally, secretly pick one of the two results to be your army terrain Healing Well
for the match.
Whenever a friendly unit within 6” of this army terrain is activated,
Army terrain pieces should be somewhere between 2”x2” and 4”x4” you may remove D3 wounds from it.
in size, and somewhere between 2” and 4” tall. Each piece counts
are impassable and blocking terrain. Magic Armory

During deployment, army terrain pieces are placed as if they were a Whenever a friendly unit within 6” of this army terrain takes hits, it
regular unit, but they can’t be placed within 6” of any objective gets +1 to its defense rolls.
marker, or the table edges. Twin Jumpgates

When placing this army terrain, place two copies of it within 24” of
each other (instead of placing just one).
Army Banner
Whenever a friendly unit ends its activation within 3” of one of the
Whenever a friendly unit activates within 6” of this army terrain, it
copies of this army terrain, you may place it anywhere within 3” of
gets +2” when using Advance actions, and +4” when using
the other copy of this army terrain.
Rush/Charge actions.

Battle Forge

Whenever a friendly unit activates within 6” of this army terrain, it


gets +1 to hit rolls when shooting.

Defensive Barrier

The area within 6” of this faction terrain counts as Difficult terrain


for enemy units.

Icon of War

Whenever a friendly unit activates within 12” of this army terrain, it


gets +1 to hit rolls in melee when charging.

19
These styles are meant to provide a balanced experience, with
fairly standard gameplay.

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

1. Frontline
2. Ground War
3. Side Battle
4. Disordered
5. Spearhead
6. Opposing Forces

Note that this is the basic deployment from the core rules.

20
These styles are meant to provide a balanced experience, with
interesting twists that require strategic thinking.

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

1. No Man’s Land
2. Long Haul
3. Flank Assault
4. Frontal Clash
5. Tactical Push
6. Meeting Engagement

21
These styles are meant to provide an unbalanced experience, with
one player being surrounded or disadvantaged.

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

1. Open Warzone
2. Pushback
3. Cornered
4. Encircled
5. Behind Enemy Lines
6. Lightning Strike

22
Pick one mission of your choice, or randomly select one before the 1. Duel
game begins to keep players on their toes.
After the table has been prepared, the players must set up a total of
First select a mission type by rolling one die: D3+2 objective markers on the battlefield.

• 1-2 = Face-Off After 4 rounds have been played the game ends, and the player that
• 3-4 = Progressive Scoring controls most markers wins.
• 5-6 = Attack & Defend
Note that this is the standard mission from the core rules.
Roll one die to get a random Face-Off mission:
2. Seize Ground
1. Duel
After the table has been prepared, the players must set up a total of
2. Seize Ground
4 objective markers on the battlefield.
3. Relic Hunt
4. Sabotage Divide the non-deployment zone area of the table into 4 equal
5. Breakthrough quarters, and place one marker at the center of each.
6. King of the Hill After 4 rounds have been played the game ends, and the player that
Roll one die to get a random Progressive Scoring mission: controls most markers wins.

1. Pitched Battle 3. Relic Hunt


2. Domination After the table has been prepared, the players must set up a total of
3. Capture & Hold 3 objective markers on the battlefield.
4. Demolition
5. Headquarters If a unit seizes a marker, remove it from the table, and it counts as
6. Mosh Pit being carried by the unit. If the unit is shaken or destroyed at any
point, the marker is dropped on the spot.
Roll one die to get a random Attack & Defend mission:
After 4 rounds have been played the game ends, and the player that
1. The Raid controls most markers wins.
2. Smash & Grab
3. Ambush 4. Sabotage
4. Last Stand After the table has been prepared, the players must set up
5. VIP Escort 1 objective marker each 12” away from their table edge.
6. The Rescue
Each objective marker belongs to the player that placed it, and if at
When playing Attack & Defend missions, the player that wins the any point a unit seizes the enemy objective marker, then the
deployment roll-off gets to pick if they want to be attacker or marker is destroyed and removed from play.
defender for this match.
After 4 rounds have been played the game ends, and the player that
managed to destroy the enemy marker whilst keeping their own
marker intact wins.
Since all missions use objectives in order to determine who wins,
5. Breakthrough
the following rules are common for all missions:
After the table has been prepared, the players must set up
• Placing Objectives: The players roll-off, and the winner
1 objective marker each on the battlefield.
picks who places the first objective marker. Then the
players alternate in placing one marker each outside of The objective markers must be placed at the center of each player’s
the deployment zones, and over 9” away from other deployment zone, 12” away from the table edge.
objective markers.
After 4 rounds have been played the game ends, and the player that
• Seizing Objectives: At the end of each round, if a unit is
controls most markers wins.
within 3” of a marker whilst no enemies are, then it
counts as being seized. Markers remain seized even if the 6. King of the Hill
unit moves away, but if units from both sides contest an
After the table has been prepared, the players must set up only
marker at the end of a round, then it becomes neutral.
1 objective marker on the battlefield.
Note that if you are using the random deployment styles rules, you
The objective marker must be placed over 9” away from the
must first roll to see which deployment style you will use, then roll
deployment zones and the table edges.
for mission objectives, and only after you roll-off to see who picks
where to deploy. After 4 rounds have been played the game ends, and the player that
controls the marker wins.

23
4. Demolition

1. Pitched Battle After the table has been prepared, the players must set up
1 objective marker each 12” away from their table edge.
After the table has been prepared, the players must set up a total of
D3+2 objective markers on the battlefield. Each objective marker belongs to the player that placed it, and if at
any point a unit seizes the enemy objective marker, then the
At the end of each round players get 1 VP for each objective marker marker is destroyed and removed from play.
they seized, and at the end of the game players get 1 VP if they
seized more markers than their opponent. At the end of each round players get 1 VP if their objective marker
has not been destroyed, and 1 VP if they destroy the enemy marker
After 4 rounds have been played the game ends, and the player that whilst their own marker was already destroyed.
scored most VPs wins.
After 4 rounds have been played the game ends, and the player that
2. Domination scored most VPs wins.
After the table has been prepared, the players must set up a total of 5. Headquarters
4 objective markers on the battlefield.
After the table has been prepared, the players must set up
Divide the non-deployment zone area of the table into 4 equal 1 objective marker each on the battlefield.
quarters, and place one marker at the center of each.
The objective markers must be placed at the center of each player’s
At the end of each round players get 1 VP for each objective marker deployment zone, 12” away from the table edge.
they seized, as well as 1 VP if they seized more objective markers
than their opponent. At the end of each round players get 1 VP for each objective marker
they seized, and at the end of the game players get 1 VP if they
After 4 rounds have been played the game ends, and the player that seized more markers than their opponent.
scored most VPs wins.
After 4 rounds have been played the game ends, and the player that
3. Capture & Hold scored most VPs wins.
After the table has been prepared, the players must set up a total of 6. Mosh Pit
3 objective markers on the battlefield.
After the table has been prepared, the players must set up only
If a unit seizes a marker, remove it from the table, and it counts as 1 objective marker on the battlefield.
being carried by the unit. If the unit is shaken or destroyed at any
point, the marker is dropped on the spot. The objective marker must be placed over 9” away from the
deployment zones and the table edges.
At the end of each round players get 1 VP for each objective marker
they seized, and at the end of the game players get 1 VP if they At the end of each round players get 1 VP if they seized the
seized more markers than their opponent. objective marker, and 1 VP if they seized the marker whilst it was
not already seized by the enemy.
After 4 rounds have been played the game ends, and the player that
scored most VPs wins. After 4 rounds have been played the game ends, and the player that
scored most VPs wins.

24
4. Last Stand

1. The Raid After the table has been prepared, the defending player must set up
1 objective marker within 12” of the table centre.
The attacking army gets 25% more points than the defender.
After the table has been prepared, the defender must deploy all of
After the table has been prepared, the defender must set up its units within 12” of the table center, and then the attacker
1 objective marker within 12” of the table center, and must then deploys all of its units within 12” of any table edge.
deploy half of its units within 12” of the marker.
Whenever an attacker’s unit is fully destroyed for the first time, it is
The attacker then deploys all of its units anywhere within 12” of placed in reserves. At the beginning of each round, the attacker
any table edge, and after that the defender must deploy its rolls one die for each unit in reserve, and on a 6 may place it within
remaining units anywhere on the table over 12” away from enemy 12” of any table edge.
units, and over 12” away from the marker.
The attacker’s units may only be placed in reserves once, and if at
After 6 rounds have been played the game ends, and the player that the beginning of a round the attacker has no units on the table,
controls the marker wins. then any remaining reserves are destroyed.
2. Smash & Grab After 6 rounds have been played the game ends, and the player that
The attacking army gets 25% more points than the defender. controls the marker wins.

After the table has been prepared, the defender must set up a total 5. VIP Escort
of D3+2 objective markers on the battlefield, and then secretly After the table has been prepared, the defender must set up 1
mark one of them as a trap, and one of them as a relic. objective marker within 6” of any table edge, and must then deploy
When an attacker’s unit seizes a marker, the defender must reveal all of its units within 12” of it. The attacker then deploys all of its
what it was. If it was a trap the unit takes D3+1 hits, and if it was not units anywhere within 12” of any table edge, and over 12” away
the relic then the marker is removed. from enemy units.

If it was the relic, then the unit seizes it and removes it from the At the beginning of each round, if the defender has seized the
table, counting as carrying it. If the unit is shaken or destroyed at marker, then they may move it by up to 12” in any direction.
any point, the marker is dropped on the spot. After 6 rounds have been played the game ends, and if the marker
After 6 rounds have been played the game ends, and if the marker is within 6” of the table edge opposite of the one it was deployed
is within 6” of any table edge, then the attacker wins, else the on, then the defender wins, else the attacker wins.
defender wins. 6. The Rescue
3. Ambush The attacking army gets 25% more points than the defender.
After the table has been prepared, the players must set up a total of After the table has been prepared, the defending player must set up
D3 objective markers on the battlefield, starting with the defender. 1 objective marker within 12” of the table centre.
After the table has been prepared, the defender must first deploy Players may only deploy up to half of their units, and keep the
half of its units in their deployment zone, and then the attacker other half in reserves. At the beginning of each round after the first,
must deploy all of its units anywhere on the table over 12” away the players must roll one die for each unit in reserves, and on a 4+
from enemy units, but within 6” of at least one other friendly unit. may place it within 12” of any table edge, over 12” away from
Finally, the defender may deploy the rest of its units anywhere on enemy units and the objective marker.
the table, over 12” away from enemy units.
If an attacking unit seizes the marker, remove it from the table, and
After 6 rounds have been played the game ends, and the player that it counts as being carried by the unit. If the unit is shaken or
controls most markers wins. destroyed at any point, the marker is dropped on the spot and the
defender may move it by up to 6” in any direction.

After 6 rounds have been played the game ends, and if the marker
is within 6” of any table edge, then the attacker wins, else the
defender wins.

25
When playing with side-missions, the scoring at the end of the Another way to play with side missions is to use mad dash variants,
game is done using a Victory Points (VP) system, instead of winning where players are competing for randomly changing side-missions.
based on the mission’s conditions.
When playing with these variants, players earn VPs for each
At the end of the game, players score VPs for each objective marker objective marker they seized at the end of each round (scoring a
they seized, plus 1 VP for each side-mission that they completed. different number of VPs based on how many are on the table as
The player that scored most VPs wins. usual), plus 1 VP for each side-mission they scored.

Seized objective markers score a different number of VPs based on Before the game begins, pick one of the following mad dash
how many are on the table: variants, or roll a D3 to randomly get one:

• 1 Objective = 3 VPs for seizing the marker 1. Shared Dash - At the beginning of each round, roll for one
• 2 Objectives = 2 VPs per seized marker random side-mission, which both players can score
• 3+ Objectives = 1 VP per seized marker during that round. Discard the side-mission if it wasn’t
scored during that round.
Note that if you’re using progressive scoring missions, you still
2. Hidden Dash - At the beginning of each round, each
score VPs at the end of each round, plus VPs from seized markers
player rolls for one random side-mission in secret, which
and side-missions at the end of the game.
only they can score during that round. Discard the side-
Before the game begins, pick one of the following playstyles, or roll mission if it wasn’t scored during that round.
a D3 to randomly get one: 3. Cumulative Dash - At the beginning of each round, roll
for one random side-mission, which both players can
1. Shared - Each player selects 2 side-missions openly, both
score during any round. Side-missions are only discarded
players can complete any of the side-missions.
once they have been scored, and persist between rounds.
2. Hidden - Each player selects 3 side-missions in secret,
players can only complete their own side-mission. Side-missions from the tactical genius category must be completed
3. Shared + Hidden - Each player selects 1 side-missions on the same round in which they are scored, whilst missions from
openly, which both players can complete. Then each other categories may be scored even if they were completed on a
player selects 1 side-mission in secret, which only they previous round.
can complete.
Example: A player destroyed two or more enemy Heroes during round
When selecting side-missions openly, the players must roll-off, and 1, and then the Slay side-mission is selected at the beginning of
then alternate in picking 1 side-mission each, starting with the round 3, so at the end of round 3 the player may score it.
player that won the roll-off.

Additionally, you must pick one of the following selection methods,


or roll a D3 to randomly get one:

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


of the categories.
2. Limited - For each side-mission, players must first roll
one die to get a category, and may then freely select any
side-mission.
3. Randomized - For each side-mission, players must first
roll one die to get a category, and then roll one die to get
a side-mission.

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


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

26
4. Combat Master

There are 6 different categories to choose from, each with their 1. Slaughter - Destroy four or more enemy units with 3+
own twists and strategies: models.
2. Wipe Out - Destroy more enemy units with 3+ models
1. Tactical Genius than opponent.
2. Field Marshal 3. Exterminate - Destroy the enemy unit with 3+ models
3. Astute Strategist with most models (if there are multiple, destroy one).
4. Combat Master 4. Butcher - Destroy the most expensive enemy unit with 3+
5. Monster Hunter models (if there are multiple, destroy one).
6. Heroic General 5. Eradicate - Destroy the least expensive enemy unit with
1. Tactical Genius 3+ models (if there are multiple, destroy one).
6. Massacre - Destroy ten or more enemy models.
1. Mislead - Control no objectives.
2. Fortify - Control only one objective. 5. Monster Hunter
3. Seize - Control most objectives. 1. Eliminate - Destroy two or more enemy units with
4. Rule - Control more objectives than opponent. Tough(3+).
5. Dominate - Enemy must control no objectives. 2. Destroy - Destroy more enemy units with Tough(3+) than
6. Equalize - Control as many objectives as opponent. opponent.
2. Field Marshal 3. Obliterate - Destroy the enemy unit with Tough(3+) with
the highest Tough value (if there are multiple, destroy
1. Control - Have one or more friendly units fully within 6” one).
of the table centre. 4. Erase - Destroy the most expensive enemy unit with
2. Intimidate - No enemy units are fully within 6” of the Tough(3+) (if there are multiple, destroy one).
table center. 5. Annihilate - Destroy the least expensive enemy unit with
3. Overrun - Have one or more friendly units fully inside Tough(3+) (if there are multiple, destroy one).
each table quarter. 6. Decimate - Deal six or more wounds to two units with
4. Spread Out - Have one or more friendly units within 12” Tough(3+).
of each table corner.
5. Invade - Have two or more friendly units fully inside the 6. Heroic General
enemy deployment zone. 1. Slay - Destroy two or more enemy Heroes.
6. Defend - No enemy units are fully inside the friendly 2. Execute - Destroy more enemy Heroes than opponent.
deployment zone. 3. Terminate - Destroy the enemy Hero with the highest
3. Astute Strategist Tough value (if there are multiple, destroy one).
4. Assassinate - Destroy the most expensive enemy Hero (if
1. Rush - Be the first player to destroy an enemy unit. there are multiple, destroy one).
2. Finalize - Be the last player to destroy an enemy unit. 5. Murder - Destroy the least expensive enemy Hero (if there
3. Conserve - Keep at least 50% of friendly units alive. are multiple, destroy one).
4. Erode - Destroy at least 50% of enemy units. 6. Dispatch - Destroy one enemy Hero and at least 25% of
5. Terrify - Two or more enemy units must fail a morale test enemy units.
caused by friendly units.
6. Hex - Successfully cast four or more spells.

27
Before the game, players can agree to use any or all of the following When taking a Focused Fire action, the unit takes a Hold action,
extra actions in the game: and gets +1 to hit when shooting at targets within 12”.

• Assault
• Last Stand
• Hunker Down When taking a Heavy Charge action, the unit takes a Charge action
• Defensive Stance to charge a target that is between 3” and 6” away, and gets +1 to hit
• Focused Fire in melee.
• Heavy Charge
• Stealth Move
• Covering Fire When taking a Stealth Move action, the unit takes an Advance
• Overwatch action, but may not shoot, and enemies shooting at it get -1 to their
hit rolls until its next activation.
When using these extra actions the game is played normally,
however players may pick any of the selected extra actions in
addition to the regular ones.
When taking a Covering Fire action, the unit takes a Hold 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 the target must take
When taking an Assault action, pick one enemy unit within the
a morale test (regardless of casualties). All hits are then discarded
unit’s charge range as its target. The unit must first shoot at the
as misses.
target, and then must charge the target, but gets -1 to hit rolls for
both shooting and melee.

Note that units taking Assault actions may not split fire to shoot at When taking an Overwatch action, the unit remains idle, and until
multiple targets, and may not charge any other target if the original its next activation it may react once to an enemy unit’s activation at
target is destroyed by shooting. any point as it moves or shoots.

The unit may react to two things:

Units may take a Last Stand action even if they are Shaken. • Movement: Shoot at an enemy at any point during its
movement, but gets -1 to hit rolls.
When taking Last Stand actions, units may take a Hold, Advance,
• Shooting: Shoot back at an enemy within 24” that shot at
Rush, or Charge action, but count as being Shaken for the purpose
it, but gets -1 to hit rolls.
of special rules until the beginning of their 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 any
special rules that require picking a target (ex.: Caster).

When taking a Hunker Down action, the unit remains idle, and
enemies shooting at it get -2 to hit rolls until its next activation.

Shaken units may take Hunker Down actions to get this bonus as
well as stopping to be Shaken.

When taking a Defensive Stance action, the unit remains idle and
may not strike back, and enemies attacking it in melee get -2 to hit
rolls until its next activation.

Shaken units may take Defensive Stance actions to get this bonus
as well as stopping to be Shaken.

28
Action Boosting rules allow players to strategically enhance the Whenever a player spends a boost point on a unit, it gets a bonus
actions of their units, pushing them to their limits. depending on the action it takes.

Before the game begins, pick one of the following playstyles, or roll Standard Actions
a D3 to randomly get one:
• Hold - Gets +1 to hit rolls and +50% range when shooting.
1. Tactical • Advance - Gets +1 to hit rolls when shooting.
2. Underdog • Rush - May move by up to +50%.
3. Random • Charge - Gets +1 to hit rolls in melee.

Extra Actions

There are 3 different playstyles you can use, each providing a • Assault - Doesn’t get -1 to hit rolls when shooting or in
different flow of boosting: melee (pick one).
• Last Stand - Doesn’t get -1 to Quality, or -1 to Defense
1. Tactical - At the beginning of each round, players get 1 rolls, or doesn’t halve its movement (pick one).
boost point, which they may spend once per unit to boost • Hunker Down - Enemies get -3 to hit rolls when shooting
their action. Unspent points carry over between rounds. at the unit (instead of -2).
2. Underdog - Play using the standard mission, but at the
• Defensive Stance - Enemies get -3 to hit rolls when
end of each round, players get 1 VP for each marker they
attacking the unit in melee (instead of -2).
seized, and after 4 rounds the player that scored most VPs
• Focused Fire - Gets +2 to hit rolls when shooting (instead
wins. At the beginning of each round, players get 1 boost
of +1).
point, or 2 boost points if they have the least number of
• Heavy Charge - Gets +2 to hit rolls in melee when
VPs. Players may spend one boost point per unit to boost
charging (instead of +1).
its action, but unspent points don’t carry over between
• Stealth Move - Enemies get -2 to hit rolls when shooting
rounds.
at the unit (instead of -1).
3. Random - Before the game begins, each players needs to
• Covering Fire - Needs to roll at least one 3+ to force a
take as many tokens as units in their army, of which one
morale test (instead of 4+).
needs to be marked as a boost token. At the beginning of
each round, the players must put as many tokens as units • Overwatch - Doesn’t get -1 to hit rolls when shooting.
they have left on the battlefield in separate bags. Then,
whenever it’s a player’s turn to activate, they must draw a
random token from their bag. If it’s a regular token, then
they activate a unit normally, but if it’s a boost token,
then they may boost the action of the unit they activate
this turn.

29
Casting Spells

Advanced Casting rules add more complexity to how casters work When casting spells, instead of rolling a single die and spending
in the game, making them more important to the battle. spell tokens to get +1 to the roll, players may take any number of
spell dice from their psychic pool, and roll them instead. If you roll
Before the game, players can agree to use any or all of the following as many 4+ as the spell’s casting value, then the spell is cast
in the game: successfully.
• Currents of Power If any of the dice has an unmodified result of 6, then the spell can’t
• Living Spells be blocked (see blocking spells section).
• Relic Wargear
If any of the dice has an unmodified result of 1, then after resolving
any spell effects, the caster can’t cast any more spells until the end
of the round.
When playing with Currents of Power, the Caster(X) rule is heavily
modified, with all of these changes: If all of the dice have an unmodified result of 1, then the caster
suffers a miscast. Remove D3 spell dice from the psychic pool, and
• Spell Books
then roll 2D6 to see what happens:
• Psychic Pool
• Casting Spells Result Miscast Effect
• Blocking Spells 2-4 Cascade - The caster takes D3 hits with AP(4), and
one random unit within 6” (if the caster is not part
Spell Books of a unit) takes 2D3 hits with AP(4).
5-6 Detonation - The caster takes D3 hits with AP(4),
Before the game begins, for each Caster(X) roll to get X+1 random
and one random unit within 6” (if the caster is not
spells from their spell list, and then pick X of those spells to be part part of a unit) takes D3 hits with AP(4).
of that caster’s spell book for the battle. 7 Boom! - The caster takes D3 hits with AP(4).
8-9 Feedback - The caster takes D3 hits, and all
Spells from a caster’s spell books are cast on a 4+ as usual, whilst
friendly casters take D3 hits.
spells that are not part of their book are only successfully cast on a 10-12 Power Drain - The caster takes D3 hits with AP(1),
6+ instead. reduces its level by D3 and removes that many
random spells from its magic book.
Psychic Pool

At the beginning of each round, each player gets 2*X spell dice in Note that casters that suffer a miscast can’t cast any more spells
their psychic pool, where X is the total number of spell tokens all until the end of the round.
their casters would have generated that round. Blocking Spells
Then, each player rolls one die for each of their casters, and on a 1 When blocking spells, instead of spending spell tokens to give -1 to
removes one spell die from their psychic pool, and on a 6 adds one the roll, players may take any number of spell dice from their
spell die to their psychic pool. psychic pool, and roll them at the same time as the caster instead.
At the end of each round, each player must discard unspent spell Then, sum together the total result of all casting dice, and the total
dice down to 6*X dice, where X is the total number of casters in result of all blocking dice. If the total blocking result is equal or
their army. higher than the casting result, then the spell is blocked, and its
effects are not resolved.

Note that if any of the casting dice has an unmodified result of 6,


then the spell can’t be blocked.

30
Living Spells are physical representations of spells on the 1. Hungering Jaws (2) - Large Spell
battlefield, which add a new dimension to casting. To play with
This spell needs to have a clearly marked front. This spell moves
living spells, you will need some miniatures for them, which come
12” straight at the end of each round. If it gets to a table edge, it is
in three sizes:
removed. Units it moves through take D6+1 hits.
• Small Spells = 32mm/40mm Round Base
2. Magic Shackles (2) - Small Spell
• Large Spells = 50mm/60mm Round Base
• Long Spells = 175x32mm Oval/Rectangle Base This spell moves 12” towards a random table corner at the end of
each round. If it gets to a table edge, it is removed. Units within 6”
Living spells are cast like regular spells, and if successful, they are
count as being in Difficult terrain.
placed anywhere within 12” of the caster. Each army may only have
one living spell in play at a time, and if a new one is cast, the 3. Healing Swarm (2) - Small Spell
previous one is removed from play. At the end of each round, one random caster within 6” may move
Enemy casters that are within 12” of a living spell at any point of this spell by up to 12” in any direction, and then units within 6” of it
their activation before attacking, may try to unbind them. remove D3 wounds.
Unbinding spells works just like casting them, but if successful, the 4. Soul-Drain Platform (2) - Large Spell
spell is removed from the table.
The caster must be placed on top of this spell. As long as the caster
Before the game begins, each army gets one spell from each of is on top of this spell, the spell moves with it. When activated, one
these categories (all players either pick freely or roll to get a random unit (including the caster) within 6” takes D3 automatic
random spell from each category): hits with AP(4).
• Primitive Spells 5. Screaming Horror (2) - Small Spell
• Intricate Spells
• Forbidden Spells This spell moves 12” towards a random table corner at the end of
each round. If it gets to a table edge, it is removed. Units within 6”
get -1 to morale test rolls.

1. Burning Pyre (1) - Small Spell 6. Arcane Palisade (2) - Long Spell

At the end of each round, all units within 6” take D3 automatic hits This spell counts as Impassable and Blocking terrain.
with AP(4).

2. Suffocating Cloud (1) - Long Spell


1. Killing Sun (3) - Large Spell
This spell needs to have a clearly marked front. This spell moves
12” straight at the end of each round. If it gets to a table edge, it is At the end of each round, one random caster within 6” may move
removed. Units the spell moves through must take a Dangerous this spell by up to 12” in any direction. Units it moves through take
Terrain test. D3+1 hits with AP(1).

3. Cogs of Time (1) - Small Spell 2. Divine Maelstrom (3) - Small Spell

This spell moves 12” towards a random table corner at the end of Units within 6” count as being in Cover terrain.
each round. If it gets to a table edge, it is removed. Units within 6” 3. Sword Swarm (3) - Small Spell
get +1 to hit rolls when shooting.
Units within 6” get +1 to hit rolls in melee.
4. Deathly Pendulum (1) - Small Spell
4. Twin Shock-Spheres (3) - Small Spell
This spell moves 12” towards a random table corner at the end of
each round, and then units within 6” of it take D3+1 hits with AP(1). Place one additional copy of this spell within 12” of it, and draw a
If it gets to a table edge, it is removed. straight line between all copies of it. Whenever a unit moves
through the line, it takes D6+1 hits.
5. Shard of Mist (1) - Small Spell
5. Spirit Seeker (3) - Small Spell
Units within 6” get -1 to hit rolls when shooting.
This spell needs to have a clearly marked front. This spell moves
6. Linked Jumpgates (1) - Small Spell 12” straight at the end of each round. If it gets to a table edge, it is
Place one additional copy of this spell within 24” of it. Whenever a removed. Units within 6” get -1 to hit rolls in melee.
unit ends its activation within 3” of one of the copies of this spell, 6. Vortex Platform (3) - Large Spell
you may place it anywhere within 3” of another copy of this spell.
The caster must be placed on top of this spell. As long as the caster
is on top of this spell, the spell moves with it, and the caster gets +1
to casting rolls.

31
Relic Wargear can be anything from holy artifacts, to relic swords, 1. Armour of Destiny
to lost rings of might, and much more. These items are assigned
Whenever the Hero takes a wound, roll one die. On a 5+ the wound
heroes to make them more powerful.
is ignored.
Before the game begins, each hero may equip one relic item.
2. Helmet of Fortune
Pick one of the following selection methods, or roll a D3 to
The Hero gets +1 to Defense rolls.
randomly get one:
3. Silver-Steel Shield
1. Free
2. Limited The Hero counts as having Defense 2+ when shot at.
3. Randomized
4. Glittering Chainmail

The Hero counts as having Defense 2+ in melee.


There are 3 different selection methods you can use, each giving 5. Dragon Shield
the players a different degree of control:
Whenever the Hero takes hits, they count as having AP(-2), to a min.
1. Free - Players may freely pick any one item from any of of AP(0).
the categories.
2. Limited - Players must roll one die to get a category, and 6. Charmed Helmet
may then freely pick any one item from it. The hero gets +1 spell token at the beginning of each round.
3. Randomized - Players must roll one die to get a category,
then roll two dice to get two random items from it, and
then pick one of them to keep.
1. Talisman of Preservation
Each army may only have one copy of each item, and if you
Whenever the Hero takes a wound, roll one die. On a 6+ the wound
randomly get a duplicate, you must re-roll to get another item.
is ignored, and you may remove one wound from it.

2. Dawnstone
1. Weapon of Bloodshed Whenever the Hero takes a wound from a spell, roll one die. On a 2+
Pick one of the Hero’s weapons, which gets +3 Attacks. the wound is ignored.

2. Obsidian Weapon 3. Protective Gem

Pick one of the Hero’s weapons, which gets AP(4). Once per game, you may give an enemy unit -1 to hit in melee when
attacking the Hero and its unit.
3. Kingslayer Weapon
4. Opal Amulet
Pick one of the Hero’s weapons, which gets +3 Attacks and AP(4)
when fighting against Heroes and their unit. Once per game, you may give an enemy unit -1 to hit when
shooting at the Hero and its unit.
4. Biting Weapon
5. Luckstone
Pick one of the Hero’s weapons, which hits at Quality 2+.
Once per game, when the Hero takes one or more wounds, you
5. Spellthieving Weapon may ignore up to D3 of those wounds.
Pick one of the Hero’s weapons. Whenever an enemy Caster takes 6. Seed of Rebirth
wounds from the Hero, for each wound it loses 1 spell token, and
gets 1 less spell token next round. Once per game, when the Hero is activated, you may remove up to
D3 wounds from it.
6. Fencer’s Blade

Pick one of the Hero’s melee weapons, which ignores Fatigue.

32
1. Banner of Swiftness 1. Psychic Harness

The Hero and up to 3 friendly units that are within 12” at the The Hero gets Caster(+1).
beginning of the round get +2” when using Advance actions. This
2. Conjured Wings
effect lasts until the end of the round.
The Hero gets Flying.
2. Rampager’s Standard
5. Terrifying Mask
The Hero and up to 3 friendly units that are within 12” at the
beginning of the round get +4” when using Charge actions. This Once per game, enemy units in melee with the Hero automatically
effect lasts until the end of the round. fail all morale tests.

3. Banner of Eternal Flame 4. Trickster’s Shard

The Hero and up to 3 friendly units that are within 12” at the The Hero’s weapons ignore Regeneration.
beginning of the round may ignore all terrain effects. This effect
3. Ring of Ruin
lasts until the end of the round.
The Hero gets Impact(+3).
4. Ranger’s Standard
6. Displacement Device
The Hero and up to half of its army get Ambush or Scout (pick one).
The models must deploy within 3” of the Hero. Once per game, when the Hero is activated, you may place it
anywhere within 6” of its position
5. Standard of Discipline

The Hero and up to 3 friendly units that are within 12” at the
beginning of the round pass morale tests on rolls of 2+. This effect
lasts until the end of the round.

6. Wailing Banner

The Hero gets Fear(+2).

1. Tome of Magic

Once per game, the Hero gets 3 spell tokens.

2. Hex Scroll

Once per game, after an enemy Caster within 12” of the Hero
successfully casts a spell, it takes D3 wounds.

3. Power Wand

Once per game, the Hero casts its next spell on a roll of 2+.

4. Dispel Scroll

Once per game, after an enemy caster within 12” of the Hero
successfully casts a spell, it may not resolve the spell’s effects.

5. Channeling Staff

Once per game, after a friendly Caster successfully casts a spell, it


may double the spell’s range.

6. Scroll of Shielding

Once per game, after a friendly unit within 12” of the Hero takes
wounds from a spell, it may roll one die for each wound. On a 4+
that wound is ignored.

33
Before the game, you can either pick one of the conditions of your 1. Damnation
choice, or have it selected randomly.
At the beginning of each round, you must select one of your units to
First roll a D3 to select a condition type: make a sacrifice and take D3 wounds.

• 1-2 = None If you do, nothing happens. If you don’t, then all of your units get -1
• 3-4 = Geological to all of their attack, defense and morale rolls this round.
• 5-6 = Mysterious
2. Arcane Power
Then roll one die, and check which special condition you get, based
All casters get +1 to their spell casting rolls.
on the type that was selected.
On an unmodified result of 1, something went wrong with the 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
Any piece of terrain that already counted as Dangerous Terrain test roll.
becomes deadlier, and deals two wounds on a roll of 1. 4. Deadly Vortex
2. Heavy Storm Whenever a unit is activated, roll one die, on a 1 it takes D3
automatic wounds.
The entire table counts as Cover Terrain.
5. Mystical Fog
Any piece of terrain that already counted as Cover Terrain becomes
more protective, and units get +2 to Defense rolls. Whenever a unit takes a wound, roll one die, on a 6+ it may ignore
3. Muddy Terrain that wound.

The entire table counts as Difficult Terrain. 6. Sinister Echoes

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

Whenever a unit needs to take a morale test, it gets -1 to its morale


test roll.

5. Zero Gravity

All units must move +D3” in a straight line on Advance actions, and
+2D6” in a straight line on Rush or Charge actions.

6. Dark Skies

Roll 2D6 once before the game to check how visibility is.

For the rest of the game, all units get -2D6” range when firing their
ranged weapons (to a minimum of 3”).

34
Players can choose to add extra rules to their terrain features and 1 & 2. Regular Objective
objective markers by picking any of the ones they like, or by
No special objective effects are applied to this objective.
generating them randomly.
3. Booby Traps
Whenever a unit enters a piece of terrain for the first time, roll one
die, and the effect lasts the whole game: Units within 3” of this objective always count as being inside
Dangerous Terrain.
• 1-2 = Regular Terrain
• 3 = Alien Infestation 4. Gravity Field
• 4 = Deadly Spores Units within 3” of this objective always count as being inside
• 5 = Psychic Vigor Difficult Terrain.
• 6 = Barbed Wire
5. Defensive Barrier
Whenever a unit seizes an objective for the first time roll, one die,
and the effect lasts the whole game: Units shooting at targets within 3” of this objective get -1 to hit.

• 1-2 = Regular Objective 6. Holy Monument


• 3 = Booby Traps Units within 3” of this objective get +1 to their hit rolls in melee.
• 4 = Gravity Field
• 5 = Defensive Barrier
• 6 = Holy Monument

1 & 2. Regular Terrain

No special terrain effects are applied to this piece of terrain.

3. Alien Infestation

Units that activate in or move through this terrain immediately take


1 automatic wound.

4. Deadly Spores

Units that activate in or move through this terrain immediately take


D3 automatic hits.

5. Psychic Vigor

Units inside of this terrain get +1 to hit when shooting.

6. Barbed Wire

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

35
21. Psychic Anomaly

Players can choose to add random events, which affect units on the Place an anomaly marker in the center of one random table
battlefield in unexpected ways, by checking if a random event is quarter. All units that move within 3” of it take D3 hits.
triggered every round. 22. Carnivorous Fauna
At the beginning of each round, roll one die. On a 5+ an event is Until the end of the mission whenever a unit enters terrain roll one
triggered, and you must roll two dice to determine which one is die, on a 1 it takes a dangerous terrain test.
triggered. The first die you roll represents the first number, whilst
25. The End is Nigh
the second one represents the second number.
All units fail all morale tests until the end of the round.
Example: A player rolls two dice, with the first result being a 2 and the
second result being a 1. This would mean that event 21 (magic 23. Toxic Fumes
anomaly) is chosen.
Select one random table quarter. All of the units within that table
Note that if a random event calls for randomly selecting a unit from quarter take D3+4 automatic hits.
any army, you must first randomly select an army for the event, and
24. Heavy Fog
then randomly select a unit to be the target.
All units get -1 to hit when shooting until the end of the round.
11. Monstrous Spawn
26. Havoc God’s Playthings
Select one random unit, which immediately takes D3 automatic
hits with AP(1). Select one random table quarter. All units within that table quarter
count as fatigued until the end of the round.
12. Low Supplies
31. The Walking Dead
Select D3 random units, which can’t shoot any of their weapons
until the end of the mission. Place a unit of D6 Zombies (Qua 6+, Def 6+, Claws (A2), Slow) in the
center of one random table quarter. At the end of each round the
13. Broken Morale
zombies must charge or rush the nearest unit.
All units from one random army get -1 to morale tests until the end
32. Crazed Sniper
of the game.
Place a Sniper on the highest piece of terrain with most line of sight
14. Surprise Attack
on the table. Select one random unit, and at the end of each round
Select one random unit that is inside a piece of terrain. That unit is if it is in line of sight of the sniper it takes D3 hits.
immediately Shaken.
33. Alien Plague
15. Chipped Weapons
Place an Alien Swarms (Qua 6+, Def 6+, Claws (A3), Tough(3)) in the
Select D3 random units, which can’t strike in melee until the end of center of one random table quarter. At the end of each round the
the round. alien swarm must charge or rush the nearest unit.
16. Mutated Beast 34. Havoc Nuisance
Select one random unit, which immediately takes 1 hit with Place a Daemon Spawn (Qua 4+, Def 4+, Claws (A6), Tough(6))
Deadly(3). within 6” of a random table corner. At the end of each round one
random player may activate it.

35. Ancient Defense System

Place an Ancient Robot in the center of one random table quarter.


At the end of each round the nearest unit in line of sight of the
ancient robot within 12” takes D3 wounds.

36. Rebel Uprising

Place a unit of D6 Rebels (Qua 5+, Def 5+, Rifles (24”, A1), CCWs (A1))
within 12” of a random table corner. At the end of each round one
random player may activate it.

36
41. Grave Miscalculation 61. Flash Grenades

The first time during this round when a unit rolls one or more Select one random army. Enemy units get -1 in melee when
results of 1 to hit for shooting it takes 1 hit with AP(2) for each. attacking units from that army until the end of the round.

42. Berserker 62. Suppressing Fire

The first time during this round when a unit rolls one or more Select one random unit, which doubles its shooting attacks during
results of 6 to hit in melee the target takes 1 wound for each. this round.

43. Rigged to Blow 63. War Shout

Select one random player, who may note down one piece of terrain Select one random unit that is Shaken, which immediately stops
in secret. The first unit to enter that terrain takes D3+3 automatic being Shaken.
hits with AP(2).
64. Covered in Blood
44. Panic Attack
Select one random unit. Enemy units within 6” of it get -1 to morale
The first time during this round when a unit rolls a 1 when taking a until the end of the mission.
morale test, that unit immediately routs.
65. Anti-Grav Boots
45. Suppressive Fire
Select one random unit, which moves +D3” on Advance and +2D3”
The first time during this round when a unit rolls one or more on Rush or Charge actions until the end of the mission.
results of 6 to hit for shooting the target must take a morale test,
66. Deep Rage
and gets -1 to its roll for each result of 6.
Select one random unit, which gets +1 to hit in melee until the end
46. From Bad to Worse
of the round
The first time during this round when a unit rolls one or more
results of 1 to hit in melee, it counts as having dealt -1 wounds for
each when checking who won melee.

51. Fighting Vigour

Select one random table quarter. All units within that table quarter
get +1 to hit when shooting until the end of the round.

52. Gravitational Shift

All units within 18” of the centre of the table move +1” on Advance
and +2” on Rush or Charge actions until the end of the round.

53. Godly Blessing

All units get AP(+1) in melee until the end of the round.

54. Land of the Brave

Select one random table quarter. All units within that table quarter
pass all morale tests until the end of the round.

55. Get back in the Fight!

All units within 18” of any table corner may immediately move by
up to 6” in any direction.

56. Shimmering Mist

Select one random table quarter. All units within that table quarter
count as being in Cover until the end of the mission.

37
Fog of War rules add an element of uncertainty to battles, by Before the game begins, the table must be divided into 2 equal
affecting how units are deployed and how rounds are played. sections along the player’s table edge, and they must be numbered
section 1 and section 2.
Pick any of the following:
Whenever a player needs to choose which unit to activate, first they
• Surprise Engagement
must roll a D6, and then they may only activate one of their units
• Ebb & Flow
that is within that table section (results of 1-3 = section 1, 4-6 =
• Shifting Focus
section 2).
• Combat Hesitation
• Prolonged Battle If there are no eligible units in that table section, then they must
move on to the next section.

When deploying armies, the players roll-off to see who goes first,
and alternate in placing units as usual, however where they place Whenever it’s a player’s turn to activate a unit, if an opponent has
them is randomized. more units that haven’t activated yet, they may roll one die, and if
the roll is successful, then they may pass the turn to their opponent
First, each player divides their deployment zone into 2 equal
without activating a unit:
sections, and numbers them section 1 and section 2.
• 1st Round = 5+ to pass
Then, when it’s a player’s turn to deploy a unit, roll a die to see
• 2nd Round = 4+ to pass
which section you get, and place the unit fully within (results of 1-3
• 3rd Round = 3+ to pass
= section 1, 4-6 = section 2).
• 4th Round = 2+ to pass
Units that are deployed differently due to special rules (such as
If the game lasts longer than 4 rounds, then the player may pass
Ambush) have to follow the same rules, however the entire
their turn without rolling for it.
battlefield is divided into 2 equal sections along the player’s table
edge instead of only the deployment zones.

Starting from the end of the 4th round, players must roll one die at
the end of each round to see if the game continues.
Before the game begins, each players needs to take as many tokens
as units in their army, and each player’s tokens must be of a Roll one die, and if the roll is successful, then the game continues
different color. into the next round:

At the beginning of each round, the players must put as many • 4th Round: 4+ to continue
tokens as units they have left on the battlefield in a bag. • 5th Round: 5+ to continue
• 6th Round & Over: 6+ to continue
Then, the players draw a random token from the bag, and the
player whose color was drawn may activate one unit. Note that mission objectives are checked at the end of the final
round, and not at the end of the 4th round as usual.
Once the player is done, another token is drawn to see who
activates next, and this continues until all tokens have been drawn,
at which point the round ends, and a new one begins by putting
tokens in the bag.

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


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

38
Unit psychology rules change how units behave as they are put Units get 1 suppression marker whenever one of the following
through continuous fighting, making them less predictable. things happens during the game:

Pick any of the following: • After they fought in melee.


• Whenever a friendly unit within 6” is destroyed or routs
• Frenzy
after failing a morale test.
• Panic
• Units may also willingly get 1 suppression marker to add
• Retreating
+2” to their Advance or +4” to their Rush/Charge moves.
• Suppression
There is no limit to how many suppression markers a unit can take
or have during the game.
Whenever a unit fully destroys an enemy unit in melee or shooting, For each suppression marker:
roll one die. On a 1, the unit is frenzied.
• Units move -1” when using Advance, and -2” when using
When activated, frenzied units must either shoot at the nearest Rush/Charge actions
available enemy (moving as needed to get as many of its models • Units get -1 to hit rolls when shooting or in melee
into range as possible), or must charge the nearest enemy unit, and • Units get -1 to morale test rolls
if neither is possible, then the unit ends its activation. Frenzied
units stop being frenzied at the end of their activation. Whenever a unit takes n suppression marker that brings it to a total
of 3 markers or more, then it must take a morale test, and if failed,
then the unit is Shaken, even if it didn’t take wounds.

Whenever a unit would be Shaken, roll one die. On a 1, the unit When a unit that has suppression markers is activated, it must take
panics instead of being Shaken. as many morale tests as markers on it, ignoring the penalty of -1 to
morale test rolls from suppression. For each success you may
When a unit that is panicking is activated, the opponent may
remove one marker from the unit, and once you are done you may
control it for that activation, and then it stops panicking at the end
activate it normally.
of its activation.
Units with suppression markers may use a Rest action by staying
idle during their activation, which removes all markers at the end of
At the end of an activation in which a unit has taken wounds from the round. Note that Shaken units may use Rest actions to remove
shooting, it must move X” directly away from the shooting unit, all suppression as well as stop being Shaken.
where X is 1” for each wound it took. Whenever a hero is activated, you may remove 1 suppression
Whenever a unit is Shaken after losing a melee, it must move X” marker from the hero, and from all other friendly units within 12”
directly away from the enemy unit it fought, where X is 2” for each (this doesn’t require any rolls).
wound it took.

If a retreat move can’t be completed because the unit would hit an


obstacle or unit, then it takes D3 wounds and stops within 1” of the
obstacle or unit. If a retreat move would bring off the table, then it’s
removed from play as destroyed.

39
Critical Hits rules make weapons a lot deadlier by modifying how Swords, Daggers, Axes, Double-Handed Swords, etc.
units are damaged with a little bit of luck.
• 1-3 = Unprotected Area: The hit can’t be blocked.
When playing with critical hits, you may use the generic melee and • 4-5 = Blade Storm: If the hit isn’t blocked it deals triple
ranged weapon critical hits sections, or use the weapon type the amount of wounds.
specific critical hits sections instead. • 6 = Sliced: The hit can’t be blocked, deals double the
amount of wounds, and you must add +1 to the wound
If you choose to play with critical hits based on the weapon types,
effects roll.
then you and your opponent are going to have to agree on which
weapons are of which type before the game begins.

Hammers, Clubs, Flails, Double-Handed Hammers, etc.

Whenever a unit rolls at least one result of 6 to hit with melee or • 1-3 = Lost Balance: The target can’t strike back.
ranged weapons, then it deals a critical hit. • 4-5 = Wild Sweep: The target can’t strike back and its
melee weapon special rules have no effect until the end
Only a single critical hit can be dealt per shooting or melee, and if
of the round.
the unit needed a 6+ to hit then it can’t deal critical hits.
• 6 = Bludgeoned: If the hit isn’t blocked the target is
Choose the critical hit section corresponding to the weapon type, immediately Knocked Out, regardless of wounds.
and roll a die to see its effects.

Spears, Halberds, Pikes, Lances, etc.


Melee weapons that don’t have a clear type.
• 1-3 = Stabbed: If the hit isn’t blocked you must add +1 to
• 1-3 = Vital Area: If the hit isn’t blocked it deals double the the wound effects roll.
amount of wounds. • 4-5 = Great Thrust: The target is Shaken, even if it
• 4-5 = Exposed Spot: The hit can’t be blocked and deals doesn’t take any wounds.
double the amount of wounds. • 6 = Kebab: The hit can’t be blocked and you must add +4
• 6 = Master Strike: The hit can’t be blocked, deals double to the wound effects roll.
the amount of wounds, and you must add +1 to the
wound effects roll.

Flamethrowers, Fusion Rifles, etc.

• 1-3 = Roasted: If the hit isn’t blocked you must add +1 to


Ranged weapons that don’t have a clear type.
the wound effects roll.
• 1-3 = Weak Spot: The hit can’t be blocked. • 4-5 = Set Ablaze: The target is Shaken, even if it doesn’t
• 4-5 = Ricochet: The closest enemy unit within 6” also take any wounds.
takes one hit from the same weapon. • 6 = Inferno: The hit can’t be blocked and you must add +4
• 6 = Master Shot: The hit can’t be blocked and deals to the wound effects roll.
double the amount of wounds.

Plasma Rifles, Laser Cannons, etc.

• 1-3 = Armor Shattered: The hit can’t be blocked.


• 4-5 = Energy Burst: If the hit isn’t blocked it deals triple
the amount of wounds.
• 6 = Titanic Hit: The hit can’t be blocked, deals double the
amount of wounds, and you must add +1 to the wound
effects roll.

Missile Launchers, Battle Cannons, etc.

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


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

40
The Tactical Phase is an optional replacement to the normal After units have been deployed, a total of 3 battle preparation
deployment phase, which adds some interesting strategies to the rounds are played, after which the game begins.
pre-game sequence.
During each battle preparation round, each player must pick one of
Pick any of the following: the following tactics in secret:

• Forward Positions Setup 1. Plant Traps


• Battle Preparations 2. Disarm Traps
3. Fortify Terrain
Note that if you are using all of them, then the steps must be
4. Sabotage Terrain
followed in that order before the game begins.
5. Move Pathfinders
6. Shoot Pathfinders

Before starting with setting up forward positions, players must Then both players reveal their tactics and apply their effects.
prepare the mission using the normal front line deployment zones 1. Plant Traps
for the purpose of placing objectives.
Choose up to D3 pieces of terrain in secret, and note them on a
After all of the objectives have been placed, each player must take piece of paper. If an enemy unit moves within 1” of that terrain,
3 forward position markers, and then roll-off to see who goes first. then it takes D3 hits, and the trap is removed.
The player that goes first picks one table edge, and then must place 2. Disarm Traps
all 3 markers anywhere within 1” of the edge, and within 12” of at
least one other marker. Then their opponent does the same, but on If the opposing player chose the “plant traps” tactic during this
the opposite table edge. round, then that tactic has no effect. If the opposing player chose it
during a previous round, then they must remove all traps from one
Starting with the player that won the roll-off, players must then of the previous “plant traps” tactics.
alternate in moving one marker each by up to 12” in any direction,
whilst remaining within 12” of at least one other friendly marker. 3. Fortify Terrain

As soon as a player moves a friendly marker within 12” of an enemy Choose up to D3 pieces of difficult terrain openly, and then pick if
marker, the marker stops on the spot, and the next player may all friendly units may ignore its movement penalty, or if all friendly
move a marker. Markers that are within 12” of an enemy marker are units inside of it get +1 to Defense rolls.
locked on the spot, and may not be moved. 4. Sabotage Terrain
Players may also choose to not move a marker and lock it in its spot If the opposing player chose the “fortify terrain” tactic during this
instead, which may then not be moved anymore. or any previous round, then you may pick one fortified terrain piece
Once all markers have been locked in place or can’t be moved in secret and note it on a piece of paper. The first time an enemy
anymore, the forward positions setup is over, and players move on unit moves into the terrain it takes D3 hits.
to deploying their armies. 5. Move Pathfinders
Deployment follows all the regular rules, except that all units must Choose one friendly unit that is already deployed, and place it
be placed fully within 3” of the forward position markers, or within anywhere within 6” of its current position, ignoring terrain.
12” of the table corner that is furthest from all enemy forward
6. Shoot Pathfinders
position markers.
If the opposing player chose the “move pathfinders” tactic during
this or any previous round, then one of your units may shoot at a
pathfinder unit that is in range and line of sight.

41
Command Points (CP) are an extra resource that can be added to High Command - 1 CP
the game, giving players access to critical tactical abilities that
Add +1 to the result of any single die.
boost their units in battle.
Example: A Dynasty Warrior (Quality 4+) is shooting, and rolls three
Before the game begins, pick one of the following playstyles, or roll
results of 3. The player spends 1 CP to activate High Command and
one die to randomly get one:
adds +1 to the result of a single die, scoring a total of 1 hit.
1. Fixed - At the start of the game, players get X CP, where X
Supreme Command - 2 CP
is 4 for every 150pts in their army.
2. Growing - At the start of each round, players get X CP, Add +1 to the result of all dice in a single roll.
where X is 1 for every 150pts in their army.
Example: A Dynasty Warrior (Quality 4+) is shooting, and rolls three
3. Temporary - At the start of each round, players get X CP,
results of 3. The player spends 2 CPs to activate Supreme Command
where X is 1 for every 150pts in their army, and unspent
and adds +1 to the result of all dice, scoring a total of 3 hits.
CP are discarded at the end of the round.
4. Fixed Random - At the start of the game, players get D3*X Seize Initiative - 2 CP
CP, where X is 2 for every 150pts in their army. When it’s the enemy turn to activate a unit, you may activate one of
5. Growing Random - At the start of each round, players get your units instead. The opposing player may spend 2 CP in order to
D3*X CP, where X is 0.5 (rounding up the total) for every stop this ability from having any effect.
150pts in their army.
6. Temporary Random - At the start of each round, players Waive Initiative - 2 CP
get D3*X CP, where X is 0.5 (rounding up the total) for When it’s your turn to activate a unit, you force the opponent to
every 150pts in their army, and unspent CP are discarded activate one of their units instead. The opposing player may spend
at the end of the round. 2 CP in order to stop this ability from having any effect.

Delayed Deployment - 2 CP

At any point during the game, players may then spend their CP in During the deployment phase, when it’s your turn to place a unit,
order to activate stratagems, with each only being usable once per you may pass the turn to your opponent. The opposing player may
unit activation (friendly or enemy). spend 2 CP in order to stop this ability from having any effect.

Players always have access to all stratagems from the universal Hidden Deployment - 3 CP
doctrine, as well as those from one other doctrine.
After all units have deployed, you may remove up to 3 friendly units
Before the game begins, players must pick one of the following and place them again in any order. The opposing player may spend
doctrines, or roll one die to randomly get one: 3 CP to do the same, in which case players alternate in placing
those units again.
1. Strategic Doctrine
2. Defensive Doctrine
3. Shock Doctrine
4. Hunting Doctrine
5. Valorous Doctrine
6. Tactical Doctrine

42
Push Forward - 1 CP Heightened Senses - 1 CP

Pick one friendly unit that is using an Advance or Rush action, and Pick one friendly unit that is shooting at an enemy in Cover terrain,
it may add +2” to its movement. which may ignore Cover for that shooting.

Hindered Advance - 1 CP Disrupted Sight - 1 CP

Pick one enemy unit that is moving through terrain, which counts Pick one enemy unit that is shooting, which gets -3” range for that
as Dangerous terrain for that movement. shooting.

Coordinated Move - 2 CP Frenzied Attack - 2 CP

Pick two friendly units that are within 12” of each other, which may Pick one friendly unit that shot at an enemy unit, which may shoot
each move by up to 3” in any direction. at another enemy unit within 12” of it, but only hits on unmodified
rolls of 6.
Strategic Relocation - 3 CP
Closing Fire - 3 CP
Pick one friendly unit that has just been activated, but that hasn’t
done anything yet, which may be placed anywhere within 6” of its Pick one friendly unit that is being charged by an enemy unit, which
position. may shoot at the charging unit at any point during its movement,
but gets -1 to hit rolls.

Eternal Vigilance - 1 CP
Minimize Losses - 1 CP
Pick one friendly model that just suffered a wound which would kill
it and roll one die, on a 4+ that wound is ignored. Pick one friendly unit that just became Shaken, which may move
up to 2D6+4” directly away from the closest enemy.
Lightning Reflexes - 1 CP
Stand Strong - 1 CP
Pick one friendly unit that is being shot at, which counts as being in
Cover terrain for that shooting. Pick one friendly unit that just failed a morale test, which may re-
roll that morale test roll.
Armour Breaker - 2 CP
Terrorize - 2 CP
Pick one enemy unit that has just taken hits, which gets -1 to its
Defense rolls against those hits. Pick one enemy unit that just passed a morale test, which must re-
roll that morale test roll.
Tactical Retreat - 3 CP
Code of Honor - 3 CP
Pick one friendly unit that is within 12” of an enemy, and it may
move up to D6+2” directly away from the closest enemy. Pick one friendly unit that would be Shaken or Routed. If it would
be Shaken, it is not. If it would be Routed, then it is Shaken instead.

Sweeping Move - 1 CP
Rush Objective - 1 CP
Pick one friendly unit that is using a Charge action, and it may add
+4” to its movement. Pick one friendly unit that is using a Rush action, and it may add
+4” to its movement if it ends up within 3” of an objective.
Hit & Run - 1 CP
Supreme Caster - 1 CP
Pick one friendly unit that has just finished fighting in melee, which
may move by up to 3” in any direction. One friendly Caster gets 1 spell token, which may not be spent to
give casters +1/-1 to their casting rolls.
Combat Fatigue - 2 CP
Vanish - 2 CP
Pick one enemy unit that is about to strike in melee and roll one
die, on a 4+ that unit counts as fatigued for that melee, but doesn’t At the end of the round, pick one friendly unit with Ambush and
get fatigued from that melee. remove it from play (dropping any objectives), and which may be
deployed again starting from the next round.
Killing Blow - 3 CP
Total Shutdown - 3 CP
Pick one friendly unit that is fighting in melee. Any friendly model
that is killed during this melee may strike one more time with all of At the end of the round, pick one objective marker under your
its weapons before it is removed. control that is about to be seized by your opponent, which
becomes neutral instead.

43
B1. Strategic Divide

Twists & Gambits rules add strategic elements and catch-up Pick 2 objectives, which score +1 VP when seized.
mechanics, to make for more chaotic but balanced battles. B2. Target Priority
When playing with twists and gambits, set up the mission normally, Pick 1 objective, which scores +2 VPs when seized.
placing 5 objectives, of which two must be placed inside
B3. All-out-Assault
deployment zones (one objective per zone), and three must be
placed outside of deployment zones (number these objectives from Players get +1 VP when seizing the objective markers inside
1 to 3). deployment zones.
At the end of each round, players score victory points: B4. Offensive Manoeuvre

• 1 VP for each enemy unit they destroyed Pick 1 objective that’s not seized by the underdog, which scores +1
• 2 VPs for each objective they seized VP when seized by the underdog.
• 1 VP if they seized more objectives than their opponent
B5. Conqueror’s Boon
After 4 rounds have been played, the game ends, and the player
Pick 1 objective, which scores +1 VP when seized, and underdog
that scored most VPs wins.
Heroes within 3” of it at the end of the round may remove D3
wounds.

At the beginning of each round, if one player has less VPs than the B6. Objective Denied
other, then they count as the underdog for that round. Pick 1 objective, which stops being seized by both armies, can’t be
If both players have an equal number of VPs, then there is no seized, and the area within 3” counts as Dangerous terrain.
underdog for that round.

At the beginning of each round, first roll one die to get a random
twist type (1-3 = A, 4-6 = B), and then roll one die to get a random
twist, which applies until the end of that round.

The underdog gets to pick what gets affected by a twist (if there is
no underdog, then the twist is ignored).

A1. Heavenly Blessing

Pick 1 underdog unit, which gets Regeneration.

A2. Curse of Sands

Pick 1 non-underdog unit, which moves -2” on Advance actions,


and -4” on Rush/Charge actions.

A3. Rusting Hex

Pick 1 non-underdog unit, which gets -1 to Defense rolls.

A4. Shield Bubble

Pick 1 objective, underdog units within 3” get Stealth.

A5. Fighting Frenzy

Pick 1 underdog unit, which gets +1 to hit in melee and shooting,


and which scores +1 VP when destroying units.

A6. Duel of Fate

Pick 1 underdog and 1 non-underdog unit, which score +1 VP when


destroyed.

44
B1. Storm Strike

At the beginning of the game, each player gets three random • Power: One friendly unit gets the Fast rule until the end of the
gambits, and whenever they use or score a gambit, they must roll round.
for a new gambit. At the end of each round, players may also • Scoring: At least one friendly unit fought in melee, and no
discard one of their gambits and roll for a new one. friendly units were destroyed this round.

To get a gambit, first roll one die to get a random gambit type (1- B2. Seize & Guard
3 = A, 4-6 = B), and then roll one die to get a random gambit. • Power: One friendly unit gets the Counter rule on all melee
Once per round, players may either use one gambit’s power at the weapons until the end of the round.
beginning of the round, or score one of their gambits at the end of • Scoring: Seize objective 1.
the round for 4 VPs. B3. Grab & Secure
A1. Ground War • Power: One friendly unit gets the Regeneration rule until the
• Power: One friendly unit gets the Strider rule until the end of end of the round.
the round. • Scoring: Seize objective 2.
• Scoring: Seize the objective marker inside the enemy B4. Search & Destroy
deployment zone.
• Power: One enemy unit within 12” of a friendly Hero takes D3
A2. Valiant Drive wounds.
• Power: One friendly unit gets the Fearless rule until the end of • Scoring: Seize objective 3.
the round. B5. Distributed Violence
• Scoring: At least one friendly unit within 3” of the long table
edge within the enemy deployment zone. • Power: Remove D3 wounds from a friendly Hero unit.
• Scoring: At least two friendly units are within 3” of the two
A3. Aggressive Takeover opposite table edges outside of deployment zones.
• Power: One friendly unit’s weapons ignore the Stealth and B6. Fortify Domain
Regeneration rule until the end of the round.
• Scoring: Seize at least two objectives that were controlled by • Power: Deploy one previously destroyed non-Tough unit with
the enemy. half of its models (rounding up) within 6” of any table edge,
over 12” away from enemy units.
A4. Total Domination • Scoring: Seize the objective marker inside your deployment
• Power: One friendly unit gets the Relentless rule until the end zone.
of the round.
• Scoring: Seize at least three objective markers.

A5. Silent Assault

• Power: One friendly unit gets the Furious rule until the end of
the round.
• Scoring: Seize at least one objective that was controlled by
the enemy with units that didn’t shoot or fight in melee this
round.

A6. Cautious Destruction

• Power: One friendly unit gets the Stealth rule until the end of
the round.
• Scoring: At least one enemy unit destroyed, and more enemy
units than friendly units destroyed this round.

45
City Fighting rules are optional rules designed to give you more Whenever a unit that is within 1” of a building and is circled by
flexibility when fighting in dense urban terrain. enemies so that it can’t move past them, melee attacks made
against it get +1 to hit, and you must add +1 to results when
Pick any of the following:
checking wound effects.
• Urban Terrain
• Sewer Systems
• Defensive Positions Whenever a unit shoots at a target that is behind a piece of small
• Cornered Units cover terrain and within 1” of it, roll one die.
• Destructible Cover
• Thrown Objects On a result of 1, the piece of cover terrain is destroyed and is
removed from the table.
• Buildings on Fire
• Hidden Movement

Units that are on top of buildings may throw bricks and stones at
enemies, instead of shooting their weapons.
When setting up terrain for city fights, you should mainly use large
buildings (4”x4” to 8”x8” in size), and groups of smaller terrain such Pick one enemy unit within 3” of the bottom of the building and
as crates and barrels (1”x1” to 3”x3” in size). within 6” horizontal distance, and roll one die.
To make sure that you have a good amount of terrain set up well on On a 5+ the target takes one automatic hit.
the table, follow these guidelines:

• Set up at least 9 large buildings, making sure that no


building is over 6” away from others. Units that are within 3” of a building may try to set it on fire, instead
• Set up at least 12 groups of small terrain, making sure of shooting their weapons.
that they’re all within 6” of the buildings. Roll one die, on a 6 the building is set on fire, and at the end of each
• Place at least a third of the small terrain pieces on top of round all units within that building take as many hits as models
buildings, preferably near the edges. they have.
Additionally you can set up ladders and ramps that help units get Then roll one die, on a result of 1 another random building within
on top of the buildings, as well as small bridges between them to 6” is set on fire, and on a result of 6 the fire stops.
encourage movement on elevation.

Units that end an advance move behind cover, or within 1” of


After setting up terrain and before placing any objectives, players buildings, whilst not in line of sight of any enemy units, may declare
must roll-off to set up D3 sewer entrances each. to go into hiding, as long as they didn’t shoot or try to cast spells.
The winner goes first, and the players alternate in placing one Units can’t go into hiding whilst within 3” of enemy units, and they
entrance marker each, at least 3” away from any buildings, and at are automatically spotted if an enemy moves within 3”.
least 9” away from the table edge and other entrances.
Hidden units remain hidden as long they don’t rush, charge, shoot
Units that move in contact with sewer markers may enter, and are or cast spells, and as long as no enemy unit can see them without
removed from the table. At the beginning of any round, they may being obstructed by cover.
be placed within 3” of any sewer entrance marker.
They may use advance actions, and remain hidden as long as they
If both players have units in the sewers, they must roll-off to see continue being behind cover, or within 1” of buildings, whilst not in
who deploys first, and then alternate in placing them. line of sight of any enemy units.

Hidden units can’t be targeted by shooting or spells, and they can’t


be charged by enemies that can’t see them.
During the deployment phase, each player may place up to D3
barricades anywhere, before deploying their first unit.

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


placed in contact with a building or other barricade.

46
When playing Boarding Actions, players must first set up the table Hatchways can be in three states:
to resemble the interior of a battle ship or space station, but
• Open - Units can see and move through.
otherwise the game is set up normally.
• Closed - Units can’t see or move through.
Before starting, divide the table into 12”x12” squares, and then for • Destroyed - Counts as open and can’t be closed.
each full square take D3+4 pieces of wall terrain (about 3” long).
Models may not stand either fully or partly in a Hatchway, and units
Wall terrain counts as Impassable and Blocking terrain, and can’t with multiple models must always have all of their models on
be climbed or moved over in any way. either side of a Hatchway.

The players must roll-off, and then alternate in picking one table Operating Hatchways
square each, and placing walls. Before placing the walls, the player
There are two ways to operate a hatchway:
must roll one die, and on a 1-3 they must select 1 wall to have a
hatchway (about 1” wide), and on a 4-6 they must select 2 walls to • At the beginning of a unit’s activation, it may open or close
have a hatchway instead. Then the player must place all walls fully one hatchway within 1”. If the unit successfully operates the
within their table square, before alternating to the next player. hatchway, it gets -1 to hit rolls until the end of the round.
• At the end of a unit’s activation, it may open or close one
Walls must be placed like this:
hatchway within 1”.
• Each wall must be connected to at least one other wall
If an enemy unit is within 1” of a hatchway that the player is trying
• Walls must be connected either in a straight line, or at a
to operate, it may roll one die, and on a 4+ it blocks the unit from
90° angle from another wall’s end
opening or closing that hatchway.
• Walls may not be placed to form a square or rectangle
that can’t be entered (must have a hatchway to form a Destroying Hatchways
square or rectangle).
All Hatchways count as having Defense 2+ and Tough(3), and may
Once all walls have been placed in all table squares, roll one die for be targeted for all types of attacks as if they were any other unit.
each hatchway. On a 1-3 it starts closed, and on a 4-6 it starts open.
Once a Hatchway is destroyed, it permanently counts as open, and
can’t be closed anymore. If a unit is within 1” of a Hatchway when it
is destroyed, it takes D3 hits with AP(1).
When playing Boarding Actions, the game is lightly modified with
all of these changes:

• Objectives can only be seized if a line can be drawn Before the game begins, each army may provide each of its Heroes
from the objective to the unit without passing with a total of D3 pieces of gear, but it can’t have a total of more
through a wall or closed hatchway. than 3 pieces of gear for every 150pts in the army.
• Units with Ambush or similar rules count as having
Breaching Hammer: The Hero doesn’t get -1 to hit rolls when
the Scout rule instead.
operating a hatchway at the beginning of its activation.
• Units with Flying or similar rules count as having the
Strider rule instead. Demolition Charge: Once per game, at the end of the Hero’s
• Weapons with Indirect or similar rules count as activation, it may destroy one Hatchway within 3”.
ignoring cover instead. Hatch Lock: Once per game, at the end of the Hero’s activation, it
may place a lock on one closed Hatchway within 1”. Enemy units
must roll one die when trying to open a locked Hatchway, on a 5+
the lock is removed and it is opened, else it remains closed.

Personal Teleporter: Once per game, when the Hero is activated,


you may place it anywhere within 6" of its position.

Tactical Radar: The Hero may seize an objective marker even if a


line can’t be drawn from the objective without passing through a
wall of closed hatchway.

47
The simplest way to play games with 3-4 players is to have a free- If you want to play games with 3+ players, then team games are the
for-all, where all players can attack each other, and they are all best way to go, as there is no limit to the amount of players that
competing for the same objectives. can participate.

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

Deployment: All players roll-off to determine the order in which Forming Teams: Before the game begins, divide the players into
they will deploy. Then the players alternate in picking a table two teams by simply picking who belongs to which team, doing a
corner and deploying one unit each within a 1’x1’ area, starting draft, rolling for teams randomly, or however else you would like to
with the player that got the highest score, and then alternating in pick teams. Note that teams don’t need to have equal amounts of
descending order. players, so you can play 2v1, 3v1, etc.

Turn Order: At the beginning of each round, including the first, The Armies: When preparing armies, you must split the amount of
players roll-off to determine the order in which they activate their points that each team is allowed to take between its players. Note
units. The player with the highest score goes first, and then the that the amount of points that each player is allowed to take within
players alternate in descending order. a team doesn’t have to be equal, and players may choose to split
their points unequally.

Deployment: When deploying units, players from the same team


must deploy their units in the same deployment zone, placing a
single unit when it’s their team’s turn to deploy.

The Mission: When setting up the mission and when checking who
won, all objective markers and deployment zones are shared
between players of the same team.

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

An alternative version of playing with 3-4 players is to play king of


the hill, which works just like a free-for-all, but players get a bonus
for attacking the most powerful opponent, as they all compete for
the same objectives.

When playing the game, follow the free-for-all rules, plus the
additional rules described below.

The King: Throughout the game, players must keep track of the
total point cost of all units in their army (including units that have
not been deployed yet), and the player with the highest total
counts as the king. In case of a tie, all tied players count as the king.
Note that at the beginning of the game, all players are tied and all
count as the king.

Combat Bonus Points: Whenever a player picks one of the king’s


units as the target for an attack, they immediately gain one combat
bonus point. Once per activation, players may spend one point to
add +1 to the result of all dice in a single roll. Note that combat
bonus points may be spent during the same activation in which
they were earned.

48
The game can also be played on smaller surfaces, that are only To select a random mission, simply roll one D3:
between 2’x2’ and 3’x3’ in size, by adjusting the rules.
• 1-2: Duel
When setting up the game, use the deployment styles and mission • 3-4: Seize Ground
selection from these rules, instead of the regular ones. • 5-6: Relic Hunt

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
• 3-4: Side Battle
• 5-6: Flank Assault After the table has been prepared, the players must set up a total of
D3 objective markers on the battlefield.
Note that your table may be a rectangle instead of a square.
After 4 rounds have been played the game ends, and the player that
controls most markers wins.

After the table has been prepared, the players must set up a total of
4 objective markers on the battlefield.

Divide the battlefield into 4 equal quarters, and place one marker
at the center of each.

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

After the table has been prepared, the players must set up a total of
D3 objective markers on the battlefield.

If a unit seizes a marker, remove it from the table, and it counts as


being carried by the unit. If the unit is Shaken or destroyed at any
point, the marker is dropped on the spot.

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

Measuring Distances: When playing the game, all distances


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

Reinforcements: Before the game begins, players must declare


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

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


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

49
Referees: Each tournament should have one or more referees that Mission: The tournament organizers may pick any official mission,
decide on how to interpret certain rules and assist players in or come up with missions of their own.
resolving any uncertainties that come up.
Terrain: The terrain is set up by the tournament organizers, and
Tournament Length: We recommend playing tournaments of 4 may not be moved by the players during the game.
rounds of matches, with each match lasting a max. of 60 minutes,
Armies: Before the game begins, and at any time during the game,
including game set-up. These numbers are based on our
both players may inspect their opponent’s force lists and ask any
recommended army sizes of 300pts per player, so you will have to
questions they have.
tweak them if you’re using different army sizes.
Match Start: As soon as players roll-off for deployment the match
Chess Clocks: The use of chess clocks is recommended, giving
starts. If you are using chess clocks they must be started now.
each player 30 minutes per game, including set-up.
Match End: The match ends as soon as the mission conditions are
Match Pairings: The match-ups for the first round are randomized,
met. If you are using chess clocks and a player runs out of time,
and from the second round players are paired by matching players
then all of their units count as being destroyed immediately.
with the same VPs together, from highest to lowest score. In case of
a tie, match players by their destruction points instead.

Victory Points: At the end of each match the winner gets 3 VPs, Force Lists: Before the tournament, all players must submit one
and in case of a tie both players get 1 VP each. main force list made of at least 70% worth of units of the total
Destruction Points: Additionally, each player gets as many game size, plus up to three other lists made of up to 30% worth of
destruction points as the total point cost of all enemy units that units of the total game size as sideboard lists.
were fully destroyed or shaken at the end of the match. Composition: All sideboard lists must be created in such a way that
Winning the Tournament: After the 4th round of matches the once combined with the main list, the combined list follows regular
player with most VPs wins, and in case of a tie the player with the composition rules.
highest total destruction points across all matches wins. Otherwise, Using Sideboard Lists: Before the game, after seeing each other’s
it’s a tie. main force lists and sideboard force lists, players must pick one of
their sideboard lists in secret, and add it to their main force list.
Then both players reveal their final force list simultaneously to
Game Size: For tournament games we recommend fixing the game each other.
size to a total of 300pts per player.

Force Lists: Before the tournament all players should submit their
force list to the tournament organizers for reference. Force lists Getting Fortune Points: At the beginning of each round, each
must follow Force Org. rules. player gets fortune points based on the game size:

Mixed Armies (optional): Whilst we don’t recommend mixing • Up to 300pts = 2 points


armies in tournaments, here are some rules you can use if you want • Over 300pts = 1 point
to allow them. Players may bring units from up to two factions in Fortune points persist between rounds, but players can’t ever have
the same list, but must select one of them as their primary faction. more than 3 points at any time during the game.
Mixed armies must consist of at least 60% worth of units of their
primary faction, and heroes from either faction list may only join Using Fortune Points: Once per roll, after rolling, players may
other units from their own faction. spend 1 fortune point to add +1 or -1 to the result of all dice in a
single roll for their own unit, but may only spend fortune points on
each unit once per round. Note that all weapons within the same
attack count as a single roll, both to hit and to block, and that
additional rolls from special rules count as different rolls.

50
More Precision: If you want to have more precise line of sight rules When playing with volumetric line of sight, models can see targets
for tournaments, you can play with one of the following methods, by drawing lines between imaginary volumes, with heights defined
which should avoid disputes: 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
• Hybrid True Line of Sight height above its base, determined by its base size. As a guideline,
height can be defined based on the typical size of miniatures that
Note that no matter which method you use, the following rules
are mounted on those base sizes.
always apply:
For models without a base, measure their actual height and define
• Models can always see in all directions, regardless of where
an area around their centre as being their base size for determining
the miniature is actually facing.
how large their volume is.
• Models always have line of sight to themselves, and may target
themselves (unless stated otherwise). Here are some pre-set heights you can use to speed up preparation:
• Models can’t see through solid obstacles, including the
• 25mm Base - Height 1”
perimeter of other units (friendly or enemy).
• 32mm Base - Height 1.25”
• Models can always see through friendly models from their own
• 40mm Base - Height 1.5”
unit.
• 50mm Base - Height 2”
Note that players may agree to ignore unusual features (like • 60mm Base - Height 3”
decorative banners or flame effects) for line of sight. • 100mm Base - Height 4”

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


point of the model’s volume to any point of the target model’s
When playing with top-down line of sight, models can see targets volume. If the line doesn’t pass through any obstacles or unit
by drawing lines between their bases, and obstructions block sight volumes, then the model has line of sight.
based on their assigned height.
When using this method, we recommend building simple paper
Before the game begins, players must assign a height value to all cylinders with the volume of each base size before playing, which
units and terrain. As a guideline, height can be defined as a value of can be used during the game in place of models to determine line
X+1, where X is the actual height of the physical object (miniatures, of sight.
terrain, etc.).

Example: A 1” model counts as being height 2, and a 2” building


counts as being height 3. Before the game begins, all models are applied a size class, based
on their Tough:
The same guidelines apply to models, but you can also use the
following pre-set heights to speed up preparation: • Small - No Tough or Tough(3), and heroes up to Tough(6)
• Large - From Tough(6) to Tough(12)
• Height 1 - Swarms
• Huge - From Tough(15) to Tough(21)
• Height 2 - Infantry, Artillery
• Titanic - From Tough(24) up
• Height 3 - Large Infantry, Cavalry, Chariots
• Height 4 - Large Cavalry, Monsters, Vehicles To determine line of sight, simply get down to the eye level of the
• Height 5 - Large Monsters, Giants miniature, and check if it can see the target. If the target is visible,
• Height 6 - Titans then the model has line of sight.

When standing on top of terrain, units add its height to their own, The miniature can’t draw line of sight through other units, with
and the total counts as their new height value. these exceptions:

Example: A height 2 infantry model standing on a height 3 building • Models may draw line of sight through units of smaller size
counts as being height 5. class.
• Models may draw line of sight through units of equal size class,
To determine line of sight, simply draw a straight line from any
if the target is of greater class than the unit in the way.
point of the model’s base to any point of the target’s base. If the
line doesn’t pass through any obstacles or units of same height or Models on elevation may draw line of sight through units that are at
higher than both models, then the model has line of sight. a lower elevation than them.

When using this method, we recommend counting all models and


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

51
Solo & Co-Op Rules: These rules give players a way to play solo or 1. Are there any valid objectives not under the AI’s control?
co-op against AI armies.
• Yes - Go to step 2
Multiple Choices: Whenever there are different choices that seem • No - Go to step 5
to be equally correct, roll a die to randomly determine which one is
2. Are there any enemies in the way?
going to be the chosen one.
• Yes - Charge enemy if possible, else Advance toward 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 equal 4. If you Advance will any enemies be in shooting range?
squares. When it is the AI’s turn to place an objective first roll for a • Yes - Advance toward objective and shoot if possible
random square, and then place the objective in the center of the • No - Rush toward objective
square. If that’s not possible roll for another random square and
move the objective toward it just enough to be in a valid position, 5. Are any enemies in Charge range?
whilst following the mission’s objective set up rules. • Yes - Charge enemy
AI Deployment: When deploying armies, the players must deploy • No - Go to step 6
their entire armies in a random deployment zone first. Then AI units 6. If you Advance will any enemies be in shooting range?
are randomly divided into 3 groups of equal size (as far as possible).
• Yes - Advance toward enemy and shoot if possible
To deploy, divide the table into 2 sections along the AI’s
• No - Rush toward enemy
deployment zone table edge, and number them 1 and 2. For each
group roll a die to determine which section its units deploy in
(where 1-3 = section 1, and 4-6 = section 2), re-rolling if all groups
would deploy in the same section. Then deploy one random unit at 1. Are there any valid objectives not under the AI’s control?
a time in its section, as close as possible to the nearest objective, • Yes - Go to step 2
and 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 as a
challenge. If at the beginning of a round the AI is holding as many • Yes - Advance toward objective and shoot if possible
objectives as the players, then all its units get +1 to hit rolls until • No - Rush toward objective
the end of the round, and if it’s holding less objectives, then its 3. If you Advance will any enemies be in shooting range?
units get +1 to defense rolls on top of that.
• Yes - Advance toward enemy and shoot if possible
• No - Rush toward enemy

Unit Types: Before the game begins you need to classify each 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 as • Yes - Charge enemy if possible, else Rush toward objective
melee units. • No - Rush toward objective

3. Are any enemies in Charge range?

• Yes - Charge enemy


• No - Rush toward enemy

52
Activation Order: Before starting, divide the table into 2 different Army Special Rules: AI units must always use army special rules as
sections along the AI’s deployment zone edge, and number them 1 soon as they are activated, targeting the nearest unit that makes
and 2. When it’s the AI’s turn to activate a unit, first roll a die to see sense.
which section it will activate a unit in (where 1-3 = section 1, and 4-
Ambush: AI units with Ambush must always be kept in reserve, and
6 = section 2). If there are no eligible units in that section, move
must always deploy following the AI deployment rules at the start
onto the next section with an eligible unit, going clockwise. Then
of the second round.
roll a die to randomly determine which unit from that section is
activated next. AP: AI units with AP weapons always target enemies with the best
defensive value first.
Shaken Units: Shaken AI units only activate after all non-shaken AI
units have activated, and always stay idle to stop being Shaken. Caster: AI units always cast spells after moving (before attacking),
Enemies in the way: When the AI units activate, draw a path selecting a random spell by rolling D3+X, where X is their caster
between them and their objective. Enemy units within 6” of the level. If there is no valid target for that spell, or they don’t have
path count as being in the way (even if they are in the opposite enough tokens to cast it, they must cycle through the list until there
direction of the objective). is a valid spell, or else don’t cast anything.

Controlling Objectives: When making AI decisions, objectives Counter: AI units with Counter are always activated after all other
count as under the AI’s control if the AI already seized them, or if friendly non-Counter units in their section have been activated.
more non-shaken AI units than enemy units are within 3” of it. Deadly: AI units with Deadly weapons always target single-model
When AI units move to seize objectives, they must be placed within units with Tough first, and units with Tough second, prioritizing
3” of the objective so that they are as close as possible to their next those with the lowest total remaining Tough.
objective or target.
Flying: AI units with Flying treat difficult and dangerous terrain as
Advancing: Shooting and Hybrid AI units that use Advance actions
open terrain when choosing where to move next.
to move toward objectives must always do so whilst also trying to
stay as far from enemy attack range as possible. If they are not Indirect: AI units with Indirect weapons that are in range of
moving toward objectives, they must always try to move away from enemies always use Hold and shoot.
the closest enemy unit just enough to still be in range to shoot.
Relentless: AI units with Relentless that have weapons that are in
Shooting: AI units always shoot at the nearest valid target, range of enemies always use Hold and shoot.
prioritizing units that haven’t activated yet. If the nearest target is
Scout: AI units with Scout must always be deployed after all other
in cover but there is another valid target in the open, the AI must
units, following the AI deployment rules.
prioritize the target n the open.
Sniper: AI units with Sniper weapons always target heroes first,
Melee: AI units always charge the nearest valid target, prioritizing
and models with upgrades second, prioritizing those with the most
units that haven’t activated yet, and they must always strike back
expensive upgrade.
whenever they are charged.
Strider: AI units with Strider treat difficult terrain as open terrain
when choosing where to move next.
Cover Terrain: AI units must always move into or behind cover Special Movement
terrain, unless it is also difficult terrain, and they are moving to an
objective. Shooting and Hybrid AI units that are not moving to an Pushing: AI units always try to push enemy models if that would
objective must always stay in cover and shoot, instead of moving move them off a ledge or into dangerous terrain.
away from the closest enemy unit. Jumping: AI units must always jump to cross gaps that are
Difficult Terrain: AI units only ever move into difficult terrain if an between 2” and 3” wide or drop off elevation that is between 2”
objective is inside of it, if they are in charge range of a unit inside of and 3” tall. If they face bigger gaps or elevation of up to 5”, roll one
it, or if they have a special rule that ignores its effects. Else they die, on a 4+ they will jump. AI units never jump across gaps or off
must always move around it. elevation that is over 5”.

Dangerous Terrain: AI units only ever move into dangerous terrain


if an objective is inside of it, or if they have a special rule that
ignores its effects. Else they must always move around it.

53
Campaign Length: Campaigns are played with two or more The Strike Teams: There are no point limits in campaign games,
players, and you must pick one of these campaign types: however no strike team may bring over 50pts worth of units more
than the strike team with the lowest point value.
• Game-Limited: Play D6+4 missions, and after the last
match the player with most VP is the winner. Underdog Bonus: Any strike team that has a point value lower
• Point-Limited: The campaign ends when one player has than at least one other gets an underdog bonus. You get 1
earned D6+4 VP after a match, who is the winner. underdog point for every 10pts difference between your strike
• Time-Limited: The campaign ends after D6+4 weeks, and team and the one with the highest value. Each underdog point can
the player with most VP at the end is the winner. be spent to modify all dice in a friendly or enemy roll by +1 or -1,
• Endless: The campaign never ends, but instead players but only one point can be spent per roll.
keep track of how many VPs they earned on an ongoing
Special Objectives: In addition to the mission objectives, players
campaign leaderboard.
may earn a bonus of 10pts by completing special objectives. Roll
Parallel Play: Usually all strike teams should participate in every one die each to see which objective you get:
match, but if you want you can allow strike teams to play matches
Result Objective
in parallel. If you do, then each strike team’s VP must be divided by
1 Mastery - One friendly unit in each table quarter at
the amount of matches they play, to get their final VP score. the end.
Late Joiners: If you want you can allow players to join the 2 Honor - No enemy units in own deployment zone at
the end.
campaign whilst it’s already ongoing. If you do, then they start with
3 Casting - At least one attempt to cast a spell per
a regular strike team, and you must count VP as in parallel play. round.
4 Recovery - First player to stop a unit from being
Shaken.
The Strike Teams: Before the first mission each player receives 5 Rage - First player to knock out an enemy unit.
6 Destruction - Most expensive enemy unit knocked
200pts to spend on their strike team. Players may save up to 40pts
out.
to 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-
The Strike Team Sheet: Each strike team and unit must be given a roll.
unique name, which you can fill out on the strike team sheet.

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 continues
1. Mission Setup onto the next round until there is one winner.
2. Play Mission
Conceding: At the beginning of any round players may concede,
3. Check for Casualties
removing all of their units from the table, which don’t count as
4. Earn Experience
casualties for this mission.
5. Upgrade Strike Teams
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 strike team gets 2 VP and 20pts, whilst
all losing strike teams get 40pts instead.

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Casualties: At the end of the game, all units that were Knocked Out
count as casualties.
Earning XP: Units earn XP in battle for each of the following things:
Regular Units: For every unit that is a casualty roll one die to see
what happens: • +1 XP: Not a casualty
• +1 XP: Knocked Out a unit
Result Casualty
1 Dead - Remove the unit from your warband sheet. • +2 XP: Knocked Out a hero unit
2-5 Recovered - Unit recovers and may be used Mark earned XP on the strike team sheet in order to see when units
without penalties.
level up.
6 Natural Talent - Unit recovers and earns +1 XP.
Regular Units: When a unit earns 5 XP it becomes 5pts more
Hero Units: Follow the same rules as above, however on a 1 it expensive and you roll one die to see what trait it gets:
becomes 5pts cheaper and gets an Injury trait, and on a 6 it
becomes 5pts more expensive and gains a Talent trait. Each trait Result Trait
can only be gained once, so if you roll the same result simply re- 1 Agile - Moves +1” on advance and +2” on rush and
charge.
roll.
2 Headstrong - Gets +1 to rolls when taking morale
Result Injury Trait tests.
1 Dead - Remove the hero from your warband 3 Specialist - Gets +1 to rolls in melee or shooting
sheet. (pick one).
2 Chest Wound - Gets -1 to rolls when blocking 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 die of any kind once per
4 Arm Injury - Gets -1 to rolls when in melee. round.
5 Traumatized - Gets -1 to rolls when taking morale 6 Fast Learner - May pick any other trait from the
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 if you
roll a trait you already have simply re-roll. Units can’t earn more
Result Talent Trait than 30xp, so they can level up max. 6 times.
1 Natural Talent - The hero recovers and gets +1
Hero Units: Follow the same rules as above, but heroes become
XP.
2 Motivated - Always passes the first morale test of 15pts more expensive (instead of only 5pts) when they level up. The
the match. first time a hero levels up roll one die and pick one skill set:
3 Crazed - Gets +1 attack in melee when charging.
Result Skill Set
4 Bitter Rivalry - Gets +1 to hit against enemy
heroes. 1-2 Captain or Support
5 Horrible Scars - Enemy units get -1 to hit when in 3-4 Fighter or Shooter
melee against the hero. 5-6 Pathfinder or Healer
6 Toughened - Gets Tough(+1).
Every time the hero levels up, including the first time, roll one die to
No Permadeath: Optionally you can play without units being see what skill trait it gets from its skill set. Each trait can only be
removed from the warband when they die, but instead they lose all gained once, so if you roll a trait you already have simply re-roll. If a
XP earned during the match and must sit out the next D3 matches. 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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Captain: The hero shines as a leader and their men follow with
pride.
Buying Upgrades: Players may buy upgrades for their units as
Result Skill Trait detailed in their strike team page by spending any points they have
1-2 Leader - Friendly units that activate within 6” of available. When buying upgrades worth less than 0pts, you gain
the Hero get +1 to morale tests rolls.
those points instead of spending them.
3-4 Instigator - Friendly units that activate within 6”
of the Hero get +1 to hit when in melee. Selling Upgrades: Players may sell any of their upgrades at half of
5-6 Tactician - Friendly units that activate within 6” of their original price (rounding down to the nearest multiple of 5). If
the Hero get +1 to hit when shooting.
an item is only worth 5pts roll one die, on a 1-3 the item can‘t be
Support: The hero user powerful tools to buff allies and debuff sold, on a 4+ it can be sold for 5pts (you can only try to sell a 5pts
enemies. item once after each mission). When selling upgrades worth less
than 0pts, you must spend their full points cost instead of gaining
Result Skill Trait them.
1-2 Vanguard - Friendly units that activate within 6”
of the Hero get +4” charge range.
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 after
5-6 Mastermind - Enemy units within 6” of the Hero each mission, and may only have 3 heroes in their strike team at
get -1 Defense. once.

Fighter: The hero has perfected close combat techniques beyond Recruiting Regular Units: Players may recruit as many regular
compare. units as they want after each mission. One of the new recruited
units may also start with 5 XP if the player pays +10pts for it.
Result Skill Trait
1-2 Duellist - Enemy units get -1 to hit in melee Disbanding Units: Any unit may be freely disbanded, losing all of
against the hero. its XP and upgrades. Players may also choose to disband their full
3-4 Fanatic - The hero gets +1 attack when in melee. strike team, losing all units, VP, points, etc. and start a new strike
5-6 Berserker - Enemies get +1 to wound effect rolls team from scratch.
when taking wounds from the hero in melee.

Shooter: The hero expertly handles all sorts of weapons and


equipment.

Result Skill Trait


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

Pathfinder: The hero is a true master at sneaking and collecting


intel.

Result Skill Trait


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

Healer: The hero mends and protects allies from terrible injuries
with ease.

Result Skill Trait


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

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21 - Unsafe Ladders

When rolling for random events, roll two separate dice one at a It seems that whoever built things in this area was not really good at
time, where the first one represents the first number, whilst the it.
second one represents the second number, and resolve that event. Until the end of the mission whenever a unit climbs up elevation
Example: A player rolls two dice, with the first result being a 2 and the roll one die, on a 1 it falls the full height instead.
rescond result being a 1. This would mean that event 21 is chosen.
22 - Poisonous Cloud
Toxic gas is released from the sewers and poisons everyone in the
area.
If a random event calls for randomly selecting a unit from any strike
team you must first randomly select a strike team for the event, Select one random table quarter. All of the units within that table
and then randomly select a unit to be the target. quarter take D3+1 automatic hits.

11 - Slave Worker 23 - Proximity Mine


A local gang kidnaps one of the warriors and puts them to work on a No corner of the battlefield is safe as hidden mines could be
fungus farm. anywhere.
Select one random unit, and remove it from play. At the end of the Select one random player, who may note down one piece of terrain
mission it may be bought back for D3 * 10pts or else it‘s disbanded. in secret. The first unit to enter that terrain takes D3 automatic hits
with AP(2).
12 - Juicy Reward
24 - Fragile Roofs
A fat bounty was placed on one of the strike teams, making it a
priority target. After years of war the buildings in the area have started to crumble.
Select one random strike team. Enemy strike teams get 5pts at the All units within terrain must take a dangerous terrain test.
end of the mission for every unit from it that they managed to
Knock Out.
25 - Power Outage
A local gang has been messing wit the generators and caused a
13 - Murdercrow Shakedown
blackout.
A murdercrow flock swoops down and attacks anyone with shiny
Select one random table quarter. All of the units within that table
gear.
quarter get -6“ range when shooting.
Select D3 random units, which can‘t use one random ranged
weapon or upgrade until the end of the mission.
26 - Blood Frenzy
The havoc god of war wants to see more blood shed, so everyone‘s
14 - Mutated Beast
mind is warped into a blood frenzy.
A warrior accidentally disturbed a beast and is violently attacked.
All units get +1 attack in melee and earn +D3 XP when Knocking Out
Select one random unit, which takes D3 automatic hits with AP(1). enemies in melee until the end of the round.

15 - Out of Ammo
Some warriors have been spraying away their ammo and now ran
out.

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

16 - Disheartened
One of the strike teams walked through a psychic field and is
demoralized.

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

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

Place a unit of D3+2 Zombies (Qua 5+, Def 5+, Claws (A3), Slow) in The first time during this round when a unit rolls a 1 to hit for
the center of one random table quarter. At the end of each round shooting it takes D3 automatic hits with AP(2).
the zombies must charge or rush the nearest unit.
43 - Snapped Neck
33 - Bounty Hunter
Weather by accident or on purpose, one of the warriors just hit the
A bounty hunter has arrived to kill a dangerous outlaw among the right spot.
warriors.
The first time during this round when a unit rolls a 6 to hit in melee
Place a bounty hunter on the highest piece of terrain with most line the target is immediately Knocked Out.
of sight on the table. Select one random unit, and at the end of
44 - Opportunist
each round if it is in line of sight of the bounty hunter it takes 1 hit.
Some warriors prefer to attack their enemies whilst they‘re down
34 - Honor Debt
instead of facing them dead on.
An old friend that owes a debt of honor has joined the fight to help
The first time during this round when a unit destroys an enemy unit
out.
that was shaken it receives +1 XP.
Place a Mercenary (Qua 4+, Def 4+, Carbine (18“, A1)) within 6“ of a
45 - Aim High
random unit and that player may control it until the end of the
mission. If you take the time to aim properly you might just hit someone in the
face.
35 - Precious Artifact
The first time during this round when a unit rolls a 1 to block from
A warrior has found a precious artifact and need to take it through
shooting or melee it gets +1 to wound effect rolls.
enemy lines.
46 - Race against Time
Select one random unit. If it manages to exit the table through an
opponent‘s deployment zone it gets D3 * 5pts. A quick and decisive victory can really do wonders to a strike team‘s
morale.
36 - Lost & Found
If a strike team manages to win the mission by the end of the round
They say that one man‘s trash is another man‘s treasure...
it gets a bonus of 5 XP, which must be split as evenly as possible
Place a treasure marker at the center of a random table quarter. amongst units.
Units can pick it up by moving into contact with it, and they drop it
if they are Knocked Out or Shaken. If a unit with it manages to exit
the table through an opponent‘s table edge its strike team gets 1VP

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51 - Wandering Doc 61 - Wisdom of the Gods
A wandering doc roams the battlefield, helping the wounded back on Whilst searching the ruins a warrior found an ancient book and is
their feet. blessed by the gods upon opening it.

Select one random strike team which may pay 10pts to re-roll Select one random unit, which immediately gets D3 * 1 XP.
results of 1 once per unit when checking for casualties.
62 - Ancient Artifact
52 - Revenge
There are rumors of an ancient artifact in a nearby village and one of
After an enemy warrior killed a beloved comrade everyone is out to the warriors decided to check it out.
get him.
Select one random strike team, which may remove one unit that is
Select one random player, who may note down one enemy unit in not Shaken from play and get D3 * 10pts.
secret. If that unit is Knocked Out then all units in the strike team
63 - Grandpa‘s Gun
get +1 XP.
Whilst inspect a building a warrior crashed through the wooden floor,
53 - The Oldest Trick
landing in an old basement where it finds a very rare weapon.
In the heat of combat warriors kick sand into their enemies faces to
Select one random unit, which gets Grandpa‘s Gun (24“, A1,
blind them. All is fair in love and war...
AP(D3)).
Select one random strike team. Enemy units get -1 in melee when
64 - Coward‘s Reward
attacking units from the selected strike team until the end of the
round. A warrior that was cowardly hiding in a bush finds a shiny jewel.

54 - Spare Clip Select one random strike team, which immediately gets D3 * 5pts.

A wealth of spare ammo awaits those patient enough to search the 65 - Lucky Find
ruins.
A warrior stumbles upon a crate buried under a pile of debries, which
Select one random unit, which doubles its shooting attacks during is filled with advanced technology.
this round.
Select one random strike team, which immediately gets 1 VP.
55 - Lucky Escape
66 - Sold to the Pits
A warrior that hit the ground manages to pull off a dodge roll and get
A warrior that was Knocked Out wakes up in the infamous fighting
up again.
pits of the great Hive City and must now fight for its freedom as a
Select one random unit that is Shaken, which immediately stops gladiator.
being Shaken.
Select one random unit that was Knocked Out and place it in an
56 - Possessed arena. The arena should have an area of 2‘x2‘ and 3-5 pieces of
terrain, and the unit must be placed within 3“ of one of the arena‘s
The spirits of the dead have possessed a warrior, who now has a
edges. Then place a mighty Gladiator
terrifying aura.
(Qua3+,Def3+,Carbine(18“,A2), CCW(A3,AP(1))) within 3“ of the
Select one random unit. Enemy units within 6“ of it get -1 to morale opposing edge of the arena, which is controlled by an opponent.
until the end of the mission. Roll to see who goes first and then play out the fight like a regular
battle, until one of the two has been Knocked Out. If the Gladiator
wins then the unit is dead and is removed from the strike team
sheet. If the unit wins then it gets +3 XP and a 30pts trophy. The unit
may then join its strike team again at the end of the mission.

59
WARBAND NAME: VP:

Unit Name: Unit Name:


Notes: Notes:

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


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

Unit Name: Unit Name:


Notes: Notes:

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


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

Unit Name: Unit Name:


Notes: Notes:

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


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

Unit Name: Unit Name:


Notes: Notes:

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


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

Unit Name: Unit Name:


Notes: Notes:

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


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

60
Mission Cards: These rules were created to give players a dynamic Players compete in completing as many of their own objective
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 inserting Personal Decks: Each player gets a personal deck of 36 mission
them all in card sleeves, and you can also insert a regular playing cards.
card for rigidity.
Generating Missions: At the beginning of each round, players draw
Roll & Play: If you prefer you can also choose not to cut out the cards from their own deck until they have 3, which are placed face
mission cards, but instead roll two dice to determine a random up on the table.
card. To do this roll each die one at a time, where the result of the
Scoring Cards: At the end of each round, players check if they have
first one stands for decimals whilst the result of the second one
completed at least one condition on any of their cards. If they did,
stands for units. Then check the top left number of the cards to see
then they must score the one worth most victory points, and
which one you got. Note that this method can only be used when
discard that card.
playing with fixed decks.
Discarding Cards: After scoring cards, each player may choose to
Example: A player rolls two dice, with the first result being a 2 and the
discard one of their remaining cards.
second result being a 1. This would mean that card 21 (Seize 1) is
rolled.

Fixed Deck Games: Pick one of the following game types to play Players compete in completing the same set of objective cards
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 cards.
• Total Domination
Generating Missions: At the beginning of each round, draw cards
Custom Deck Games: Pick one of the following game types to play from the shared deck until there are 3 in total, which are placed
with customized player decks of 18 cards: face up on the table.
• Direct Challenge Scoring Cards: At the end of each round, players check if they have
• Strategic Ruse completed at least one condition on any of the cards. If they did,
• Planned Gambit then they must score the one worth most victory points, and
• Coordinated Recovery discard that card. In case of a tie neither player scores it.
• Logistical Supremacy
Discarding Cards: At the end of each round, the player with the
• Tactical Paragons
lowest total score may discard one of the remaining cards.

Objectives: Place 6 objective markers. Players roll-off to go first


and alternate in placing one marker each outside of deployment
zones and over 9” away from each other.

Controlling Markers: At the end of each round, if a unit is within 3”


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

Victory Conditions: The game ends after 4 rounds, and the player
that scored most victory points wins.

Optional - Final Objectives: At the end of the game, players get 1


VP for each objective that they seized.

61
Preparing Decks: After deployment, each player must put together The players must challenge their opponent to complete specific
a deck of 18 unique cards, chosen from the standard 36 cards. missions.

Generating Missions: At the beginning of each round, players draw Special Rules: At the beginning of each round, each player must
cards from their own deck until they have 5 cards in their hand, and select one of their opponent’s cards to be their challenge card for
then they must place cards face up on the table until they have 3 that round. Whenever a challenge card is scored, the player gets +1
cards in front of them. VP for it.

Hidden Mission: Whenever players are placing cards on the table,


they may place one of them face down, if they don’t already have a
card that is face down on the table. Players may turn their hidden The winning player must reveal all of their cards, whilst their
card face up at any time. opponent may keep them hidden.

Scoring Cards: At the end of each round, players check if they have Special Rules: At the beginning of each round after the first, the
completed at least one condition on any of their cards on the table. player with the highest total score must turn all of their hidden
If they did, then they must score the one worth most victory points, cards face up, and the player with the lowest total score may turn
and discard that card. any of their cards face down. In case of a tie, each player must turn
their cards face up/down until they only have up to one card that is
Discarding Cards: After scoring cards, each player may discard one face down again.
of their remaining cards.

Optional - Mulligans: At the beginning of the first round, after


drawing 5 cards, players may opt to mulligan. The cards are then The players may force their opponent to change their active
shuffled back into the deck, and the player draws a new hand of 4 mission cards.
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.

The players may shuffle discarded missions back into their deck.

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


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

The winning player may hold additional mission cards in their


hand.

Special Rules: At the beginning of each round after the first, if one
player has seized more objective marker than their opponent, they
may draw cards until they have 6 in their hand instead of 5.

The players may pick specific missions to be completed by their


heroes.

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


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

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