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AoFS - Advanced Rules v3.4.1

The document describes a fantasy wargame called Age of Fantasy: Skirmish, set in a world recovering from the fall of the Human Empire, where new powers and creatures emerge amid chaos. The rulebook outlines game mechanics, including basic and advanced rules, unit statistics, and gameplay structure, designed for both new and experienced players. Players can engage in battles using 32mm miniatures, with options for customization and various game modes.

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

AoFS - Advanced Rules v3.4.1

The document describes a fantasy wargame called Age of Fantasy: Skirmish, set in a world recovering from the fall of the Human Empire, where new powers and creatures emerge amid chaos. The rulebook outlines game mechanics, including basic and advanced rules, unit statistics, and gameplay structure, designed for both new and experienced players. Players can engage in battles using 32mm miniatures, with options for customization and various game modes.

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

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

2
AGE OF FANTASY: SKIRMISH v 3.4.1
Introduction Contents
Age of Fantasy: Skirmish is a miniature wargame set in a dark Welcome to Age of Fantasy .................................................. 2
magical world, which is played using 32mm miniatures.
Introduction & Contents ...................................................... 3
The game mechanics are designed to be easy to learn but hard
Basic Rules.......................................................................... 4
to master, bringing engaging fantasy battles for new and
experienced players alike. General Principles .................................................. 4

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

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

We recommend that you start off by playing with just a few Pre-Made Rule Packs......................................................... 15
advanced rules first, and then gradually add more as you get
Advanced Rules................................................................. 16
more comfortable with them.
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 Advanced Deployment Styles ................................. 20
provide a radically different experience from the base rules.
Advanced Missions ............................................... 23

About OPR Advanced Actions ................................................. 28

OPR (www.onepagerules.com) is the home of many free Advanced Casting ................................................. 30


games 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
Random Events ..................................................... 36
exist thanks to the support of our awesome community.
Total Conversions ............................................................. 38
If you want to help us in making more awesome content, you
can support us on Patreon: www.patreon.com/onepagerules Fog of War ............................................................ 38

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

Critical Hits .......................................................... 41

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

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

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

Multiplayer Games ................................................ 47

Kitchen Table Games ............................................ 48

Additional Content ............................................................ 49

Tournament Guidelines......................................... 49

Solo & Co-Op Rules ............................................... 51


CREDITS
Campaign Rules .................................................... 53
Created By: Gaetano Ferrara
Mission Cards ....................................................... 60
Game Design: Gaetano Ferrara

Illustrations: Martim Cordovil, Ricardo Costa, Fran


Fernandez, Brandon Gillam

OPR Games, Unipessoal LDA


Avenida 5 de Outubro 104 r/c, 1050-060 Lisbon, Portugal
Copyright © 2024 OPR Games - First Published 2024

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

If you and your opponent cannot agree on how to solve a Additionally, we recommend having dice of multiple colors so
situation, use the following method in the interest of time. that you can combine them for faster rolling. Whenever a unit
is using multiple weapons, you can use different colors for
Roll one die. On a result of 1-3 player A decides, and on a result
each weapon, and then roll them all at once.
of 4-6 player B decides. This decision then applies for the rest
of the match, and once the game is over you can continue to Sometimes the rules will refer to different types of dice, for
discuss the finer details of the rules. example D3, 2D6 and D6+1. There are many types of dice, but
the notation remains the same, so just apply the following
Note that whenever possible, players should agree on any
explanations to all types of weird dice you come across.
rules and 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.
Scale Conventions • 2D6: To use these dice, simply roll two D6 and sum
the results of both dice.
This game was written to be played with 32mm scale models in
• D6+1: To use these dice, simply roll a D6 and add 1
mind, which are mounted on round bases. These bases come
to the result.
in various sizes, and we recommend that you always mount
miniatures on the bases they come with.
Re-Rolls
Here are some rough guidelines for model and base sizes:
Whenever a rule tells you to re-roll a dice result, simply pick
• Infantry: 32mm tall on 20mm/32mm round bases up the number of dice you have to re-roll, and roll them again.
• Large Infantry: 50mm tall on 40mm/50mm round bases The result of the second roll is the final result, even if it’s
• Cavalry: 40mm tall on 60mm oval bases worse than the first. 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.
Roll-Offs
Models & Units 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
In the rules, individual miniatures are referred to as models,
player with the highest result wins the roll-off, and in the
whilst groups of one or more models are referred to as units.
event of a tie the players must re-roll until there is a winner.
This means that when a rule applies to a unit it applies to all
miniatures within that unit, whilst if a rule applies to a model Quality Tests
it only applies to one individual miniature.
During the game you will be required to take Quality tests in
Unit Stats order to see if a 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
Whenever a rule states that a unit must take a Quality test, roll
and what they can do.
one die. If you score the model’s Quality value or higher, then
• Name [Size]: The name and number of models. it counts 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.
• Defense: The score needed for defense.
The player rolls three dice and scores a 3, a 4 and a 5. This means
• Equipment: Any weapons and gear the unit has.
that the 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
GENERAL PRINCIPLES
Modifiers Measuring Movement
Throughout the game there are going to be rules that apply When measuring how far a model moves always measure so
modifiers to your die rolls. These will usually raise or lower that no part of its base moves further than the total distance.
the value of a unit’s roll results by either +1 or -1, but the exact
number may vary.

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


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

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


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

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

Weapons profiles are represented like this:


Note that these movement restrictions apply in the same way
• Name (Range, Attacks, Special Rules) to models on bases of any shape or models without a base.
Example: Heavy Rifle (24”, A1, AP(1))
Line of Sight
Measuring Distances When playing the game, line of sight is used to determine if a
To play the game you are going to need a ruler marked in model can see another model for any purpose. Simply get
inches, which you may use to measure distances at any time: down to the eye 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
• When measuring the distance between two units you the miniature is actually facing, always have line of sight to
always measure from/to the closest model in each unit. themselves, and may always target themselves (unless stated
otherwise). Models can’t see through solid obstacles, including
Distances are usually measured from a model’s base, however the perimeter of other units (friendly or enemy), but they can
if a model has no base, then players must agree from where always see through friendly models from their own unit.
distances are to be measured (such as its hull/torso), and
which unusual features may be ignored (like decorative Note that for players may agree to ignore unusual features
banners or flame effects). (like decorative banners or flame effects) for line of sight.

5
PREPARATION
Preparing the Battlefield Force Organisation (Optional)
You are going to need a flat 4’x4’ area to play on, which is Optionally you and your opponent may agree to use the force
usually referred to as “the battlefield” or “the table”. Note that organisation rules, which help make army composition more
the game can be also played on smaller areas, as long as consistent and balanced.
armies deploy at least 24" apart.
The armies must follow these limitations:
Whilst we recommend playing on a table, you can of course
• Only 1 hero per 125pts
play on the floor, on a bed, or wherever else you have space.
• Only 1+X copies of the same unit, where X is 1 per
Once you have found a space to play, you are going to have to 125pts (combined units count as one)
place at least 20 pieces of terrain on it, though we recommend • No single unit worth over 35% of total points
using 25 or more to keep things interesting. Whilst it’s always • Only 1 unit per 25pts
nice to play with great looking pieces of terrain, you can • Only 1 model per 15pts
simply use household items such as books or cups as terrain.
Example: When playing a 250pts game, players may bring max. 2
There are no specific rules on how you should place terrain, heroes, max. 3 copies of each unit, no unit worth over 85pts, max.
but we have provided some general guidelines in the terrain 10 units in total, and max. 16 models in total.
section of this book to help you get started.
Deploying Armies
Placing Objectives
Once the mission has been set up, the players roll-off and the
After the table has been prepared, you and your opponent winner must start deploying their army first.
must set up D3+2 objective markers on the battlefield.
The winning player first chooses one table edge to deploy on
The players roll-off and the winner picks who places the first and then places one unit fully within 12” of their table edge.
objective marker. Then the players alternate in placing one
marker each outside of the deployment zones, and over 9” Once they are done, then the opposing player places one unit
away from other markers (note that markers can’t be placed in fully within 12” of the opposite table edge.
unreachable positions, like impassable terrain or spots too Then the players continue alternating in placing one unit each,
tight to get to). until all units have been deployed.

The Mission
At the end of each round, if a unit is within 3” of a marker
whilst no enemies are, then it counts as being seized.

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


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

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

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

Preparing your Army


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

For a start we recommend playing with armies worth 150pts


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

To put your army 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
GAME STRUCTURE & MOVEMENT
Game Structure Rushing
The game is structured into game rounds, player turns and When taking a Rush action, all models in the unit may move by
unit activations. Here is the breakdown of what these mean: up to 12”.

Rounds: Each round is made up of multiple turns.



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

Activating Units 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
Players must activate one unit that has not been activated yet gets back into coherency.
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”.

GENERAL MOVEMENT
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. .

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

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

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

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

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


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

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

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


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

3. Roll to Block
For every hit that the unit has taken, the defending player
must roll one die, trying to score the target’s Defense value.
Each success counts as a blocked hit, and for each failed roll
Example: Only the Marksman in the middle can shoot at the
place one wound marker on the model.
Skeletons. The model at the top is in range but has no line of sight,
whilst the model at the bottom has line of sight but is out of range. Example: The Skeleton (Defense 5+) has taken 1 hit. He rolls one die
and gets a 4. This means that the Skeleton has taken 1 wound and
Multiple Weapon Types must check to see its effects.

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

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

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


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

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

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

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

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


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

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

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

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


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

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

9
WOUND EFFECTS & MORALE
Checking Wound Effects Morale TESTS
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
must roll one die and add the number of wound markers on it, its starting units, then all of its units must take a morale test.
and then check to see what happens to it:
Note that starting size is counted at the beginning of the game.
Result Effect
Example: A Human Empire army started the game with 5 units,
1-5 Shaken - Gets +1 to wound effect rolls, must
and is down to 2 units at the end of a round, so all of its units must
stay idle, counts as fatigued, always fails
morale tests, and can’t contest or seize take a morale test at the end of all rounds.
objectives. When activated, must spend its
activation being idle and doing nothing, which Taking Morale Tests
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 regular Quality test, and see what happens:
play.
• If the test is passed, nothing happens.
Note that units must also check for wound effects when taking • If the test is failed, the unit is Shaken.
wounds from other sources (special rules, terrain, etc.). • If the test is failed, and the unit was already Shaken,
then the unit Routs.
Example: A Skeleton has just taken one wound and must now check
its effect. It rolls one die and gets a 5, and adds +1 because it had Routed Units
one 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
Groups & Wounds battle, or are otherwise rendered ineffective.

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

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

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


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

10
TERRAIN
Terrain Rules
When setting up terrain, players must agree on what terrain
type rules each piece of terrain follows. This will make sure
that you do not have any arguments during your game, and
that things can proceed smoothly.

Each piece of terrain may count as having multiple terrain


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

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


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

Open Terrain Difficult Terrain


Examples: Grass Fields, Dirt Roads, Streets, etc. Examples: Woods, Mud, Rivers, etc.
Any surface that is not specifically defined as a type of terrain Terrain features that hinder a model’s movement, or force
(like forests, buildings, rivers, etc.) counts as open terrain. them to slow down, count as difficult terrain.
Open terrain does not have any special rules, and any rules If any model in a unit moves in or through difficult terrain at
that affect terrain do not apply to open terrain. any point of its move, then all models in the unit may not
move more than 6” for that movement.
Impassable Terrain
Mountains, Canyons, Deep Water, etc. Dangerous Terrain
Any surface that would stop models from moving through it, Examples: Quicksand, Lava Pools, Deadly Vegetation, etc.
as well as gaps over 1” wide, count as impassable terrain. Terrain features that could harm models, or outright kill them,
Units may not move through impassable terrain, unless they count as dangerous terrain.
have any rules that allow them to ignore it. Note that units may If a model moves in or through dangerous terrain, or is
move across gaps up to 1” wide as if they were flat ground, but activated in it, then it must take a dangerous terrain test.
may not end their move partially overhanging gaps or terrain.
To take a dangerous terrain test, roll one die (or as many dice
Blocking Terrain as the model’s Tough value), and if the result is 1, then the unit
takes one automatic wound.
Examples: Walls, Buildings, Rocks, etc.

Any piece of terrain that models can’t see or shoot through Elevated Terrain
counts as blocking terrain. Examples: Hills, Rooftops, Cliffs, etc.
Units may not draw line of sight through blocking terrain, Terrain features that are over 3” tall count as elevated terrain,
unless they have any rules that allow them to ignore it. and are impassable, but any terrain piece that is up to 3” tall
may be climbed as part of a unit’s move (units may not end
Cover Terrain
their move mid-climb).
Examples: Forests, Ruins, Fences, etc.
Note that short terrain up to 1” tall may be ignored for the
Terrain features that models can hide in or behind, or that purposes of movement (instead of having to climb up 1” and
could stop projectiles, count as cover terrain. down 1” to cross it).

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

Here are some basic terrain type recommendations:


Terrain Overview
• At least 50% should block line of sight
Whilst there is no limit to the size of terrain that you can use
• At least 33% should provide cover
for your games, we have a few recommendations for you:
• At least 33% should be difficult terrain
• Small pieces of scatter terrain, like barrels, boxes, • Each player should pick 1 piece to be dangerous
barricades, etc. should be somewhere between 1”x1”
Example: If you’re playing with 18 pieces of terrain, at least 9
and 3”x3” in size.
should block line of sight, 6 should provide cover, 6 should be
• Large terrain features, like buildings, forests, lakes,
difficult terrain, and 2 should be dangerous terrain.
etc. should be somewhere between 4”x4” and 8”x8” in
size, but can be as large as 12”x12”. Once you have chosen which terrain pieces you are going to
use, you can either have one player set up all of the terrain, or
For each terrain feature you’ll also have to define some basic
have both players set up terrain together.
rules for how it works in the game. Most terrain features will
probably have a single type, but you can combine multiple To make sure neither player has an advantage, you can roll-
types together, and even add extra conditions to them. off, and then then alternate in placing one terrain piece each,
starting with the player that won the roll-off.
Here are some guidelines for common terrain types:
There are no specific rules on how you should place terrain, so
• Barricades - Cover we recommend trying to set up the table in such a way that it
• Buildings - Impassable + Blocking will provide a balanced playing field for everyone involved.
• Fields - Difficult + Cover
Ideally you want to place enough blocking terrain that you
• Forests - Difficult + Cover + Units can see into and out
can’t draw clear line of sight from edge to edge across the
of forests, but not through them
table, as well as make sure that there are no gaps bigger than
• Hills - Cover + Difficult when moving up + Units on
6” between different terrain pieces. If you are playing with
top may ignore one unit/terrain for line of sight
large units, we also recommend making sure that there are
• Lakes - Difficult (if shallow) or Impassable (if deep)
gaps of at least 3” between terrain, so they can fit through.
• Lava - Dangerous
• Mountains - Impassable + Blocking
• Rivers - Dangerous when using rush/charge
• Rubble - Difficult
• Ruins - Cover + Dangerous when using rush/charge
• Swamps - Difficult

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


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

These could be elements such as patches of grass, shallow


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

12
SPECIAL RULES
Rules Priority & Stacking Effects Caster(X)

Most units have one or more special rules that affect the way Gets X spell tokens at the start of each round, but can’t hold
they behave, and that sometimes go against the standard rules. 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
Whenever you come across one of these situations, the special more spells (only one try per spell). Roll one die, on 4+ resolve
rule always takes precedence over the standard rules. the effect on a target in line of sight. Models within 18” in line
Note that effects from multiple instances of the same special of sight of the caster’s unit may spend any number of spell
rule or spell don’t stack, unless it is a rule with (X) in its name, tokens at the same time before rolling, to give the caster +1/-1
or unless it is specified otherwise. to the roll per token.

Note that Casters get spell tokens each round even if they are
Command Groups not on the table (waiting to Ambush for example), and that the
When preparing your army, each army may only have one Caster’s spells must be picked from their own faction.
model with one of the following upgrades.
Counter
Sergeant: This model gets +1 to hit rolls.
Strikes first with this weapon when charged, and the charging
Musician: This unit and up to 3 friendly units that are within unit gets -1 total Impact rolls per model with Counter.
12” at the beginning of the round get +1” when using move
Example: A model with Impact(3) charges a unit with 1 model that
actions. This effect lasts until the end of the round.
has Counter, so it only makes 2 Impact rolls.
Banner: This unit and up to 3 friendly units that are within 12”
at the beginning of the round get +1 to morale test rolls. This Deadly(X)
effect lasts until the end of the round. Assign each wound to one model, and multiply it by X. Hits
from Deadly must be resolved first, and these wounds don’t
SPECIAL RULES REFERENCE carry over to other models if the original target is killed.
Ambush Fast
May be set aside before deployment. At the start of any round Models with this special rule move +2” when using Advance
after the first, may be deployed anywhere over 9” away from and +4” when using Rush/Charge.
enemy units. Players alternate in placing Ambushers, starting
with the player that activates next. Units that deploy via Fear(X)
Ambush can’t seize or contest objective markers on the round
This model counts as having dealt +X wounds when checking
they deploy.
wound effects in melee (must deal at least one wound).
AP(X) Example: A unit with Fear(1) has dealt 1 wound to an enemy in
Targets get -X to Defense rolls when blocking hits from melee, and the enemy rolled a 4, to which we add 1 from the wound
weapons with this special rule. and 1 from fear for a total of 6, so the enemy is Knocked Out.

Blast(X) Fearless

Ignores cover, and after resolving other special rules, each hit Whenever a unit where most models have this rule fails a
is multiplied by X, where X is up to as many hits as enemy morale test, roll one die. On a 4+ it counts as passed instead.
models in the target unit and within 3” of it. Hits must be split Flying
evenly between all enemy units within 3” of any model from
the target (defender picks how). May move through units and terrain, and ignores terrain
effects whilst moving, and automatically passes jumping rolls.
Example: A weapon with 2 Attacks and Blast(3) scores two hits
against a unit with 2 models. Each hit is multiplied by 2, so the Furious
target takes a total of 4 hits.
When charging, unmodified rolls of 6 to hit in melee deal one
Example: A weapon with 1 Attack and Blast(6) scores a hit against extra hit (only the original hit counts as a 6 for special rules).
a unit with 3 models that is within 3” of two other enemy units
Example: A Furious model with a weapon with 1 Attack and
with 1 model each. The hit is multiplied by 5, and the defender picks
Rending scores one hit on a roll of 6, so it deals two hits, of which
which two units take 2 hits, and which unit takes 1 hit.
only the first counts as having AP(4) because of Rending.

Hero
Friendly units within 12” may take morale tests using the
hero’s Quality, as long as the hero isn’t Shaken.

13
SPECIAL RULES
Immobile Stealth
Models with this special rule may only use Hold actions. Enemies get -1 to hit rolls when shooting at units where all
models have this rule from over 9" away.
Impact(X)
Strider
Roll X dice when attacking after charging, unless fatigued. For
each 2+ the target takes one hit. May ignore the effects of difficult terrain when moving, and
only needs 2+ to pass jumping rolls.
Indirect
Tough(X)
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 This model only rolls to check for wound effects once it has
ignores cover from sight obstructions. taken at least X wounds, and is only Knocked Out on rolls of
5+X or more.
Lance
Example: A model with Tough(3) only rolls for wound effects once
When charging, gets +1 to hit rolls and AP(+1) in melee. it has taken 3 wounds or more, and is Knocked Out on rolls of 8+.
Limited
Special Movement
Weapons with this rule may only be used once per game.
Pushing
Poison
Whenever a model rolls a Shaken result, the attacker may try
This weapon ignores Regeneration, and the target must re-roll to push it. Roll one die, and on a 4+ the attacker may move the
unmodified Defense rolls of 6 when blocking hits. model by up to 2” in any direction.
Note that a die roll may only be re-rolled once, so if another 6 Jumping
is 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
When taking a wound, roll one die. On a 5+ it is ignored. elevation of up to 6”. Roll X+1 dice, trying to score 3+, where X
is one die for every full 3” the model wants to move. If all rolls
Relentless are successes, then the model may cross the distance, without
counting it towards its move. If any roll is failed, then the
When using Hold actions and shooting, unmodified rolls of 6
model falls instead.
to hit deal one extra hit (only the original hit counts as a 6 for
special rules). Example: A unit of two models wants to jump down 4” of elevation,
so 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”
Models attacks at Quality 2+ with this weapon.
tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3”
Note that Reliable only changes the Quality value, so the roll it fell. Then place the model within 2” of the bottom, and its
can still be modified, Fatigue still applies, etc. activation ends immediately. For units with multiple models,
falling kills the model instead, until only one last model
Rending
remains, which falls normally.
This weapon ignores Regeneration, and unmodified rolls of 6
Example: A unit of two models has fallen down 4” of elevation, so
to hit get AP(4).
one model is killed, and the other takes 1 hit with AP(1).
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.

Slow
Models with this special rule move -2” when using Advance,
and -4” when using Rush/Charge.

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

Before the game, players can agree to use one of the following NARRATIVE BATTLES PACK
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,
• Advanced Casting - Magic Items
and you can freely add or remove rules from any of them, to
get the best version of these packs for you. • Fog of War
• Unit Psychology
EXTENDED CORE PACK
CHAOTIC RULES PACK
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 Missions - Extra Missions • Advanced Terrain - Terrain Placement

• Advanced Actions - Extra Actions • Advanced Deployment Styles


• Battlefield Effects - Special Conditions
ADDED COMPLEXITY PACK • Battlefield Effects - 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 - Winds of Power
• Advanced Casting - Living Spells
• Tactical Phase
• Command Points

15
ADVANCED TERRAIN - TERRAIN PLACEMENT
Terrain Placement Styles 4. Full Table
When preparing the game, you can either pick one of the Players roll-off, and the winner places all pieces of terrain on
placement styles below, or select it randomly. the 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)
5. Two Halves
3. Alternating (Restricted)
4. Full Table Players roll-off, and the winner may draw a straight line from
5. Two Halves one corner of the battlefield to the opposite, and pick which
6. Six Squares table half 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
pieces of terrain that you want to play with, and then follow on their own table half, at least 3” away from other pieces of
the instructions of the selected placement style. terrain and the table edge.

1. Random 6. Six Squares


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

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

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


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

3. Alternating (Restricted)
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
ADVANCED TERRAIN - TERRAIN GENERATOR
Terrain GENERATOR HOSPITABLE PLANES
If you’re looking for more variety in your table setups, you can Many planes are pleasant and liveable, sustaining wildlife and
use one of the following terrain generators, to get themed civilization alike, with relatively intact natural landscapes.
terrain that fits a thematic battlefield.
To generate hospitable terrain, follow these steps:
There are 4 plane types that you can pick from:
• First, take 10 pieces of terrain:
• Generic Planes o 3 Walls or Fences
• Hospitable Planes o 3 Hills or Plantations
• Wasteland Planes o 4 Forests or Large Buildings
• Death Planes • 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” 3 = Shallow River or Stream
and 3”x3” in size.
• Large terrain features, like buildings, forests, lakes, Counts as Difficult terrain. Optionally, you may add one 3”-6”
etc. should be somewhere between 4”x4” and 8”x8” in wide Bridge for every full 24” of Shallow River or Stream.
size, but can be as large as 12”x12”. 4 = Tall Crops Field
Note that all of the terrain generated in this section can be Counts as Difficult and Cover terrain.
used in combination with different terrain placement styles
5 = Ruins or Debris
for a more varied table setup.
Counts as Cover terrain, as well as Dangerous terrain when
GENERIC PLANES using Rush/Charge actions.
The Generic Plane 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
To generate balanced terrain, follow these steps: and out of them, but not through.

• First, take 10 pieces of terrain: 7 = Hill, Forest, or Field


o 3 Barricades
See other entries for specific rules.
o 3 Forests / Fields
o 4 Sight Blockers 8 = Hill
• Then, take 6D3 more pieces of terrain, determining
Counts as Cover terrain, and units on top may ignore one
their type by rolling 2D6 for each:
unit/terrain for line of sight.
o 2-3 = Hill
o 4 = Ruins 9 = Wall or Fence
o 5 = Field Counts as Cover, as well as Difficult terrain when moving
o 6-8 = Barricade through it.
o 9 = Forest
o 10 = Sight Blocker 10 = One Large Building
o 11-12 = Lake Counts as Impassable and Blocking terrain.
After terrain has been placed, roll-off to see who goes first, 11 = Group of Small Buildings
and then players alternate in picking D3 pieces of terrain each,
which count as Dangerous Terrain. Count as Impassable and Blocking 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
ADVANCED TERRAIN - TERRAIN GENERATOR
WASTELAND PLANE DEATH PLANE
Either naturally barren or devastated by years of industry or Some of the most dangerous planes in the planarverse, varying
war, some planes are little more than wastes of dirt and ash. from 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 • Then, take 6D3 more pieces of terrain, determining
their type by rolling 2D6 for each (see results below). their type by rolling 2D6 for each (see results below).

2 = Toxic River 2 = Death Marsh

Counts as Difficult and Dangerous terrain. Optionally, you may Counts as Difficult and Dangerous terrain.
add 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
4 = Overgrown Ruins
3”-6” 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
10 = Large Building
line of sight.
Counts as Impassable and Blocking terrain.
11 = Beast Lair
11 = Mine Field
Counts as Dangerous terrain.
Counts as Dangerous terrain.
12 = Quicksand
12 = Group of Small Buildings
Counts as Dangerous terrain when using Rush/Charge actions.
Count as Impassable and Blocking terrain.

18
ADVANCED TERRAIN - ARMY TERRAIN
Protective Dome
Using ARMY TERRAIN
The area within 6” of this faction terrain counts as Cover
Players can choose to play using army terrain, which allows
terrain for friendly units.
each army to place a special piece of terrain that affects the
game in different interesting ways. Watch Tower

Before the game begins, each army either picks one army The area within 6” of this faction terrain counts as Dangerous
terrain, or rolls to get one randomly. terrain for enemy units.

To get army terrain randomly, first, roll one die to get one type MAGIC TERRAIN
of Battle Terrain:
Arcane Pillars
1. Army Banner
2. Battle Forge When placing this army terrain, place two copies of it within
3. Defensive Barrier 12” of each other (instead of placing just one).
4. Icon of War
Draw a straight line from one copy of this army terrain to the
5. Protective Dome
other. Whenever an enemy unit ends its activation with at least
6. Watch Tower
one model touching the line, the unit takes 2D3 wounds.
Then, roll one die to get one type of Magic Terrain:
Enchanted Shrine
1. Arcane Pillars
Whenever a friendly Caster activates within 6” of this army
2. Enchanted Shrine
terrain, 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
6. Twin Voidgates a morale test, it gets +1 to its morale test roll.
Finally, secretly pick one of the two results to be your army Healing Well
terrain for the match.
Whenever a friendly unit within 6” of this army terrain is
Army terrain pieces should be somewhere between 2”x2” and activated, you may remove D3 wounds from it.
4”x4” 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 Whenever a friendly unit within 6” of this army terrain takes
were a regular unit, but they can’t be placed within 6” of any hits, it gets +1 to its defense rolls.
objective marker, or the table edges. Twin Voidgates

BATTLE TERRAIN 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
Whenever a friendly unit activates within 6” of this army the copies of this army terrain, you may place it anywhere
terrain, it gets +2” when using Advance actions, and +4” when within 3” of the other copy of this army terrain
using 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
ADVANCED DEPLOYMENT STYLES
STANDARD Deployment STYLES 4. DISORDERED
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

1. Front Line
Note that this is the basic deployment from the core rules.
5. Spearhead

2. GROUND WAR
6. OPPOSING FORCES

3. Side Battle

20
ADVANCED DEPLOYMENT STYLES
ADVANCED Deployment STYLES 4. FRONTAL CLASH
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

1. NO MAN’s LAND
5. TACTICAL PUSH

2. Long Haul

6. MEETING ENGAGEMENT

3. FLANK ASSAULT

21
ADVANCED DEPLOYMENT STYLES
ASYMMETRIC Deployment STYLES 4. ENCIRCLED
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

1. OPEN WARZONE
5. BEHIND ENEMY LINES

2. PUSHBACK
6. LIGHTNING STRIKE

3. CORNERED

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

• 1-2 = Face-Off After 4 rounds have been played the game ends, and the player
• 3-4 = Progressive Scoring that 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
2. Seize Ground total of 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
Roll one die to get a random Progressive Scoring mission: that controls most markers wins.

1. Pitched Battle 3. Relic Hunt


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

23
ADVANCED MISSIONS - EXTRA MISSIONS
4. Demolition
PROGRESSIVE SCORING MISSIONS
After the table has been prepared, the players must set up
1. Pitched Battle
1 objective marker each 12” away from their table edge.
After the table has been prepared, the players must set up a
Each objective marker belongs to the player that placed it, and
total of D3+2 objective markers on the battlefield.
if at any point a unit seizes the enemy objective marker, then
At the end of each round players get 1 VP for each objective the marker is destroyed and removed from play.
marker they seized, and at the end of the game players get
At the end of each round players get 1 VP if their objective
1 VP if they seized more markers than their opponent.
marker has not been destroyed, and 1 VP if they destroy the
After 4 rounds have been played the game ends, and the player enemy marker whilst their own marker was already destroyed.
that scored most VPs wins.
After 4 rounds have been played the game ends, and the player
2. Domination that scored most VPs wins.

After the table has been prepared, the players must set up a 5. Headquarters
total of 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
At the end of each round players get 1 VP for each objective player’s deployment zone, 12” away from the table edge.
marker they seized, as well as 1 VP if they seized more
At the end of each round players get 1 VP for each objective
objective markers than their opponent.
marker they seized, and at the end of the game players get
After 4 rounds have been played the game ends, and the player 1 VP if they seized more markers than their opponent.
that scored most VPs wins.
After 4 rounds have been played the game ends, and the player
3. Capture & Hold that scored most VPs wins.

After the table has been prepared, the players must set up a 6. Mosh Pit
total of 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 1 objective marker on the battlefield.
counts as being carried by the unit. If the unit is shaken or
The objective marker must be placed over 9” away from the
destroyed at any point, the marker is dropped on the spot.
deployment zones and the table edges.
At the end of each round players get 1 VP for each objective
At the end of each round players get 1 VP if they seized the
marker they seized, and at the end of the game players get
objective marker, and 1 VP if they seized the marker whilst it
1 VP if they seized more markers than their opponent.
was not already seized by the enemy.
After 4 rounds have been played the game ends, and the player
After 4 rounds have been played the game ends, and the player
that scored most VPs wins.
that scored most VPs wins.

24
ADVANCED MISSIONS - EXTRA MISSIONS
4. Last Stand
ATTACK & DEFEND MISSIONS
After the table has been prepared, the defending player must
1. The Raid
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
After the table has been prepared, the defender must set up 1 all of its units within 12” of the table center, and then the
objective marker within 12” of the table center, and must then attacker 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
The attacker then deploys all of its units anywhere within 12” time, it is placed in reserves. At the beginning of each round,
of any table edge, and after that the defender must deploy its the attacker rolls one die for each unit in reserve, and on a 6
remaining units anywhere on the table over 12” away from may place it within 12” of any table edge.
enemy units, and over 12” away from the marker.
The attacker’s units may only be placed in reserves once, and
After 6 rounds have been played the game ends, and the player if at the beginning of a round the attacker has no units on the
that controls the marker wins. table, then any remaining reserves are destroyed.

2. Smash & Grab After 6 rounds have been played the game ends, and the player
that controls the marker wins.
The attacking army gets 25% more points than the defender.
5. VIP Escort
After the table has been prepared, the defender must set up a
total of D3+2 objective markers on the battlefield, and then After the table has been prepared, the defender must set up 1
secretly 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 all of its units within 12” of it. The attacker then deploys
When an attacker’s unit seizes a marker, the defender must
all of its units anywhere within 12” of any table edge, and over
reveal what it was. If it was a trap the unit takes D3+1 hits, and
12” away from enemy units.
if it was not the relic then the marker is removed.
At the beginning of each round, if the defender has seized the
If it was the relic, then the unit seizes it and removes it from
marker, then they may move it by up to 12” in any direction.
the table, counting as carrying it. If the unit is shaken or
destroyed at any point, the marker is dropped on the spot. 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
After 6 rounds have been played the game ends, and if the
deployed on, then the defender wins, else the attacker wins.
marker is within 6” of any table edge, then the attacker wins,
else the 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 After the table has been prepared, the defending player must
total of D3 objective markers on the battlefield, starting with set up 1 objective marker within 12” of the table centre.
the defending player.
Players may only deploy up to half of their units, and keep the
After the table has been prepared, the defender must first other half in reserves. At the beginning of each round after the
deploy half of its units in their deployment zone, and then the first, the players must roll one die for each unit in reserves,
attacker must deploy all of its units anywhere on the table over and on a 4+ may place it within 12” of any table edge, over 12”
12” away from enemy units, but within 6” of at least one other away from enemy units and the objective marker.
friendly unit. Finally, the defender may deploy the rest of its
If an attacking unit seizes the marker, remove it from the
units anywhere on the table, over 12” away from enemy units.
table, and it counts as being carried by the unit. If the unit is
After 6 rounds have been played the game ends, and the player shaken or destroyed at any point, the marker is dropped on the
that controls most markers wins. 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
ADVANCED MISSIONS - SIDE-MISSIONS
Playing with Side-Missions MAD DASH VARIANTS
When playing with side-missions, the scoring at the end of the Another way to play with side missions is to use mad dash
game is done using a Victory Points (VP) system, instead of variants, where players are competing for randomly changing
winning based on the mission’s conditions. side-missions.

At the end of the game, players score VPs for each objective When playing with these variants, players earn VPs for each
marker they seized, plus 1 VP for each side-mission that they objective marker they seized at the end of each round (scoring
completed. The player that scored most VPs wins. a different number of VPs based on how many are on the table
as usual), plus 1 VP for each side-mission they scored.
Seized objective markers score a different number of VPs
based on how many are on the table: Before the game begins, pick one of the following mad dash
variants, or roll a D3 to randomly get one:
• 1 Objective = 3 VPs for seizing the marker
• 2 Objectives = 2 VPs per seized marker 1. Shared Dash - At the beginning of each round, roll for
• 3+ Objectives = 1 VP per seized marker one random side-mission, which both players can
score during that round. Discard the side-mission if it
Note that if you’re using progressive scoring missions, you still
wasn’t scored during that round.
score VPs at the end of each round, plus VPs from seized
2. Hidden Dash - At the beginning of each round, each
markers and side-missions at the end of the game.
player rolls for one random side-mission in secret,
Before the game begins, pick one of the following playstyles, which only they can score during that round. Discard
or roll a D3 to randomly get one: the side-mission if it wasn’t scored during that round.
3. Cumulative Dash - At the beginning of each round,
1. Shared - Each player selects 2 side-missions openly,
roll for one random side-mission, which both players
both players can complete any of the side-missions.
can score during any round. Side-missions are only
2. Hidden - Each player selects 3 side-missions in secret,
discarded once they have been scored, and persist
players can only complete their own side-mission.
between rounds.
3. Shared + Hidden - Each player selects 1 side-missions
openly, which both players can complete. Then each Side-missions from the tactical genius category must be
player selects 1 side-mission in secret, which only completed on the same round in which they are scored, whilst
they can complete. missions from other categories may be scored even if they
were completed on a previous round.
When selecting side-missions openly, the players must roll-off,
and then alternate in picking 1 side-mission each, starting with Example: A player destroyed two or more enemy Heroes during
the player that won the roll-off. round 1, and then the Slay side-mission is selected at the beginning
of round 3, so at the end of round 3 the player may score it.
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
ADVANCED MISSIONS - SIDE-MISSIONS
4. Combat Master
Categories
1. Slaughter - Destroy four or more enemy units with 3+
There are 6 different categories to choose from, each with
models.
their own twists and strategies:
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
5. Monster Hunter with 3+ models (if there are multiple, destroy one).
6. Heroic General 5. Eradicate - Destroy the least expensive enemy unit
with 3+ models (if there are multiple, destroy one).
1. Tactical Genius
6. Massacre - Destroy ten or more enemy models.
1. Mislead - Control no objectives.
5. Monster Hunter
2. Fortify - Control only one objective.
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+)
6. Equalize - Control as many objectives as opponent. than opponent.
3. Obliterate - Destroy the enemy unit with Tough(3+)
2. Field Marshal
with the highest Tough value (if there are multiple,
1. Control - Have one or more friendly units fully within destroy one).
6” 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
3. Overrun - Have one or more friendly units fully with Tough(3+) (if there are multiple, destroy one).
inside each table quarter. 6. Decimate - Deal six or more wounds to two units with
4. Spread Out - Have one or more friendly units within Tough(3+).
12” of each table corner.
6. Heroic General
5. Invade - Have two or more friendly units fully inside
the 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
deployment zone. opponent.
3. Terminate - Destroy the enemy Hero with the highest
3. Astute Strategist
Tough value (if there are multiple, destroy one).
1. Rush - Be the first player to destroy an enemy unit. 4. Assassinate - Destroy the most expensive enemy
2. Finalize - Be the last player to destroy an enemy unit. Hero (if there are multiple, destroy one).
3. Conserve - Keep at least 50% of friendly units alive. 5. Murder - Destroy the least expensive enemy Hero (if
4. Erode - Destroy at least 50% of enemy units. there are multiple, destroy one).
5. Terrify - Two or more enemy units must fail a morale 6. Dispatch - Destroy one enemy Hero and at least 25%
test caused by friendly units. of enemy units.
6. Hex - Successfully cast four or more spells.

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

• Assault Heavy Charge


• Last Stand
• Hunker Down When taking a Heavy Charge action, the unit takes a Charge
• Defensive Stance action to charge a target that is between 3” and 6” away, and
gets +1 to hit in melee.
• Focused Fire
• Heavy Charge
Stealth Move
• 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 Covering Fire
addition to the regular ones.
When taking a Covering Fire action, the unit takes a Hold
ASSAULT action, but when shooting only hits on unmodified rolls of 6.
Then, roll one die per hit, and if you roll at least one 4+, then
When taking an Assault action, pick one enemy unit within the
the target must take a morale test (regardless of casualties). All
unit’s charge range as its target. The unit must first shoot at the
hits are then discarded as misses.
target, and then must charge the target, but gets -1 to hit rolls
for both shooting and melee. Overwatch
Note that units taking Assault actions may not split fire to When taking an Overwatch action, the unit remains idle, and
shoot at multiple targets, and may not charge any other target until its next activation it may react once to an enemy unit’s
if the original target is destroyed by shooting. activation at any point as it moves or shoots.

LAST STAND 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,
• Shooting: Shoot back at an enemy within 24” that shot
Advance, Rush, or Charge action, but count as being Shaken
at it, but gets -1 to hit rolls.
for the purpose 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).

Hunker Down
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.

Defensive Stance
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
ADVANCED ACTIONS - ACTION BOOSTING
Playing with ACTION BOOSTING BOOSTED ACTIONS
Action Boosting rules allow players to strategically enhance Whenever a player spends a boost point on a unit, it gets a
the actions of their units, pushing them to their limits. bonus depending on the action it takes.

Before the game begins, pick one of the following playstyles, Standard Actions
or roll a D3 to randomly get one:
• Hold - Gets +1 to hit rolls and +50% range when
1. Tactical shooting.
2. Underdog • Advance - Gets +1 to hit rolls when shooting.
3. Random • Rush - May move by up to +50%.
• Charge - Gets +1 to hit rolls in melee.
Playstyles
Extra Actions
There are 3 different playstyles you can use, each providing a
different flow of boosting: • Assault - Doesn’t get -1 to hit rolls when shooting or
in melee (pick one).
1. Tactical - At the beginning of each round, players get
• Last Stand - Doesn’t get -1 to Quality, or -1 to Defense
1 boost point, which they may spend once per unit to
rolls, or doesn’t halve its movement (pick one).
boost their action. Unspent boost points carry over
• Hunker Down - Enemies get -3 to hit rolls when
between rounds.
shooting at the unit (instead of -2).
2. Underdog - Play using the standard mission, but at
• Defensive Stance - Enemies get -3 to hit rolls when
the end of each round, players get 1 VP for each
attacking the unit in melee (instead of -2).
marker they seized, and after 4 rounds the player that
• Focused Fire - Gets +2 to hit rolls when shooting
scored most VPs wins. At the beginning of each
(instead of +1).
round, players get 1 boost point, or 2 boost points if
they have the least number of VPs. Players may spend • Heavy Charge - Gets +2 to hit rolls in melee when
one boost point per unit to boost its action, but charging (instead of +1).
unspent points don’t carry over between rounds. • Stealth Move - Enemies get -2 to hit rolls when
3. Random - Before the game begins, each players shooting at the unit (instead of -1).
needs to take as many tokens as units in their army, • Covering Fire - Needs to roll at least one 3+ to force a
of which one needs to be marked as a boost token. At morale test (instead of 4+).
the beginning of each round, the players must put as • Overwatch - Doesn’t get -1 to hit rolls when shooting.
many tokens as units 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
ADVANCED CASTING - WINDS OF POWER
Casting Spells
Playing with ADVANCED CASTING
When casting spells, instead of rolling a single die and
Advanced Casting rules add more complexity to how casters
spending spell tokens to get +1 to the roll, players may take
work in the game, making them more important to the battle.
any number of spell dice from their magic pool, and roll them
Before the game, players can agree to use any or all of the instead. If you roll as many 4+ as the spell’s casting value, then
following in the game: the spell is cast successfully.

• Winds of Power If any of the dice has an unmodified result of 6, then the spell
• Living Spells can’t be blocked (see blocking spells section).
• Magic Items 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
WINDS OF POWER
until the end of the round.
When playing with Winds of Power, the Caster(X) rule is
If all of the dice have an unmodified result of 1, then the caster
heavily modified, with all of these changes:
suffers a miscast. Remove D3 spell dice from the magic pool,
• Spell Books and then roll 2D6 to see what happens:
• Magic Pool Result Miscast Effect
• Casting Spells 2-4 Cascade - The caster takes D3 hits with AP(4),
• Blocking Spells and one random unit within 6” (if the caster is
not part of a unit) takes 2D3 hits with AP(4).
Spell Books 5-6 Detonation - The caster takes D3 hits with AP(4),
Before the game begins, for each Caster(X) roll to get X+1 and one random unit within 6” (if the caster is
not part of a unit) takes D3 hits with AP(4).
random spells from their spell list, and then pick X of those
7 Boom! - The caster takes D3 hits with AP(4).
spells to be part of that caster’s spell book for the battle. 8-9 Feedback - The caster takes D3 hits, and all
Spells from a caster’s spell books are cast on a 4+ as usual, friendly casters take D3 hits.
10-12 Power Drain - The caster takes D3 hits with
whilst spells that are not part of their book are only
AP(1), reduces its level by D3 and removes that
successfully cast on a 6+ instead. many random spells from its magic book.
Magic Pool
Note that casters that suffer a miscast can’t cast any more
At the beginning of each round, each player gets 2*X spell dice spells until the end of the round.
in their magic pool, where X is the total number of spell tokens
Blocking Spells
all their casters would have generated that round.
When blocking spells, instead of spending spell tokens to give
Then, each player rolls one die for each of their casters, and
-1 to the roll, players may take any number of spell dice from
on a 1 removes one spell die from their magic pool, and on a 6
their magic pool, and roll them at the same time as the caster
adds one spell die to their magic pool.
instead. Then, sum together the total result of all casting dice,
At the end of each round, each player must discard unspent and the total result of all blocking dice. If the total blocking
spell dice down to 6*X dice, where X is the total number of result is equal or higher than the casting result, then the spell
casters in their army. 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
ADVANCED CASTING - LIVING SPELLS
LIVING SPELLS INTRICATE SPELLS
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
This spell needs to have a clearly marked front. This spell
with living spells, you will need some miniatures for them,
moves 12” straight at the end of each round. If it gets to a table
which come in three sizes:
edge, it is 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
Living spells are cast like regular spells, and if successful, they within 6” count as being in Difficult terrain.
are 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 3. Healing Swarm (2) - Small Spell
cast, the previous one is removed from play. At the end of each round, one random caster within 6” may
Enemy casters that are within 12” of a living spell at any point move this spell by up to 12” in any direction, and then units
of their activation before attacking, may try to unbind them. within 6” of it remove D3 wounds.
Unbinding spells works just like casting them, but if 4. Soul-Drain Platform (2) - Large Spell
successful, the spell is removed from the table.
The caster must be placed on top of this spell. As long as the
Before the game begins, each army gets one spell from each of caster is on top of this spell, the spell moves with it. When
these categories (all players either pick freely or roll to get a activated, one random unit (including the caster) within 6”
random spell from each category): takes D3 hits with AP(4).
• Primitive Spells 5. Screaming Horror (2) - Small Spell
• Intricate Spells
This spell moves 12” towards a random table corner at the end
• Forbidden Spells
of each round. If it gets to a table edge, it is removed. Units
PRIMITIVE SPELLS within 6” get -1 to morale test rolls.

6. Arcane Palisade (2) - Long Spell


1. Burning Pyre (1) - Small Spell
This spell counts as Impassable and Blocking terrain.
At the end of each round, all units within 6” take D3 automatic
hits with AP(4).
FORBIDDEN SPELLS
2. Suffocating Cloud (1) - Long Spell
1. Killing Sun (3) - Large Spell
This spell needs to have a clearly marked front. This spell
At the end of each round, one random caster within 6” may
moves 12” straight at the end of each round. If it gets to a table
move this spell by up to 12” in any direction. Units it moves
edge, it is removed. Units the spell moves through must take a
through take D3+1 hits with AP(1).
Dangerous Terrain test.
2. Divine Maelstrom (3) - Small Spell
3. Cogs of Time (1) - Small Spell
Units within 6” count as being in Cover terrain.
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 3. Sword Swarm (3) - Small Spell
within 6” 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
Place one additional copy of this spell within 12” of it, and
of each round, and then units within 6” of it take D3+1 hits
draw a straight line between all copies of it. Whenever a unit
with AP(1). If it gets to a table edge, it is removed.
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
6. Linked Voidgates (1) - Small Spell moves 12” straight at the end of each round. If it gets to a table
edge, it is removed. Units within 6” get -1 to hit rolls in melee.
Place one additional copy of this spell within 24” of it.
Whenever a unit ends its activation within 3” of one of the 6. Vortex Platform (3) - Large Spell
copies of this spell, you may place it anywhere within 3” of
The caster must be placed on top of this spell. As long as the
another copy of this spell.
caster is on top of this spell, the spell moves with it, and the
caster gets +1 to casting rolls.

31
ADVANCED CASTING - MAGIC ITEMS
MAGIC ITEMS HOLY ARMOUR
Magic Items can be anything from holy artifacts, to relic 1. Armour of Destiny
swords, to lost rings of might, and much more. These items
Whenever the Hero takes a wound, roll one die. On a 5+ the
are assigned heroes to make them more powerful.
wound is ignored.
Before the game begins, each hero may equip one magic 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

Selection Methods The Hero counts as having Defense 2+ in melee.

There are 3 different selection methods you can use, each 5. Dragon Shield
giving the players a different degree of control:
Whenever the Hero takes hits, they count as having AP(-2), to a
1. Free - Players may freely pick any one item from any min. of AP(0).
of the categories.
2. Limited - Players must roll one die to get a category, 6. Charmed Helmet
and 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 SORCEROUS TALISMANS
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
randomly get a duplicate, you must re-roll to get another item.
wound is ignored, and you may remove one wound from it.
RELIC WEAPONS 2. Dawnstone

1. Weapon of Bloodshed Whenever the Hero takes a wound from a spell, roll one die.
On a 2+ the wound is ignored.
Pick one of the Hero’s weapons, which gets +3 Attacks.
3. Protective Gem
2. Obsidian Weapon
Once per game, you may give an enemy unit -1 to hit in melee
Pick one of the Hero’s weapons, which gets AP(4).
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
Once per game, you may give an enemy unit -1 to hit when
AP(4) when fighting against Heroes and their unit.
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 6. Seed of Rebirth
takes wounds from the Hero, for each wound it loses 1 spell
Once per game, when the Hero is activated, you may remove
token, and gets 1 less spell token next round.
up to D3 wounds from it.
6. Fencer’s Blade

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

32
ADVANCED CASTING - MAGIC ITEMS
MYSTIC BANNERS ENCHANTED ITEMS
1. Banner of Swiftness 1. Wizarding Hat

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.
2. Flying Carpet
This 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. Once per game, enemy units in melee with the Hero
This effect lasts until the end of the round. automatically 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
3. Ring of Ruin
effect lasts until the end of the round.
The Hero gets Impact(+3).
4. Ranger’s Standard
6. Potion of Displacement
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).

ARCANE ITEMS
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
BATTLEFIELD EFFECTS - SPECIAL CONDITIONS
Playing with special Conditions Mysterious Conditions
Before the game, you can either pick one of the conditions of 1. Damnation
your choice, or have it selected randomly.
At the beginning of each round, you must select one of your
First roll a D3 to select a condition type: units to make a sacrifice and take D3 wounds.

• 1-2 = None If you do, nothing happens. If you don’t, then all of your units
• 3-4 = Geological get -1 to all of their attack, defense and morale rolls this round.
• 5-6 = Mysterious 2. Arcane Power
Then roll one die, and check which special condition you get, All casters get +1 to their spell casting rolls.
based on the type that was selected.
On an unmodified result of 1, something went wrong with the
Geological Conditions spell, and the caster takes D3 automatic wounds.

1. Earthquake 3. Inspiration

The entire table counts as Dangerous Terrain. Whenever a unit needs to take a morale test, it gets +1 to its
morale test roll.
Any piece of terrain that already counted as Dangerous
Terrain becomes deadlier, and deals two wounds on a roll of 1. 4. Deadly Vortex

2. Heavy Storm Whenever a unit is activated, roll one die, on a 1 it takes D3


automatic wounds.
The entire table counts as Cover Terrain.
5. Mystical Fog
Any piece of terrain that already counted as Cover Terrain
becomes more protective, and units get +2 to Defense rolls. Whenever a unit takes a wound, roll one die, on a 6+ it may
ignore that wound.
3. Muddy Terrain
6. Sinister Echoes
The entire table counts as Difficult Terrain.
Whenever a unit is Shaken, it also takes D3 wounds (don’t roll
Any piece of terrain that already counted as Difficult Terrain to check wound effects).
becomes harder to move through, and units may not move
more than 4” when crossing it. Whenever a unit is Routed after failing a morale test, all
friendly units within 6” take D3 wounds (don’t roll to check
4. Smell of Death wound effects).
Whenever a unit needs to take a morale test, it gets -1 to its
morale test roll.

5. Magical Winds

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


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

6. Dark Skies

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

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

34
BATTLEFIELD EFFECTS - TERRAIN & OBJECTIVE EFFECTS
Using Terrain & Objective Effects Objective Effects
Players can choose to add extra rules to their terrain features 1 & 2. Regular Objective
and objective markers by picking any of the ones they like, or
No special objective effects are applied to this objective.
by 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 = Daemonic Infestation 4. Magical Field
• 4 = Deadly Spores Units within 3” of this objective always count as being inside
• 5 = Magical Vigor Difficult Terrain.
• 6 = Defensive Stakes
5. Defensive Barrier
Whenever a unit seizes an objective for the first time roll, one
Units shooting at targets within 3” of this objective get -1 to hit.
die, and the effect lasts the whole game:
6. Holy Monument
• 1-2 = Regular Objective
• 3 = Booby Traps Units within 3” of this objective get +1 to their hit rolls when
• 4 = Magical Field attacking in melee
• 5 = Defensive Barrier
• 6 = Holy Monument

Terrain Effects
1 & 2. Regular Terrain

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

3. Daemonic 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. Magical Vigor

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

6. Defensive Stakes

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

35
RANDOM EVENTS
21. Magic Anomaly
Using Random Events
Place an anomaly marker in the center of one random table
Players can choose to add random events, which affect units
quarter. All units that move within 3” of it take D3 hits.
on the battlefield in unexpected ways, by checking if a random
event is triggered every round. 22. Carnivorous Fauna

At the beginning of each round, roll one die. On a 5+ an event Until the end of the mission whenever a unit enters terrain roll
is triggered, and you must roll two dice to determine which one die, on a 1 it takes a dangerous terrain test.
one is triggered. The first die you roll represents the first
25. The End is Nigh
number, whilst 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
Note that if a random event calls for randomly selecting a unit table quarter take D3 automatic hits.
from any army, you must first randomly select an army for the
24. Heavy Fog
event, and 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
13. Broken Morale
round the zombies must charge or rush the nearest unit.
All units from one random army get -1 to morale tests until the
32. Crazed Sniper
end of the game.
Place a Sniper on the highest piece of terrain with most line of
14. Surprise Attack
sight on the table. Select one random unit, and at the end of
Select one random unit that is inside a piece of terrain. That each round if it is in line of sight of the sniper it takes 1 hit.
unit is immediately Shaken.
33. Pied Piper
15. Chipped Weapons
Place a Rat Swarm (Qua 6+, Def 6+, Claws (A3), Tough(3)) in
Select D3 random units, which can’t strike in melee until the the center of one random table quarter. At the end of each
end of the round. round the rat 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))
and Deadly(3). within 6” of a random table corner. At the end of each round
one random player may activate it.

35. Arcane Defense System

Place an Ancient Guardian in the center of one random table


quarter. At the end of each round the nearest unit in line of
sight of the ancient guardian within 12” takes 1 wound.

36. Rebel Uprising

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

36
RANDOM EVENTS
41. Grave Miscalculation 61. Flash Bombs

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
results of 6 to hit in melee the target takes 1 wound for each. during this round.

43. Rigged to Blow 63. War Shout

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

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
Playing with Fog of War Shifting Focus
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
• Surprise Engagement
they must roll a D6, and then they may only activate one of
• Ebb & Flow
their units that is within that table section (results of 1-3 =
• Shifting Focus
section 1, 4-6 = 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.
Surprise Engagement
Combat HESITATION
When deploying armies, the players roll-off to see who goes
first, and alternate in placing units as usual, however where Whenever it’s a player’s turn to activate a unit, if an opponent
they place them is randomized. has 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
First, each player divides their deployment zone into 2 equal their opponent 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
• 3rd Round = 3+ to pass
of 1-3 = 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
Ambush) have to follow the same rules, however the entire
pass 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. Prolonged Battle
Ebb & Flow 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 Roll one die, and if the roll is successful, then the game
of a different color. continues 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

Then, the players draw a random token from the bag, and the • 6th Round & Over: 6+ to continue
player whose color was drawn may activate one unit. Note that mission objectives are checked at the end of the final
Once the player is done, another token is drawn to see who round, and not at the end of the 4th round as usual.
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
Using unit psychology exhaustion
Unit psychology rules change how units behave as they are put Units get 1 exhaustion 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
• Frenzy
routs after failing a morale test.
• Panic
• Units may also willingly get 1 exhaustion marker to
• Retreating
add +2” to their Advance or +4” to their Rush or
• Exhaustion
Charge moves.
FRENZY There is no limit to how many exhaustion markers a unit can
take or have during the game.
Whenever a unit fully destroys an enemy unit in melee or
shooting, roll one die. On a 1, the unit is frenzied. For each exhaustion marker:

When activated, frenzied units must either shoot at the nearest • Units move -1” when using Advance, and -2” when
available enemy (moving as needed to get as many of its using Rush/Charge actions
models into range as possible), or must charge the nearest • Units get -1 to hit rolls when shooting or in melee
enemy unit, and if neither is possible, then the unit ends its • Units get -1 to morale test rolls
activation. Frenzied units stop being frenzied at the end of
Whenever a unit takes an exhaustion marker that brings it to a
their activation.
total of 3 markers or more, then it must take a morale test, and
PANIC 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 When a unit that has exhaustion markers is activated, it must
unit panics instead of being Shaken. take as many morale tests as markers on it, ignoring the
penalty of -1 to morale test rolls from exhaustion. For each
When a unit that is panicking is activated, the opponent may success you may remove one marker from the unit, and once
control it for that activation, and then it stops panicking at the you are done you may activate it normally.
end of its activation.
Units with exhaustion markers may use a Rest action by
retreating staying idle during their activation, which removes all markers
at the end of the round. Note that Shaken units may use Rest
At the end of an activation in which a unit has taken wounds actions to remove all exhaustion as well as stop being Shaken.
from shooting, it must move X” directly away from the
shooting unit, where X is 1” for each wound it took. Whenever a hero is activated, you may remove 1 exhaustion
marker from the hero, and from all other friendly units within
Whenever a unit is Shaken after losing a melee, it must move 12” (this doesn’t require any rolls).
X” directly away from the enemy unit it fought, where X is 2”
for each 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
Playing with Critical Hits Bladed Melee Weapons
Critical Hits rules make weapons a lot deadlier by modifying Swords, Daggers, Axes, Double-Handed Swords, etc.
how 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 • 4-5 = Blade Storm: If the hit isn’t blocked it deals
and ranged weapon critical hits sections, or use the weapon triple the amount of wounds.
type specific critical hits sections instead. • 6 = Sliced: The hit can’t be blocked, deals double the
If you choose to play with critical hits based on the weapon amount of wounds, and you must add +1 to the
types, then you and your opponent are going to have to agree wound effects roll.
on which weapons are of which type before the game begins.
Bludgeoning Melee Weapons
Dealing Critical Hits Hammers, Clubs, Flails, Double-Handed Hammers, etc.
Whenever a unit rolls at least one result of 6 to hit with melee • 1-3 = Lost Balance: The target can’t strike back.
or ranged weapons, then it deals a critical hit. • 4-5 = Wild Sweep: The target can’t strike back and its
Only a single critical hit can be dealt per shooting or melee, melee weapon special rules have no effect until the
and if the unit needed a 6+ to hit then it can’t deal critical hits. end of the round.
• 6 = Bludgeoned: If the hit isn’t blocked the target is
Choose the critical hit section corresponding to the weapon
immediately Knocked Out, regardless of wounds.
type, and roll a die to see its effects.
Thrusting Melee Weapons
Generic Melee Weapons
Spears, Halberds, Pikes, Lances, etc.
Melee weapons that don’t have a clear type.
• 1-3 = Stabbed: If the hit isn’t blocked you must add +1
• 1-3 = Vital Area: If the hit isn’t blocked it deals double
to the wound effects roll.
the amount of wounds.
• 4-5 = Great Thrust: The target is Shaken, even if it
• 4-5 = Exposed Spot: The hit can’t be blocked and
doesn’t take any wounds.
deals double the amount of wounds.
• 6 = Kebab: The hit can’t be blocked and you must add
• 6 = Master Strike: The hit can’t be blocked, deals
+4 to the wound effects roll.
double the amount of wounds, and you must add +1
to the wound effects roll. Missile Ranged Weapons
Generic Ranged Weapons Bows, Javelins, Crossbows, etc.

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

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


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

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

• Forward Positions Setup 1. Plant Traps


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

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

41
COMMAND POINTS
Playing with Command Points Universal Doctrine
Command Points (CP) are an extra resource that can be added High Command - 1 CP
to the game, giving players access to critical tactical abilities
Add +1 to the result of any single die.
that boost their units in battle.
Example: A Marksman (Quality 5+) is shooting, and rolls three
Before the game begins, pick one of the following playstyles,
results of 4. The player spends 1 CP to activate High Command and
or roll 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 beginning of the game, players get
Supreme Command - 2 CP
X CP, where X is 4 for every 125pts in their army.
2. Growing - At the beginning of each round, players get Add +1 to the result of all dice in a single roll.
X CP, where X is 1 for every 125pts in their army.
Example: A Marksman (Quality 5+) is shooting, and rolls three
3. Temporary - At the beginning of each round, players
results of 4. The player spends 2 CPs to activate Supreme Command
get X CP, where X is 1 for every 125pts in their army,
and adds +1 to the result of all dice, scoring a total of 3 hits.
and unspent CP are discarded at the end of the round.
4. Fixed Random - At the beginning of the game, Seize Initiative - 2 CP
players get D3*X CP, where X is 2 for every 125pts in When it’s the enemy turn to activate a unit, you may activate
their army. one of your units instead. The opposing player may spend 2 CP
5. Growing Random - At the beginning of each round, in order to stop this ability from having any effect.
players get D3*X CP, where X is 0.5 (rounding up the
total) for every 125pts in their army. Waive Initiative - 2 CP
6. Temporary Random - At the beginning of each When it’s your turn to activate a unit, you force the opponent
round, players get D3*X CP, where X is 0.5 (rounding to activate one of their units instead. The opposing player may
up the total) for every 125pts in their army, and spend 2 CP in order to stop this ability from having any effect.
unspent CP are discarded at the end of the round.
Delayed Deployment - 2 CP
Stratagems During the deployment phase, when it’s your turn to place a
At any point during the game, players may then spend their CP unit, you may pass the turn to your opponent. The opposing
in order to activate stratagems, with each only being usable player may spend 2 CP in order to stop this ability from having
once per unit activation (friendly or enemy). 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
Before the game begins, players must pick one of the following units and place them again in any order. The opposing player
doctrines, or roll one die to randomly get one: may spend 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
COMMAND POINTS
1. Strategic Doctrine 4. HUNTING Doctrine
Push Forward - 1 CP Heightened Senses - 1 CP

Pick one friendly unit that is using an Advance or Rush action, Pick one friendly unit that is shooting at an enemy in Cover
and it may add +2” to its movement. terrain, 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 Pick one enemy unit that is shooting, which gets -3” range for
counts as Dangerous terrain for that movement. that shooting.

Coordinated Move - 2 CP Frenzied Attack - 2 CP

Pick two friendly units that are within 12” of each other, which Pick one friendly unit that shot at an enemy unit, which may
may each move by up to 3” in any direction. shoot 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 Pick one friendly unit that is being charged by an enemy unit,
within 6” of its position. which may shoot at the charging unit at any point during its
movement, but gets -1 to hit rolls.
2. Defensive Doctrine
5. VALOROUS Doctrine
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
3. Shock Doctrine Shaken instead.

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

43
TWISTS & GAMBITS
B1. Strategic Divide
Playing with TWISTS & GAMBITS
Pick 2 objectives, which score +1 VP when seized.
Twists & Gambits rules add strategic elements and catch-up
mechanics, to make for more chaotic but balanced battles. B2. Target Priority

When playing with twists and gambits, set up the mission Pick 1 objective, which scores +2 VPs when seized.
normally, placing 5 objectives, of which two must be placed
B3. All-out-Assault
inside deployment zones (one objective per zone), and three
must be placed outside of deployment zones (number these Players get +1 VP when seizing the objective markers inside
objectives from 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
• 2 VPs for each objective they seized scores +1 VP when seized by the underdog.
• 1 VP if they seized more objectives than their B5. Conqueror’s Boon
opponent
Pick 1 objective, which scores +1 VP when seized, and
After 4 rounds have been played, the game ends, and the underdog Heroes within 3” of it at the end of the round may
player that scored most VPs wins. remove D3 wounds.

THE UNDERDOG B6. Objective Denied

At the beginning of each round, if one player has less VPs than Pick 1 objective, which stops being seized by both armies, can’t
the other, then they count as the underdog for that round. be seized, and the area within 3” counts as Dangerous terrain.

If both players have an equal number of VPs, then there is no


underdog for that round.

TWISTS
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
TWISTS & GAMBITS
B1. Storm Strike
GAMBITS
• Power: One friendly unit gets the Fast rule until the end of
At the beginning of the game, each player gets three random
the round.
gambits, and whenever they use or score a gambit, they must
• Scoring: At least one friendly unit fought in melee, and no
roll for a new gambit. At the end of each round, players may
friendly units were destroyed this round.
also discard one of their gambits and roll for a new one.
B2. Seize & Guard
To get a gambit, first roll one die to get a random gambit type
(1-3 = A, 4-6 = B), and then roll one die to get a random gambit. • Power: One friendly unit gets the Counter rule on all
Once per round, players may either use one gambit’s power at melee weapons until the end of the round.
the beginning of the round, or score one of their gambits at the • Scoring: Seize objective 1.
end of the round for 4 VPs. B3. Grab & Secure
A1. Ground War • Power: One friendly unit gets the Regeneration rule until
• Power: One friendly unit gets the Strider rule until the end the end of the round.
of 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
A2. Valiant Drive D3 hits.
• Power: One friendly unit gets the Fearless rule until the • Scoring: Seize objective 3.
end of 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
A3. Aggressive Takeover two 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 • Power: Deploy one previously destroyed non-Tough unit
by the enemy. with 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
• Power: One friendly unit gets the Relentless rule until the deployment zone
end 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
Playing City Fights Cornered Units
City Fighting rules are optional rules designed to give you Whenever a unit that is within 1” of a building and is circled by
more flexibility when fighting in dense urban terrain. enemies so that it can’t move past them, melee attacks made
against it get +1 to hit, and you must add +1 to results when
Pick any of the following:
checking wound effects.
• Urban Terrain
• Sewer Systems Destructible Cover
• Defensive Positions Whenever a unit shoots at a target that is behind a piece of
• Cornered Units small cover terrain and within 1” of it, roll one die.
• Destructible Cover
On a result of 1, the piece of cover terrain is destroyed and is
• Thrown Objects
removed from the table.
• Buildings on Fire
• Hidden Movement Thrown Objects
Urban Terrain Units that are on top of buildings may throw bricks and stones
at enemies, instead of shooting their weapons.
When setting up terrain for city fights, you should mainly use
large buildings (4”x4” to 8”x8” in size), and groups of smaller Pick one enemy unit within 3” of the bottom of the building
terrain such as crates and barrels (1”x1” to 3”x3” in size). and within 6” horizontal distance, and roll one die.

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

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


be placed in contact with a building or other barricade.

46
MULTIPLAYER GAMES
Free-for-All Team Games
The simplest way to play games with 3-4 players is to have a If you want to play games with 3+ players, then team games
free-for-all, where all players can attack each other, and they are the best way to go, as there is no limit to the amount of
are all competing for the same objectives. players that can participate.

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

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

Turn Order: At the beginning of each round, including the The Armies: When preparing armies, you must split the
first, players roll-off to determine the order in which they amount of points that each team is allowed to take between its
activate their units. The player with the highest score goes players. Note that the amount of points that each player is
first, and then the players alternate in descending order. allowed to take within 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.
King of the Hill
An alternative version of playing with 3-4 players is to play
king of the hill, which works just like a free-for-all, but players
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.

47
KITCHEN TABLE GAMES
Playing Kitchen Table Games Mission Selection
The game can also be played on smaller surfaces, that are only To select a random mission, simply roll one D3:
between 2’x2’ and 3’x3’ in size, by adjusting the rules.
• 1-2: Duel
When setting up the game, use the deployment styles and • 3-4: Seize Ground
mission selection from these rules, instead of the regular ones. • 5-6: Relic Hunt

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

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

Divide the battlefield into 4 equal quarters, and place one


marker at the center of each.

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

3. Relic Hunt
After the table has been prepared, the players must set up a
total of D3 objective markers on the battlefield.
2. Side Battle
If a unit seizes a marker, remove it from the table, and it
counts as being carried by the unit. If the unit is Shaken or
destroyed at any point, the marker is dropped on the spot.

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

Playing the Game


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

Reinforcements: Before the game begins, players must


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

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


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

48
TOURNAMENT GUIDELINES
Preparation Playing a Match
Referees: Each tournament should have one or more referees Mission: The tournament organizers may pick any official
that decide on how to interpret certain rules and assist players mission, or come up with missions of their own.
in resolving any uncertainties that come up.
Terrain: The terrain is set up by the tournament organizers,
Tournament Length: We recommend playing tournaments of and may not be moved by the players during the game.
4 rounds of matches, with each match lasting a max. of 60
Armies: Before the game begins, and at any time during the
minutes, including game set-up. These numbers are based on
game, both players may inspect their opponent’s force lists
our recommended army sizes of 250pts per player, so you will
and ask any questions they have.
have to tweak them if you’re using different army sizes.
Match Start: As soon as players roll-off for deployment the
Chess Clocks: The use of chess clocks is recommended, giving
match starts. If you are using chess clocks they must be started
each player 30 minutes per game, including set-up.
now.
Match Pairings: The match-ups for the first round are
Match End: The match ends as soon as the mission conditions
randomized, and from the second round players are paired by
are met. If you are using chess clocks and a player runs out of
matching players with the same VPs together, from highest to
time, then all of their units count as being destroyed
lowest score. In case of a tie, match players by their
immediately.
destruction points instead.

Victory Points: At the end of each match the winner gets 3 SIDEBOARD LISTS (OPTIONAL)
VPs, and in case of a tie both players get 1 VP each.
Force Lists: Before the tournament, all players must submit
Destruction Points: Additionally, each player gets as many one main force list made of at least 70% worth of units of the
destruction points as the total point cost of all enemy units that total game size, plus up to three other lists made of up to 30%
were fully destroyed or shaken at the end of the match. worth of units of the total game size as sideboard lists.

Winning the Tournament: After the 4th round of matches the Composition: All sideboard lists must be created in such a way
player with most VPs wins, and in case of a tie the player with that once combined with the main list, the combined list
the highest total destruction points across all matches wins. follows regular composition rules.
Otherwise, it’s a tie.
Using Sideboard Lists: Before the game, after seeing each
other’s main force lists and sideboard force lists, players must
The Armies
pick one of their sideboard lists in secret, and add it to their
Game Size: For tournament games we recommend fixing the main force list. Then both players reveal their final force list
game size to a total of 250pts per player. simultaneously to each other.

Force Lists: Before the tournament all players should submit


FORTUNE POINTS (OPTIONAL)
their force list to the tournament organizers for reference.
Force lists must follow Force Org. rules. Getting Fortune Points: At the beginning of each round, each
player gets fortune points based on the game size:
Mixed Armies (optional): Whilst we don’t recommend mixing
armies in tournaments, here are some rules you can use if you • Up to 250pts = 2 points
want to allow them. Players may bring units from up to two • Over 250pts = 1 point
factions in the same list, but must select one of them as their
Fortune points persist between rounds, but players can’t ever
primary faction. Mixed armies must consist of at least 60%
have more than 3 points at any time during the game.
worth of units of their primary faction, and heroes from either
faction list may only join other units from their own faction. Using Fortune Points: Once per roll, after rolling, players may
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.

49
TOURNAMENT GUIDELINES
LOS PRECISION RULES VOLUMETRIC LINE OF SIGHT
More Precision: If you want to have more precise line of sight When playing with volumetric line of sight, models can see
rules for tournaments, you can play with one of the following targets by drawing lines between imaginary volumes, with
methods, which should avoid disputes: heights defined by their base sizes.

• Top-Down Line of Sight Before the game begins, players must assign a height value in
• Volumetric Line of Sight inches to all units. Each model occupies a volume of space of
• Hybrid True Line of Sight that height above its base, determined by its base size. As a
guideline, height can be defined based on the typical size of
Note that no matter which method you use, the following rules
miniatures that are mounted on those base sizes.
always apply:
For models without a base, measure their actual height and
• Models can always see in all directions, regardless of define an area around their centre as being their base size for
where the miniature is actually facing. determining 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
perimeter of other units (friendly or enemy). • 25mm Base - Height 1”
• Models can always see through friendly models from their • 32mm Base - Height 1.25”
own unit. • 40mm Base - Height 1.5”
Note that players may agree to ignore unusual features (like • 50mm Base - Height 2”
decorative banners or flame effects) for line of sight. • 60mm Base - Height 3”
• 100mm Base - Height 4”
TOP-DOWN LINE OF SIGHT
To determine line of sight, simply draw a straight line from
When playing with top-down line of sight, models can see any point of the model’s volume to any point of the target
targets by drawing lines between their bases, and obstructions model’s volume. If the line doesn’t pass through any obstacles
block sight based on their assigned height. or unit volumes, then the model has line of sight.

Before the game begins, players must assign a height value to When using this method, we recommend building simple
all units and terrain. As a guideline, height can be defined as a paper cylinders with the volume of each base size before
value of X+1, where X is the actual height of the physical object playing, which can be used during the game in place of models
(miniatures, terrain, etc.). to determine line of sight.

Example: A 1” model counts as being height 2, and a 2” building HYBRID TRUE LINE OF SIGHT
counts as being height 3.
Before the game begins, all models are applied a size class,
The same guidelines apply to models, but you can also use the
based on their Tough:
following pre-set heights to speed up preparation:
• Small - No Tough, and Heroes with Tough(3)
• Height 1 - Swarms
• Medium - Tough(3), and Heroes with Tough(6)
• Height 2 - Infantry, Artillery
• Large - From Tough(6) to Tough(12)
• Height 3 - Large Infantry, Cavalry, Chariots
• Huge - From Tough(15) to Tough(21)
• Height 4 - Large Cavalry, Monsters, Vehicles
• Titanic - From Tough(24) up
• Height 5 - Large Monsters, Giants
• Height 6 - Titans To determine line of sight, simply get down to the eye level of
the miniature, and check if it can see the target. If the target is
When standing on top of terrain, units add its height to their
visible, then the model has line of sight.
own, and the total counts as their new height value.
The miniature can’t draw line of sight through other units,
Example: A height 2 infantry model standing on a height 3
with these exceptions:
building counts as being height 5.
• Models may draw line of sight through units of smaller
To determine line of sight, simply draw a straight line from
size class.
any point of the model’s base to any point of the target’s base.
• Models may draw line of sight through units of equal or
If the line doesn’t pass through any obstacles or units of same
lower size class, if the target is of greater size class than
height or higher than both models, then the model has line of
the unit in the way.
sight.
• Models on elevation may draw line of sight through units
When using this method, we recommend counting all models that are at a lower elevation than them.
and terrain pieces of the same type as being the same height,
to avoid having to constantly measure heights.

50
SOLO & CO-OP RULES
General Principles Decision Tree - Hybrid
Solo & Co-Op Rules: These rules give players a way to play solo 1. Are there any valid objectives not under the AI’s control?
or co-op against AI armies.
• Yes - Go to step 2
Multiple Choices: Whenever there are different choices that • No - Go to step 5
seem to be equally correct, roll a die to randomly determine
2. Are there any enemies in the way?
which one is going to be the chosen one.
• Yes - Charge enemy if possible, else Advance toward
Preparation objective and shoot if possible, else Rush toward objective
The Armies: To ensure that playing against the AI is fair, we • No - Go to step 3
recommend creating a set of 3-6 balanced army lists, and then 3. Is the objective in Rush range but not in Advance range?
randomly determining which will be used by the AI and which
will be used by the players. • Yes - Rush toward objective
• No - Go to step 4
Objectives Set Up: When setting up objectives first divide the
area of the table where you are allowed to place objectives into 4. If you Advance will any enemies be in shooting range?
4 equal squares. When it is the AI’s turn to place an objective • Yes - Advance toward objective and shoot if possible
first roll for a random square, and then place the objective in
• No - Rush toward objective
the center of the square. If that’s not possible roll for another
random square and move the objective toward it just enough 5. Are any enemies in Charge range?
to be in a valid position, whilst following the mission’s
• Yes - Charge enemy
objective set up rules.
• No - Go to step 6
AI Deployment: When deploying armies, the players must
6. If you Advance will any enemies be in shooting range?
deploy their entire armies in a random deployment zone first.
Then AI units are randomly divided into 3 groups of equal size • Yes - Advance toward enemy and shoot if possible
(as far as possible). To deploy, divide the table into 2 sections • No - Rush toward enemy
along the AI’s deployment zone table edge, and number them
1 and 2. For each group roll a die to determine which section Decision Tree - Shooting
its units deploy in (where 1-3 = section 1, and 4-6 = section 2),
1. Are there any valid objectives not under the AI’s control?
re-rolling if all groups would deploy in the same section. Then
deploy one random unit at a time in its section, as close as • Yes - Go to step 2
possible to the nearest objective, and outside of difficult and • No - Go to step 3
dangerous terrain (unless the unit has either strider or flying).
2. If you Advance will any enemies be in shooting range?
Challenge Bonus: Optionally players may give the AI a bonus
• Yes - Advance toward objective and shoot if possible
as a challenge. If at the beginning of a round the AI is holding
• No - Rush toward objective
as many objectives as the players, then all its units get +1 to hit
rolls until the end of the round, and if it’s holding less 3. If you Advance will any enemies be in shooting range?
objectives, then its units get +1 to defense rolls on top of that.
• Yes - Advance toward enemy and shoot if possible
AI Decision Trees • No - Rush toward enemy

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

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

3. Are any enemies in Charge range?

• Yes - Charge enemy


• No - Rush toward enemy

51
SOLO & CO-OP RULES
Basic Concepts Special Rules
Activation Order: Before starting, divide the table into 2 Army Special Rules: AI units must always use army special
different sections along the AI’s deployment zone edge, and rules as soon as they are activated, targeting the nearest unit
number them 1 and 2. When it’s the AI’s turn to activate a unit, that makes sense.
first roll a die to see which section it will activate a unit in
Ambush: AI units with Ambush must always be kept in
(where 1-3 = section 1, and 4-6 = section 2). If there are no
reserve, and must always deploy following the AI deployment
eligible units in that section, move onto the next section with
rules at the start of the second round.
an eligible unit, going clockwise. Then roll a die to randomly
determine which unit from that section is activated next. AP: AI units with AP weapons always target enemies with the
best defensive value first.
Shaken Units: Shaken AI units only activate after all non-
shaken AI units have activated, and always stay idle to stop Caster: AI units always cast spells after moving (before
being Shaken. attacking), selecting a random spell by rolling D3+X, where X
Enemies in the way: When the AI units activate, draw a path is their caster level. If there is no valid target for that spell, or
between them and their objective. Enemy units within 6” of they don’t have enough tokens to cast it, they must cycle
the path count as being in the way (even if they are in the through the list until there is a valid spell, or else don’t cast
opposite direction of the objective). anything.

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

52
CAMPAIGN RULES
Campaign Types 1. Mission Setup
Campaign Length: Campaigns are played with two or more The Warbands: There are no point limits in campaign games,
players, and you must pick one of these types: however no warband may bring over 50pts worth of units
more than the warband with the lowest point value.
• Game-Limited: Play D6+4 missions, and after the last
match the player with most VP wins. Underdog Bonus: Any warband that has a point value lower
• Point-Limited: The campaign ends when one player than at least one other gets an underdog bonus. You get 1
has earned D6+4 VP after a match, who wins. underdog point for every 10pts difference between your
• Time-Limited: The campaign ends after D6+4 weeks, warband and the one with the highest value. Each underdog
and the player with most VP at the end wins. point can be spent to modify all dice in a friendly or enemy roll
• Endless: The campaign never ends, but instead by +1 or -1, but only one point can be spent per roll.
players keep track of how many VPs they earned on Special Objectives: In addition to the mission objectives,
an ongoing campaign leaderboard. players may earn a bonus of 10pts by completing special
Parallel Play: Usually all warbands should participate in every objectives. Roll one die each to see which objective you get:
match, but if you want you can allow warbands to play Result Objective
matches in parallel. If you do, then each warband’s VP must be 1 Mastery - One friendly unit in each table quarter
divided by the amount of matches they play, to get their final at the end.
VP score. 2 Honor - No enemy units in own deploy zone at the
end.
Late Joiners: If you want you can allow players to join the 3 Casting - At least one attempt to cast a spell per
campaign whilst it’s already ongoing. If you do, then they start round.
with a regular warband, and you must count VP as in parallel 4 Recovery - First player to stop a unit from being
play. Shaken.
5 Rage - First player to knock out an enemy unit.
Preparation 6 Destruction - Most expensive enemy unit knocked
out.
The Warbands: Before the first mission each player receives
150pts to spend on their warband. Players may save up to 30pts If you roll an objective which can’t be completed, then you
to be spent later, and they may only buy one unit with the must re-roll.
Hero rule.
2. Play Mission
The Warband Sheet: Each warband and unit must be given a
unique name, to be filled out on the warband sheet. Mission Length: Missions are played using the standard rules,
however if after 4 rounds there is no winner, the game
Campaign Structure: Campaigns are played with the following continues onto the next round until there is one winner.
structure:
Conceding: At the beginning of any round players may
1. Mission Setup concede, removing all of their units from the table, which
2. Play Mission don’t count as casualties for this mission.
3. Check for Casualties
4. Earn Experience Random Events: At the beginning of each round players must
5. Upgrade Warbands roll one die, and on a 5+ a random event happens.
6. Recruit Units Mission Goals: The winning warband gets 2 VP and 20pts,
Each step must be followed in this order and once all steps whilst all losing warbands get 40pts instead.
have been completed you start from the first again.

53
CAMPAIGN RULES
3. Check for Casualties 4. Earn Experience
Casualties: At the end of the game, all units that were Knocked Earning XP: Units earn XP in battle for each of the following
Out count as casualties. things:

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

54
CAMPAIGN RULES
Captain: The hero shines as a leader and their men follow with
5. Upgrade Warbands
pride.
Buying Upgrades: Players may buy upgrades for their units as
Result Skill Set
detailed in their warband page by spending any points they
1-2 Leader - Friendly units within 6” of the Hero get
have available. When buying upgrades worth less than 0pts,
+1 to morale test rolls.
3-4 Instigator - Friendly units that activate within 6” you gain those points instead of spending those points.
of the Hero get +1 to hit when in melee. Selling Upgrades: Players may sell any of their upgrades at
5-6 Tactician - Friendly units that activate within 6”
half of their original price (rounding down to the nearest
of the Hero get +1 to hit when shooting.
multiple of 5). If an item is only worth 5pts roll one die, on a 1-
Support: The hero user powerful tools to buff allies and debuff 3 the item can‘t be sold, on a 4+ it can be sold for 5pts (you can
enemies. only try to sell a 5pts item once after each mission). When
selling upgrades worth less than 0pts, you must spend their
Result Skill Set
full points cost instead of gaining those points.
1-2 Vanguard - Friendly units that activate within 6”
of the Hero get +4” charge range.
6. Recruit Units
3-4 Scavenger - Friendly units that activate within 6”
of the Hero get +6” range when shooting. Recruiting Heroes: Players may recruit up to one new hero
5-6 Mastermind - Enemy units within 6” of the Hero after each mission, and may only have 3 heroes in their
get -1 Defense.
warband at once.
Fighter: The hero has perfected close combat techniques Recruiting Units: Players may recruit as many non-Hero units
beyond compare. as they want after each mission. One of the new recruited units
Result Skill Set may also start with 5 XP if the player pays +10pts.
1-2 Duellist - Enemy units get -1 to hit in melee Disbanding Units: Any unit may be freely disbanded, losing all
against the hero. of its XP and upgrades. Players may also choose to disband
3-4 Fanatic - The hero gets +1 attack when in melee.
their full warband, losing all units, VP, points, etc. and start a
5-6 Berserker - Enemies get +1 to wound effect rolls
when taking wounds from the hero in melee. new warband from scratch.

Shooter: The hero expertly handles all sorts of weapons and


equipment.

Result Skill Set


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

Pathfinder: The hero is a true master at sneaking and


collecting intel.

Result Skill Set


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

Healer: The hero mends and protects allies from terrible


injuries with ease.

Result Skill Set


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

55
CAMPAIGN RULES
Rolling for Random Events 21 - Unsafe Ladders

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

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

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

Select one random unit, which takes D3 automatic hits with


AP(1).

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

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

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

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

56
CAMPAIGN RULES
31 - Terror from the Deep 41 - Slippery Ledge
A terrifying monster has emerged from the ground and is feeling Whatever was spilled on this ledge has made it as slippery as ice.
hungry.
Select one random unit that is within 2“ of elevation. That unit
Place a monster marker in the center of one random table falls down.
quarter. All units that move within 3“ of it take D3 hits.
42 - Barrel of Acid
32 - Zombies!
As stray shots ricochet around they might hit a barrel of acid above
Some warriors are always looking for a fight... even in death. someone‘s head...

Place a unit of D3+2 Zombies (Qua 5+, Def 5+, Claws (A3), Slow) The first time during this round when a unit rolls a 1 to hit for
in the center of one random table quarter. At the end of each shooting it takes D3 automatic hits with AP(2).
round the zombies must charge or rush the nearest unit.
43 - Snapped Neck
33 - Bounty Hunter
Weather by accident or on purpose, one of the warriors just hit the
A bounty hunter has arrived to kill a dangerous outlaw among the right spot.
warriors.
The first time during this round when a unit rolls a 6 to hit in
Place a bounty hunter on the highest piece of terrain with most melee the target is immediately Knocked Out.
line of sight on the table. Select one random unit, and at the
end of each round if it is in line of sight of the bounty hunter it
44 - Opportunist
takes 1 hit. Some warriors prefer to attack their enemies whilst they‘re down
instead of facing them dead on with honor.
34 - Honor Debt
The first time during this round when a unit destroys an
An old friend that owes a debt of honor has joined the fight to help
enemy unit that was shaken it receives +1 XP.
out.

Place a Mercenary (Qua 4+, Def 4+, Hand Weapon (A1)) within
45 - Aim High
6“ of a random unit and that player may control it until the end If you take the time to aim properly you might just hit someone in
of the mission. the face.

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

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

57
CAMPAIGN RULES
51 - Wandering Doc 61 - Wisdom of the Gods
A wandering doc roams the battlefield, helping the wounded back Whilst searching the ruins a warrior found an ancient book and is
on their feet. blessed by the gods upon opening it.

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

Select one random unit, which doubles its shooting attacks


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

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

58
CAMPAIGN RULES
WARBAND NAME: VP:

Unit Name: Unit Name:


Notes: Notes:

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


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

Unit Name: Unit Name:


Notes: Notes:

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


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

Unit Name: Unit Name:


Notes: Notes:

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


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

Unit Name: Unit Name:


Notes: Notes:

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


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

Unit Name: Unit Name:


Notes: Notes:

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


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

59
MISSION CARDS
General Principles Battle of Wits
Mission Cards: These rules were created to give players a Players compete in completing as many of their own objective
dynamic way to play, with shifting mission objectives. cards as they can before the end of the game.

Print & Play: Print and cut all 36 cards. We recommend Personal Decks: Each player gets a personal deck of 36
inserting them all in card sleeves, and you can also insert a mission cards.
regular playing card for rigidity.
Generating Missions: At the beginning of each round, players
Roll & Play: If you prefer you can also choose not to cut out the draw cards from their own deck until they have 3, which are
mission cards, but instead roll two dice to determine a random placed face up on the table.
card. To do this roll each die one at a time, where the result of
Scoring Cards: At the end of each round, players check if they
the first one stands for decimals whilst the result of the second
have completed at least one condition on any of their cards. If
one stands for units. Then check the top left number of the
they did, then they must score the one worth most victory
cards to see which one you got. Note that this method can only
points, and discard that card.
be used when playing with fixed decks.
Discarding Cards: After scoring cards, each player may
Example: A player rolls two dice, with the first result being a 2 and
choose to discard one of their remaining cards.
the second result being a 1. This would mean that card 21 (Seize 1)
is rolled. Total Domination
Fixed Deck Games: Pick one of the following game types to
Players compete in completing the same set of objective cards
play with the deck of 36 cards:
before the game ends, racing to be the first to complete them.
• Battle of Wits
Shared Deck: Both players share a single deck of 36 mission
• Total Domination cards.
Custom Deck Games: Pick one of the following game types to Generating Missions: At the beginning of each round, draw
play with customized player decks of 18 cards: cards from the shared deck until there are 3 in total, which are
• Direct Challenge placed face up on the table.
• Strategic Ruse Scoring Cards: At the end of each round, players check if they
• Planned Gambit have completed at least one condition on any of the cards. If
• Coordinated Recovery they did, then they must score the one worth most victory
• Logistical Supremacy points, and discard that card. In case of a tie neither player
• Tactical Paragons scores it.

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


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

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


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

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


player that scored most victory points wins.

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


get 1 VP for each objective that they seized.

60
MISSION CARDS
Custom Deck Rules Direct Challenge
Preparing Decks: After deployment, each player must put The players must challenge their opponent to complete
together a deck of 18 unique cards, chosen from the standard specific missions.
36 cards.
Special Rules: At the beginning of each round, each player
Generating Missions: At the beginning of each round, players must select one of their opponent’s cards to be their challenge
draw cards from their own deck until they have 5 cards in their card for that round. Whenever a challenge card is scored, the
hand, and then they must place cards face up on the table until player gets +1 VP for it.
they have 3 cards in front of them.
Strategic Ruse
Hidden Mission: Whenever players are placing cards on the
table, they may place one of them face down, if they don’t The winning player must reveal all of their cards, whilst their
already have a card that is face down on the table. Players may opponent may keep their cards hidden.
turn their hidden card face up at any time.
Special Rules: At the beginning of each round after the first,
Scoring Cards: At the end of each round, players check if they the player with the highest total score must turn all of their
have completed at least one condition on any of their cards on hidden cards face up, and the player with the lowest total score
the table. If they did, then they must score the one worth most may turn any of their cards face down. In case of a tie, each
victory points, and discard that card. player must turn their cards face up/down until they only have
up to one card that is face down again.
Discarding Cards: After scoring cards, each player may
discard one of their remaining cards. Planned Gambit
Optional - Mulligans: At the beginning of the first round, after
The players may force their opponent to change their active
drawing 5 cards, players may opt to mulligan. The cards are
mission cards.
then shuffled back into the deck, and the player draws a new
hand of 4 cards. Special Rules: At the beginning of each round, after cards
have been placed on the table, each player may select one of
their opponent’s cards, and return it to their hand. The
opponent must then place another one of their cards on the
table to replace it.

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

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


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

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

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


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

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

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


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

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