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GFF - Advanced Rules v3 5 1

The document introduces 'Grimdark Future: Firefight', a miniature wargame set in a sci-fi future filled with conflict and survival. It outlines the game's structure, rules, and components, including basic and advanced rules, unit stats, and gameplay mechanics. Players can engage in strategic battles using 32mm miniatures while navigating a war-torn galaxy and competing for control over objectives.
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0% found this document useful (0 votes)
29 views68 pages

GFF - Advanced Rules v3 5 1

The document introduces 'Grimdark Future: Firefight', a miniature wargame set in a sci-fi future filled with conflict and survival. It outlines the game's structure, rules, and components, including basic and advanced rules, unit stats, and gameplay mechanics. Players can engage in strategic battles using 32mm miniatures while navigating a war-torn galaxy and competing for control over objectives.
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

1

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

2
GRIMDARK FUTURE : FIREFIGHT v3 .5.1

INTRODUCTION Welcome to Grimdark Future ............................................... 2

Grimdark Future: Firefight is a miniature wargame set in a war-torn Introduction & Contents ...................................................... 3
sci-fi future, which is played using 32mm miniatures. The game Basic Rules ........................................................................ 4
mechanics are designed to be easy to learn but hard to master,
General Principles ............................................................... 4
bringing engaging sci-fi battles for players of all skill levels.
Preparation ......................................................................... 6
This rulebook is divided into 3 sections:
Game Structure & Movement ............................................. 7
• Basic Rules - Everything you need to play the game, with
plenty of diagrams and examples. Shooting .............................................................................. 8
• Advanced Rules - Extra rules that you can use on top of
Melee ................................................................................... 9
the basic rules to spice up the game.
• Total Conversions - Rules that radically modify the base Wound Effects & Morale .................................................... 10
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 more Advanced Rules ................................................................. 16
comfortable with them.
Advanced Terrain .............................................................. 16
Once you feel like you’ve gained a good understanding of the
game, you can then try out the total conversions, which provide a Advanced Deployment Styles ........................................... 20
radically different experience from the base rules. Advanced Missions............................................................ 23

ABOUT OPR Advanced Actions ............................................................. 28

OPR ([Link]) is the home of many free games Advanced Casting ............................................................. 30
which are designed to be fast to learn and easy to play.
Battlefield Effects.............................................................. 34
This project was made by gamers for gamers and it can only exist
Random Events ................................................................. 36
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: [Link]/onepagerules Fog of War ......................................................................... 38

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

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

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

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

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

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

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

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

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

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


CREDITS
Tournament Guidelines .................................................... 50
Created By: Gaetano Ferrara
Solo & Co-Op Rules ........................................................... 54
Game Design: Gaetano Ferrara
Campaign Rules ................................................................ 56
Illustrations: Martim Cordovil, Ricardo Costa, Fran Fernandez,
Brandon Gillam Mission Cards .................................................................... 63

OPR Games, Unipessoal LDA


Avenida 5 de Outubro 104 r/c, 1050-060 Lisbon, Portugal
Copyright © 2021 OPR Games - First Published 2024

CONTENTS

3
G ENERAL 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, which
where a situation is not covered by the rules, or a rule does not we will refer to as D6. Depending on how many models you are
seem quite right. When that is the case use common sense and playing with, we recommend having at least 10 to 20 dice to keep
personal preference to resolve the situation. things fast.

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

4
G ENERAL 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 that
modifiers to your die rolls. These will usually raise or lower the no part of its base moves further than the total distance.
value of a unit’s roll results by either +1 or -1, but the exact number
may vary.

When 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:

• Name (Range, Attacks, Special Rules)


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

MEASURING DISTANCES LINE OF SIGHT


To play the game you are going to need a ruler marked in inches, When playing the game, line of sight is used to determine if a model
which you may use to measure distances at any time: can see another model for any purpose. Simply get down to the eye
level of the miniature, and check if it can see the target. If the target
• When measuring the distance between two models you always
is visible, then it has line of sight.
measure from/to the closest point of their bases.
• When measuring the distance between two units you always Models can always see in all directions, regardless of where the
measure from/to the closest model in each unit. miniature is actually facing, always have line of sight to themselves,
and may always target themselves (unless stated otherwise).
Distances are usually measured from a model’s base, however if a
Models can’t see through solid obstacles, including the perimeter
model has no base, then players must agree from where distances
of other units (friendly or enemy), but they can always see through
are to be measured (such as its hull/torso), and which unusual
friendly models from their own unit.
features may be ignored (like decorative banners or flame effects).
Note that players may agree to ignore unusual features (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 usually Optionally you and your opponent may agree to use the force
referred to as “the battlefield” or “the table”. Note that the game organisation rules, which help make army composition more
can be also played on smaller areas, as long as armies deploy at consistent and balanced.
least 24" apart.
The armies must follow these limitations:
Whilst we recommend playing on a table, you can of course play on
• Only 1 hero per 150pts
the floor, on a bed, or wherever else you have space.
• Only 1+X copies of the same unit, where X is 1 per 150pts
Once you have found a space to play, you are going to have to (combined units count as one)
place at least 20 pieces of terrain on it, though we recommend • No single unit worth over 35% of total points
using 25 or more to keep things interesting. Whilst it’s always nice • Only 1 unit per 30pts
to play with great looking pieces of terrain, you can simply use • Only 1 model per 20pts
household items such as books or cups as terrain.
Example: When playing a 300pts game, players may bring max. 2
There are no specific rules on how you should place terrain, but we heroes, max. 3 copies of each unit, no unit worth over 105pts, max. 10
have provided some general guidelines in the terrain section of this units in total, and max. 15 models in total.
book to help you get started.
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 must set winner must start deploying their army first.
up D3+2 objective markers on the battlefield.
The winning player first chooses one table edge to deploy on and
The players roll-off and the winner picks who places the first then places one unit fully within 12” of their table edge.
objective marker. Then the players alternate in placing one marker
Once they are done, then the opposing player places one unit fully
each outside of the deployment zones, and over 9” away from
within 12” of the opposite table edge.
other markers (note that markers can’t be placed in unreachable
positions, like impassable terrain or spots too tight to get to). Then the players continue alternating in placing one unit each,
until all units have been deployed.
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 stay under the player’s control 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 200pts each,


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

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

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

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


• Turns: Each turn is made up of a single activation.
• Activations: Each activation is made up of an action. When taking a Charge action, all models in the unit may move by
up to 12”, trying to reach base contact with one enemy unit, and
PLAYING THE GAME may ignore the 1” distance restriction. Units may only take a
Charge action if at least one model is within charge distance of the
After both players have deployed their armies, the game starts with
target unit (including any additional movement from special rules).
the first round and the player that won the deployment roll-off
takes the first turn. Note that Charge moves don’t have to be in a straight line, and if
being within charge distance becomes impossible (due to killed
During their turn, the player picks a unit that has not been
models, special rules, etc.), then the unit may complete its move in
activated yet, and activates it. During the activation, the player
any direction and ends its activation.
picks one action for the unit to take, and completes it.

Once the action has been taken, their turn ends and the opposing UNIT COHERENCY
player’s turn starts. This continues until all units have activated, at All models in a unit must always stay within 1” of at least one other
which point the round ends and a new one begins. On each new model, and must stay within 6” of all other models (or as close as
round the player that finished activating first on the last round gets possible), forming an uninterrupted chain of models in 1”
to activate first. coherency with each other.
After 4 rounds have been played the game ends, and players If a model is not in coherency with its unit at the beginning of its
determine who won by checking their mission objectives. activation, then you must take an action so that the model gets
back into coherency.
ACTIVATING UNITS
Players must activate one unit that has not been activated yet and
take one of the available actions:

• Hold - Doesn’t move, can shoot.


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

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


referred to as “Move Actions”.

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

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

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


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

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


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

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
Example: Only the Dynasty Warrior in the middle can shoot at the marker on the model.
Dwarves. The model at the top is in range but has no line of sight,
Example: The Dwarf (Defense 4+) has taken 1 hit. He rolls one die and
whilst the model at the bottom has line of sight but is out of range.
gets a 3. This means that the Dwarf has taken 1 wound and must
MULTIPLE WEAPON TYPES check to see its effects.

If a unit is firing multiple weapon types, then you may separate 4. CHECK WOUND EFFECTS
each weapon type into its own weapon group.
After attacks from all weapons have been resolved, see wound
Each group may be fired at a different target, however you may fire effects page on how to resolve wounds.
only at up to two different targets, and all weapons from the same
group must fire at the same target.

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

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


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

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

If at least one model in the unit is within charge distance of one 1. Determine Attacks
model from the target unit, and has a clear path to reach it, then 2. Roll to Hit
that enemy is a valid target (no line of sight is needed). 3. Roll to Block
4. Check Wound Effects
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 as possible, Sum the Attack value from the weapons of all models that can
whilst still maintaining unit coherency (charge moves don’t have to strike at the target to determine how many attacks the unit has in
be in a straight line). total for this melee.

Once all charging models have moved, all models from the target Example: A Dynasty Warrior is charging a Dwarf. He is armed with a
unit that are not in base contact with a charging model must move CCW (Attack 1) and is in range of the Dwarf, which means that he has
by up to 3” to get into base contact with a charging model, or as a total of 1 attack for this melee.
close as possible, maintaining unit coherency.
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 Dynasty Warrior (Quality 4+) is striking at the Dwarf. He


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

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

All models that are within 2” horizontally and 4” vertically of an 4. CHECK WOUND EFFECTS
enemy model from the target unit, may attack it.
After attacks from all weapons have been resolved, see wound
Models must strike with all of their melee weapons, and may only effects page on how to resolve wounds.
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 At the end of each round, if an army is down to half or less of its
starting units, then all of its units must take a morale test.
Whenever a model has taken at least one wound, the defender
must roll one die and add the number of wound markers on it, and Note that starting size is counted at the beginning of the game.
then check to see what happens to it: Example: An Eternal Dynasty army started the game with 5 units, and
Result Effect is down to 2 units at the end of a round, so all of its units must take a
1-5 Shaken - Gets +1 to wound effect rolls, must stay morale test at the end of all rounds.
idle, but may strike back counting as fatigued,
always fails morale tests, and can’t contest or seize
TAKING MORALE TESTS
objectives. When activated, must spend its To take a morale test, the affected unit must simply take one
activation being idle (can’t take any actions, or use
regular Quality test, and see what happens:
any active special rules, such as casting spells, using
buffs/debuffs, re-positioning, etc.), which stops it • If the test is passed, nothing happens.
from being Shaken at the end of the activation. • If the test is failed, the unit is Shaken.
6+ Knocked Out - The model is removed from play.
• If the test is failed, and the unit was already Shaken, then
Note that units must also check for wound effects when taking the unit Routs.
wounds from other sources (special rules, terrain, etc.).
ROUTED UNITS
Example: A Dwarf has just taken one wound and must now check its
Routed units have lost all hope and are taken captive, flee the
effect. He rolls one die and gets a 5, and adds +1 because it had one
battle, or are otherwise rendered ineffective.
wound. The final result is 6 and so the model is Knocked Out.
Simply remove the entire unit from the game as a casualty.
GROUPS & WOUNDS
Example: An Eternal Dynasty army with 5 units has lost 3 units and
When a unit with multiple models takes wounds, each wound the remaining 2 units must take a morale test. They each take a
immediately kills one model, until only one last model remains. morale test and pass, so they both get to continue fighting.
Only the last model then accumulates wound markers and rolls to
see if it’s Shaken or Knocked Out.

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


removes two models as casualties, and then puts one wound 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.

MORALE TESTS

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 (like
forests, buildings, rivers, etc.) counts as open terrain. Terrain features that hinder a model’s movement, or force them to
slow down, count as difficult terrain.
Open terrain does not have any special rules, and any rules that
affect terrain do not apply to open terrain. If any model in a unit moves in or through difficult terrain at any
point of its move, then all models in the unit may not move more
IMPASSABLE TERRAIN than 6” for that movement.
Examples: Mountains, Canyons, Deep Water, etc.
DANGEROUS TERRAIN
Any surface that would stop models from moving through it, as well
Examples: Quicksand, Razor Wire, Mine Fields, etc.
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 have
count as dangerous terrain.
any rules that allow them to ignore it. Note that units may move
across gaps up to 1” wide as if they were flat ground, but may not If a model moves in or through dangerous terrain, or is activated in
end their move partially overhanging gaps or terrain. it, then it must take a dangerous terrain test.

BLOCKING TERRAIN To take a dangerous terrain test, roll one die (or as many dice as
the model’s Tough value), and if the result is 1, then the unit takes
Examples: Walls, Buildings, Rocks, etc. one automatic wound.
Any piece of terrain that models can’t see or shoot through counts
ELEVATED TERRAIN
as blocking terrain.
Examples: Hills, Rooftops, Cliffs, etc.
Units may not draw line of sight through blocking terrain, unless
they have any rules that allow them to ignore it. Terrain features that are over 3” tall count as elevated terrain, and
are impassable, but any terrain piece that is up to 3” tall may be
COVER TERRAIN climbed as part of a unit’s move (units may not end their move
Examples: Forests, Ruins, Sandbags, etc. mid-climb). If not all models in a unit can fit on elevation, then a
coherency of 3” is allowed to models at different elevation.
Terrain features that models can hide in or behind, or that could
stop projectiles, count as cover terrain. Note that short terrain up to 1” tall may be ignored for the
purposes of movement (instead of having to climb up 1” and down
If the majority of models in a unit are fully inside a piece of cover 1” to cross it).
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 since models can’t see through the perimeter of other
units (friendly or enemy), they are sight blockers that can provide
other units with cover.

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 have terrain, although using more can be more interesting.
a balanced match.
A simple way to make sure that you’re using enough terrain is to
Here are all the things you should consider: take as many pieces of terrain as you need to fully cover at least
50% of the table, and then spread them out.
• Size of your terrain
• Rules for each terrain It’s also good to keep a balance of different terrain types, so that
• Number of pieces units with different weapons and special rules can use them
• How to place it effectively in various situations.

TERRAIN OVERVIEW Here are some basic terrain type recommendations:

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

There are no specific rules on how you should place terrain, so we


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

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

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


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

12
SPECIAL RULES
RULES PRIORITY & STACKING EFFECTS Caster(X)
Most units have one or more special rules that affect the way they Gets X spell tokens at the start of each round, but can’t hold more
behave, and that sometimes go against the standard rules. When than 6 tokens at once. At any point before attacking, spend as
you come across one of these situations, the special rule always many tokens as the spell’s value to try casting one or more spells
takes precedence over the standard rules. (only one try per spell). Roll one die, on 4+ resolve the effect on a
target in line of sight. Models within 18” in line of sight of the
If multiple special rules happen at the same time, and it’s not clear
caster’s unit may spend any number of spell tokens at the same
which should be done first, if all the rules affect only one player,
time before rolling, to give the caster +1/-1 to the roll per token.
then that player may decide the order. If the rules affect multiple
players, then the players roll-off and the winner picks the order. Note that Casters get spell tokens each round even if they are not
on the table (waiting to Ambush for example), and that the Caster’s
Effects from multiple instances of the same special rule or spell
spells must be picked from their own faction.
don’t stack, unless it is a rule with (X) in its name, or unless it is
specified otherwise. Counter
SPECIAL RULES REFERENCE Strikes first with this weapon when charged, and the charging unit
gets -1 total Impact rolls per model with Counter.
Ambush
Example: A model with Impact(3) charges a unit with 1 model that
May be set aside before deployment. At the start of any round after has Counter, so it only makes 2 Impact rolls.
the first, may be deployed anywhere over 9” away from enemy
units. Players alternate in placing Ambushers, starting with the Deadly(X)
player that activates next. Units that deploy via Ambush can’t seize Assign each wound to one model, and multiply it by X. Hits from
or contest objectives on the round they deploy. Deadly must be resolved first, and these wounds don’t carry over to
AP(X) other models if the original target is killed.

Targets get -X to Defense rolls when blocking hits from weapons Fast
with this special rule. Models with this special rule move +2” when using Advance and +4”
Bane when using Rush/Charge.

Ignores Regeneration, and when attacking the target must re-roll Fear(X)
unmodified Defense results of 6. This model counts as having dealt +X wounds when checking
Note that a die roll may only be re-rolled once, so if another 6 is wound effects in melee (must deal at least one wound).
rolled after re-rolling Defense, then the hit is blocked. Example: A unit with Fear(1) has dealt 1 wound to an enemy in melee,
Blast(X) and the enemy rolled a 4, to which we add 1 from the wound and 1
from fear for a total of 6, so the enemy is Knocked Out.
Ignores cover, and after resolving other special rules, each hit is
multiplied by X, where X is up to as many hits as enemy models in Fearless
the target unit and within 3” of it. Hits must be split evenly between When a unit where all models have this rule fails a morale test, roll
all enemy units within 3” of any model from the target (defender one die. On a 4+ it counts as passed instead.
picks how).
Flying
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 target May move through units and terrain, and ignores terrain effects
takes a total of 4 hits. whilst moving, and automatically passes jumping rolls.

Example: A weapon with 1 Attack and Blast(6) scores a hit against a Furious
unit with 3 models that is within 3” of two other enemy units with 1
model each. The hit is multiplied by 5, and the defender picks which When charging, unmodified results of 6 to hit in melee deal 1 extra
two units take 2 hits, and which unit takes 1 hit. hit (only the original hit counts as a 6 for special rules).

Example: A Furious model with a weapon with 1 Attack and Rending


scores one hit on a roll of 6, so it deals two hits, of which 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 Surge
Models with this special rule may only use Hold actions. On unmodified results of 6 to hit, this weapon deals 1 extra hit (only
the original hit counts as a 6 for special rules).
Impact(X)
Thrust
Roll X dice when attacking after charging, unless fatigued. For each
2+ the target takes one hit. When charging, gets +1 to hit rolls and AP(+1) in melee.

Indirect Tough(X)
Gets -1 to hit rolls when shooting after moving. May target enemies This model only rolls to check wound effects once it has taken at
that are not in line of sight as if in line of sight, and ignores cover least X wounds, and is only Knocked Out on rolls of 5+X or more.
from sight obstructions.
Example: A model with Tough(3) only rolls for wound effects once it
Limited has taken 3 wounds or more, and is Knocked Out on rolls of 8+.

Weapons with this rule may only be used once per game. Unstoppable
Regeneration Ignores Regeneration, and ignores all negative modifiers to this
weapon.
When a unit where all models have this rule takes wounds, roll one
die for each. On a 5+ it is ignored. SPECIAL MOVEMENT
Relentless Pushing
When this model shoots at enemies over 9" away, unmodified Whenever a model rolls a Shaken result, the attacker may try to
results of 6 to hit deal 1 extra hit (only the original hit counts as a 6 push it. Roll one die, and on a 4+ the attacker may move the model
for special rules). by up to 2” in any direction.

Note: See examples from the Furious special rule for clarifications. Jumping
Reliable Models may cross 1” gaps or drop off 3” of elevation as regular
movement, but they must jump to cross gaps or drop off elevation
Models attacks at Quality 2+ with this weapon.
of up to 6”. Roll X+1 dice, trying to score 3+, where X is one die for
Note that Reliable only changes the Quality value, so the roll can every full 3” the model wants to move. If all rolls are successes,
still be modified, Fatigue still applies, etc. then the model may cross the distance, without counting it
towards its move. If any roll is failed, then the model falls instead.
Rending
Example: A unit of two models wants to jump down 4” of elevation, so
Ignores Regeneration, and on unmodified results of 6 to hit, those
each model must roll 2 dice, trying to score 3+.
hits get AP(+4).
Falling
Scout
If a model falls or is pushed off an elevated position at least 2” tall,
May be set aside before deployment. After all other units are
it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then
deployed, may be deployed anywhere fully within 12” of their
place the model within 2” of the bottom, and its activation ends
deployment zone. Players alternate in placing Scout units, starting
immediately. For units with multiple models, falling kills the model
with the player that activates next.
instead, until only one last model remains, which falls normally.
Slow Example: A unit of two models has fallen down 4” of elevation, so one
Models with this special rule move -2” when using Advance, and -4” model is killed, and the other takes 1 hit with AP(1).
when using Rush/Charge.

Stealth
When units where all models have this rule are shot from over 9"
away, enemy units get -1 to hit rolls.

Strider
May ignore the effects of difficult terrain when moving, and only
needs 2+ to pass jumping rolls.

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

Before the game, players can agree to use one of the following 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, and • Advanced Casting - Relic Wargear
you can freely add or remove rules from any of them, to get the • Fog of War
best version of these packs for you. • Unit Psychology
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 Terrain - Terrain Placement
• Advanced Missions - Extra Missions • Advanced Deployment Styles
• Extra Actions • Battlefield Modifiers - Special Conditions
• Battlefield Modifiers - Terrain & Objective Effects
ADDED COMPLEXITY PACK
• Random Events
Extra rules that add more complexity to the game. • Critical Hits
To play with this pack, use the following rules: • Twists & Gambits

• Advanced Deployment Styles


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

15
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 the
placement styles below, or select it randomly. table, at least 3” away from each other and the table edge.

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

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

1. RANDOM 6. FOUR 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 of one Players roll-off, and then alternate in placing one terrain piece each
random section, and then move it 2D6” toward the center of in a random section, starting with the player that won.
another randomly selected section, stopping to be at least 3” away Terrain pieces must be placed at least 3” away from each other,
from other pieces of terrain. and if it’s impossible to place them they are removed.
If it’s impossible to place the terrain piece, simply remove it.

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

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

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


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

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


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

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

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

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


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

2 = Toxic River 2 = Death Marsh

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

Count as Impassable and Blocking terrain.

18
ADVANCED TERRAIN - ARMY TERRAIN
USING ARMY TERRAIN Protective Dome

Players can choose to play using army terrain, which allows each The area within 6” of this faction terrain counts as Cover terrain for
army to place a special piece of terrain that affects the game in friendly units.
different interesting ways. Watch Tower
Before the game begins, each army either picks one army terrain, The area within 6” of this faction terrain counts as Dangerous
or rolls to get one randomly. terrain for enemy units.
To get army terrain randomly, first, roll one die to get one type of
RELIC TERRAIN
Battle Terrain:
Arcane Pillars
1. Army Banner
2. Battle Forge When placing this army terrain, place two copies of it within 12” of
3. Defensive Barrier each other (instead of placing just one).
4. Icon of War
Draw a straight line from one copy of this army terrain to the other.
5. Protective Dome
Whenever an enemy unit ends its activation with at least one
6. Watch Tower
model touching the line, the unit takes 2D3 wounds.
Then, roll one die to get one type of Relic Terrain:
Enchanted Shrine
1. Arcane Pillars
Whenever a friendly Caster activates within 6” of this army terrain,
2. Enchanted Shrine
it gets 1 spell token.
3. Faction Relic
4. Healing Well Faction Relic
5. Magic Armory Whenever a friendly unit within 12” of this army terrain takes a
6. Twin Jumpgates morale test, it gets +1 to its morale test roll.
Finally, secretly pick one of the two results to be your army terrain Healing Well
for the match.
Whenever a friendly unit within 6” of this army terrain is activated,
Army terrain pieces should be somewhere between 2”x2” and 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 were a Whenever a friendly unit within 6” of this army terrain takes hits, it
regular unit, but they can’t be placed within 6” of any objective gets +1 to its defense rolls.
marker, or the table edges. Twin Jumpgates

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 the
Whenever a friendly unit activates within 6” of this army terrain, it
copies of this army terrain, you may place it anywhere within 3” of
gets +2” when using Advance actions, and +4” when using
the other copy of this army terrain.
Rush/Charge actions.

Battle Forge

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


gets +1 to hit rolls when shooting.

Defensive Barrier

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


for enemy units.

Icon of War

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


gets +1 to hit rolls in melee when charging.

19
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 before the 1. Duel
game begins to keep players on their toes.
After the table has been prepared, the players must set up a total of
First select a mission type by rolling one die: D3+2 objective markers on the battlefield.

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

23
ADVANCED MISSIONS - EXTRA MISSIONS
PROGRESSIVE SCORING MISSIONS 4. Demolition

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

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
ATTACK & DEFEND MISSIONS 4. Last Stand

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

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

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

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

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

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

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


or roll a D3 to randomly get one:

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


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

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


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

26
ADVANCED MISSIONS - SIDE -MISSIONS
CATEGORIES 4. Combat Master

There are 6 different categories to choose from, each with their 1. Slaughter - Destroy four or more enemy units with 3+
own twists and strategies: models.
2. Wipe Out - Destroy more enemy units with 3+ models
1. Tactical Genius than opponent.
2. Field Marshal 3. Exterminate - Destroy the enemy unit with 3+ models
3. Astute Strategist with most models (if there are multiple, destroy one).
4. Combat Master 4. Butcher - Destroy the most expensive enemy unit with 3+
5. Monster Hunter models (if there are multiple, destroy one).
6. Heroic General 5. Eradicate - Destroy the least expensive enemy unit with
1. Tactical Genius 3+ models (if there are multiple, destroy one).
6. Massacre - Destroy ten or more enemy models.
1. Mislead - Control no objectives.
2. Fortify - Control only one objective. 5. Monster Hunter
3. Seize - Control most objectives. 1. Eliminate - Destroy two or more enemy units with
4. Rule - Control more objectives than opponent. Tough(3+).
5. Dominate - Enemy must control no objectives. 2. Destroy - Destroy more enemy units with Tough(3+) than
6. Equalize - Control as many objectives as opponent. opponent.
2. Field Marshal 3. Obliterate - Destroy the enemy unit with the highest
Tough value, must be Tough(3+) (if there are multiple,
1. Control - Have one or more friendly units fully within 6” destroy one).
of the table centre. 4. Erase - Destroy the most expensive enemy unit with
2. Intimidate - No enemy units are fully within 6” of the Tough(3+) (if there are multiple, destroy one).
table centre. 5. Annihilate - Destroy the least expensive enemy unit with
3. Overrun - Have one or more friendly units fully inside Tough(3+) (if there are multiple, destroy one).
each table quarter. 6. Decimate - Deal six or more wounds to two units with
4. Spread Out - Have one or more friendly units within 12” Tough(3+).
of each table corner.
5. Invade - Have two or more friendly units fully inside the 6. Heroic General
enemy deployment zone. 1. Slay - Destroy two or more enemy Heroes.
6. Defend - No enemy units are fully inside the friendly 2. Execute - Destroy more enemy Heroes than opponent.
deployment zone. 3. Terminate - Destroy the enemy Hero with the highest
3. Astute Strategist Tough value (if there are multiple, destroy one).
4. Assassinate - Destroy the most expensive enemy Hero (if
1. Rush - Be the first player to destroy an enemy unit. there are multiple, destroy one).
2. Finalize - Be the last player to destroy an enemy unit. 5. Murder - Destroy the least expensive enemy Hero (if there
3. Conserve - Keep at least 50% of friendly units alive. are multiple, destroy one).
4. Erode - Destroy at least 50% of enemy units. 6. Dispatch - Destroy one enemy Hero and at least 25% of
5. Terrify - Two or more enemy units failed a morale test. models in the enemy army.
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 action,
following extra actions in the game: 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 action
• Defensive Stance to charge a target that is between 3” and 6” away, and gets +1 to
• Focused Fire hit in melee.
• 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 action,
ASSAULT but when shooting only hits on unmodified rolls of 6. Then, roll one
die per hit, and if you roll at least one 4+, then the target must take
When taking an Assault action, pick one enemy unit within the
a morale test (regardless of casualties). All hits are then discarded
unit’s charge range as its target. The unit must first shoot at the
as misses.
target, and then must charge the target, but gets -1 to hit rolls for
both shooting and melee. OVERWATCH
Note that units taking Assault actions may not split fire to shoot at When taking an Overwatch action, the unit remains idle, and until
multiple targets, and may not charge any other target if the original its next activation it may react once to an enemy unit’s activation
target is destroyed by shooting. 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, Advance,
• Shooting: Shoot back at an enemy within 24” that shot at
Rush, or Charge action, but count as being Shaken for the purpose
it, but gets -1 to hit rolls.
of special rules until the beginning of their next activation.

Units in Last Stand get -1 to Quality and Defense rolls, halve their
movement, can’t contest or seize objectives, and can’t use any
special rules that require picking a target (ex.: Caster).

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 the Whenever a player spends a boost point on a unit, it gets a bonus
actions of their units, pushing them to their limits. depending on the action it takes.

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

PLAYSTYLES Extra Actions

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

29
ADVANCED CASTING - CURRENTS OF POWER
PLAYING WITH ADVANCED CASTING Casting Spells

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

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

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


then the spell can’t be blocked.

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

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

At the end of each round, all units within 6” take D3 automatic hits This spell counts as Impassable and Blocking terrain.
with AP(4).
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 moves
12” straight at the end of each round. If it gets to a table edge, it is At the end of each round, one random caster within 6” may move
removed. Units the spell moves through must take a Dangerous this spell by up to 12” in any direction. Units it moves through take
Terrain test. D3+1 hits with AP(1).

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

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

31
ADVANCED ACTIONS - RELIC WARGEAR
RELIC WARGEAR HOLY ARMOUR
Relic Wargear can be anything from holy artifacts, to relic swords, 1. Armour of Destiny
to lost rings of might, and much more. These items are assigned
Whenever the Hero takes a wound, roll one die. On a 5+ the wound
heroes to make them more powerful.
is ignored.
Before the game begins, each hero may equip one relic item.
2. Helmet of Fortune
Pick one of the following selection methods, or roll a D3 to
The Hero gets +1 to Defense rolls.
randomly get one:
3. Silver-Steel Shield
1. Free
2. Limited The Hero counts as having Defense 2+ when shot at.
3. Randomized
4. Glittering Chainmail
SELECTION METHODS The Hero counts as having Defense 2+ in melee.
There are 3 different selection methods you can use, each giving 5. Dragon Shield
the players a different degree of control:
Whenever the Hero takes hits, they count as having AP(-2), to a min.
1. Free - Players may freely pick any one item from any of of AP(0).
the categories.
2. Limited - Players must roll one die to get a category, and 6. Charmed Helmet
may then freely pick any one item from it. The hero gets +1 spell token at the beginning of each round.
3. Randomized - Players must roll one die to get a category,
then roll two dice to get two random items from it, and SORCEROUS TALISMANS
then pick one of them to keep.
1. Talisman of Preservation
Each army may only have one copy of each item, and if you
Whenever the Hero takes a wound, roll one die. On a 6+ the wound
randomly get a duplicate, you must re-roll to get another item.
is ignored, and you may remove one wound from it.
RELIC WEAPONS 2. Dawnstone
1. Weapon of Bloodshed Whenever the Hero takes a wound from a spell, roll one die. On a 2+
Pick one of the Hero’s weapons, which gets +3 Attacks. the wound is ignored.

2. Obsidian Weapon 3. Protective Gem

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

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

32
ADVANCED ACTIONS - RELIC WARGEAR
MYSTIC BANNERS ENCHANTED ITEMS
1. Banner of Swiftness 1. Psychic Harness

The Hero and up to 3 friendly units that are within 12” at the The Hero gets Caster(+1).
beginning of the round get +2” when using Advance actions. This
2. Conjured Wings
effect lasts until the end of the round.
The Hero gets Flying.
2. Rampager’s Standard
3. Ring of Ruin
The Hero and up to 3 friendly units that are within 12” at the
beginning of the round get +4” when using Charge actions. This The Hero gets Impact(+3).
effect lasts until the end of the round.
4. Trickster’s Shard
3. Banner of Eternal Flame
The Hero’s weapons ignore Regeneration.
The Hero and up to 3 friendly units that are within 12” at the
5. Terrifying Mask
beginning of the round may ignore all terrain effects. This effect
lasts until the end of the round. Once per game, enemy units within 6” of the Hero automatically
fail all morale tests.
4. Ranger’s Standard
6. Displacement Device
The Hero and up to half of its army get Ambush or Scout (pick one).
The models must deploy within 3” of the Hero. Once per game, when the Hero is activated, you may place it
anywhere within 6” of its position
5. Standard of Discipline

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

6. Wailing Banner

The Hero gets Fear(+2).

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 your 1. Damnation
choice, or have it selected randomly.
At the beginning of each round, you must select one of your units
First roll a D3 to select a condition type: 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 get -1
• 3-4 = Geological to all of their attack, defense and morale rolls this round.
• 5-6 = Mysterious
2. Arcane Power
Then roll one die, and check which special condition you get, based
All casters get +1 to their spell casting rolls.
on the type that was selected.
On an unmodified result of 1, something went wrong with the spell,
GEOLOGICAL CONDITIONS and the caster takes D3 automatic wounds.
1. Earthquake 3. Inspiration
The entire table counts as Dangerous Terrain. Whenever a unit needs to take a morale test, it gets +1 to its morale
Any piece of terrain that already counted as Dangerous Terrain test roll.
becomes deadlier, and deals two wounds on a roll of 1. 4. Deadly Vortex
2. Heavy Storm Whenever a unit is activated, roll one die, on a 1 it takes D3
automatic wounds.
The entire table counts as Cover Terrain.
5. Mystical Fog
Any piece of terrain that already counted as Cover Terrain becomes
more protective, and units get +2 to Defense rolls. Whenever a unit takes a wound, roll one die, on a 6+ it may ignore
3. Muddy Terrain that wound.

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

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

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


test roll.

5. Zero Gravity

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

6. Dark Skies

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

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

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

• 1-2 = Regular Objective 6. Holy Monument


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

TERRAIN EFFECTS
1 & 2. Regular Terrain

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

3. Alien Infestation

Units that activate in or move through this terrain immediately


take 1 automatic wound.

4. Deadly Spores

Units that activate in or move through this terrain immediately


take D3 automatic hits.

5. Psychic Vigor

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

6. Barbed Wire

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

35
RANDOM EVENTS
USING RANDOM EVENTS 21. Psychic Anomaly

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

35. Ancient Defense System

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


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

36. Rebel Uprising

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

36
RANDOM EVENTS
41. Grave Miscalculation 61. Flash Grenades

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

42. Berserker 62. Suppressing Fire

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

43. Rigged to Blow 63. War Shout

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

51. Fighting Vigour

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

52. Gravitational Shift

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

53. Godly Blessing

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

54. Land of the Brave

Select one random table quarter. All units within that table quarter
pass all morale tests taken at 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 they
• Surprise Engagement
must roll a D6, and then they may only activate one of their units
• Ebb & Flow
that is within that table section (results of 1-3 = section 1, 4-6 =
• Shifting Focus
section 2).
• Combat Hesitation
• Prolonged Battle If there are no eligible units in that table section, then they must
move on to the next section.
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 they place Whenever it’s a player’s turn to activate a unit, if an opponent has
them is randomized. more units that haven’t activated yet, they may roll one die, and if
the roll is successful, then they may pass the turn to their opponent
First, each player divides their deployment zone into 2 equal
without activating a unit:
sections, and numbers them section 1 and section 2.
• 1st Round = 5+ to pass
Then, when it’s a player’s turn to deploy a unit, roll a die to see
• 2nd Round = 4+ to pass
which section you get, and place the unit fully within (results of 1-3
• 3rd Round = 3+ to pass
= section 1, 4-6 = section 2).
• 4th Round = 2+ to pass
Units that are deployed differently due to special rules (such as
If the game lasts longer than 4 rounds, then the player may pass
Ambush) have to follow the same rules, however the entire
their turn without rolling for it.
battlefield is divided into 2 equal sections along the player’s table
edge instead of only the deployment zones. 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 of a Roll one die, and if the roll is successful, then the game continues
different color. into the next round:

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

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


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

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

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


• Whenever a friendly unit within 6” is destroyed or routs
• Intimidation
after failing a morale test.
• Frenzy
• Units may also willingly get 1 suppression marker to add
• Panic
+2” to their Advance or +4” to their Rush/Charge moves.
• Retreating
• Suppression There is no limit to how many suppression markers a unit can take
or have during the game.
INTIMIDATION
For each suppression marker:
When units from opposite sides are contesting the same objective,
compare the total point value of all units from each side, where • Units move -1” when using Advance, and -2” when using
units with half or less of their total size or tough value (for single- Rush/Charge actions
model units) are worth half of their point value (rounding down). • Units get -1 to hit rolls when shooting or in melee
• Units get -1 to morale test rolls
If one side has a total that is at least 50% higher than the other,
then it seizes the objective. Whenever a unit takes n suppression marker that brings it to a total
of 3 markers or more, then it must take a morale test, and if failed,
Example: Army A has 50pts worth of units contesting an objective, but then the unit is Shaken, even if it didn’t take wounds.
they are at half or less of their total size value (halving their worth to
25pts), whilst army B has 35pts worth of units contesting the same When a unit that has suppression markers is activated, it must take
objective, so army B seizes it. as many morale tests as markers on it, ignoring the penalty of -1 to
morale test rolls from suppression. For each success you may
FRENZY remove one marker from the unit, and once you are done you may
activate it normally.
Whenever a unit fully destroys an enemy unit in melee or shooting,
roll one die. On a 1, the unit is frenzied. Units with suppression markers may use a Rest action by staying
idle during their activation, which removes all markers at the end
When activated, frenzied units must either shoot at the nearest
of the round. Note that Shaken units may use Rest actions to
available enemy (moving as needed to get as many of its models
remove all suppression as well as stop being Shaken.
into range as possible), or must charge the nearest enemy unit, and
if neither is possible, then the unit ends its activation. Frenzied Whenever a hero is activated, you may remove 1 suppression
units stop being frenzied at the end of their activation. marker from the hero, and from all other friendly units within 12”
(this doesn’t require any rolls).
PANIC
Whenever a unit would be Shaken, roll one die. On a 1, the unit
panics instead of being Shaken.

When a unit that is panicking is activated, the opponent may


control it for that activation, and then it stops panicking at the end
of its activation.

RETREATING
At the end of an activation in which a unit has taken wounds from
shooting, it must move X” directly away from the shooting unit,
where X is 1” for each wound it took.

Whenever a unit is Shaken as a result of melee, it must move 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 how Swords, Daggers, Axes, Double-Handed Swords, etc.
units are damaged with a little bit of luck.
• 1-3 = Unprotected Area: The hit can’t be blocked.
When playing with critical hits, you may use the generic melee and • 4-5 = Blade Storm: If the hit isn’t blocked it deals triple
ranged weapon critical hits sections, or use the weapon type the amount of wounds.
specific critical hits sections instead. • 6 = Sliced: The hit can’t be blocked, deals double the
amount of wounds, and you must add +1 to the wound
If you choose to play with critical hits based on the weapon types,
effects roll.
then you and your opponent are going to have to agree on which
weapons are of which type before the game begins. 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 or • 1-3 = Lost Balance: The target can’t strike back.
ranged weapons, then it deals a critical hit. • 4-5 = Wild Sweep: The target can’t strike back and its
melee weapon special rules have no effect until the end
Only a single critical hit can be dealt per shooting or melee, and if
of the round.
the unit needed a 6+ to hit then it can’t deal critical hits.
• 6 = Bludgeoned: If the hit isn’t blocked the target is
Choose the critical hit section corresponding to the weapon type, immediately Knocked Out, regardless of wounds.
and roll a die to see its effects.
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 to
• 1-3 = Vital Area: If the hit isn’t blocked it deals double the the wound effects roll.
amount of wounds. • 4-5 = Great Thrust: The target is Shaken, even if it
• 4-5 = Exposed Spot: The hit can’t be blocked and deals doesn’t take any wounds.
double the amount of wounds. • 6 = Kebab: The hit can’t be blocked and you must add +4
• 6 = Master Strike: The hit can’t be blocked, deals double to the wound effects roll.
the amount of wounds, and you must add +1 to the
wound effects roll. HEAT RANGED WEAPONS

GENERIC RANGED WEAPONS Flamethrowers, Fusion Rifles, etc.

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


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

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


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

EXPLOSIVE RANGED WEAPONS


Missile Launchers, Battle Cannons, etc.

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


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

40
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 the rounds are played, after which the game begins.
pre-game sequence.
During each battle preparation round, each player must pick one of
Pick any of the following: the following tactics in secret:

• Forward Positions Setup 1. Plant Traps


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

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

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

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

STRATAGEMS Delayed Deployment - 2 CP

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

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

42
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, and Pick one friendly unit that is shooting at an enemy in Cover terrain,
it may add +2” to its movement. which may ignore Cover for that shooting.

Hindered Advance - 1 CP Disrupted Sight - 1 CP

Pick one enemy unit that is moving through terrain, which counts Pick one enemy unit that is shooting, which gets -1 to hit rolls for
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 may Pick one friendly unit that shot at an enemy unit, which may shoot
each move by up to 3” in any direction. at another enemy unit within 12” of it, but only hits on unmodified
rolls of 6.
Strategic Relocation - 3 CP
Closing Fire - 3 CP
Pick one friendly unit that has just been activated, but that hasn’t
done anything yet, which may be placed anywhere within 6” of its Pick one friendly unit that is being charged by an enemy unit,
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 Shaken instead.
3. SHOCK DOCTRINE
6. TACTICAL DOCTRINE
Sweeping Move - 1 CP
Rush Objective - 1 CP
Pick one friendly unit that is using a Charge action, and it may add
+4” to its movement. Pick one friendly unit that is using a Rush action, and it may add
+4” to its movement if it ends up within 3” of an objective.
Hit & Run - 1 CP
Supreme Caster - 1 CP
Pick one friendly unit that has just finished fighting in melee, which
may move by up to 3” in any direction. One friendly Caster gets 1 spell token, which may not be spent to
give casters +1/-1 to their casting rolls.
Combat Fatigue - 2 CP
Vanish - 2 CP
Pick one enemy unit that is about to strike in melee and roll one
die, on a 4+ that unit counts as fatigued for that melee, but doesn’t At the end of the round, pick one friendly unit with Ambush and
get fatigued from that melee. remove it from play (dropping any objectives), and which may be
deployed again starting from the next round.
Killing Blow - 3 CP
Total Shutdown - 3 CP
Pick one friendly unit that is fighting in melee. Any friendly model
that is killed during this melee may strike one more time with all of At the end of the round, pick one objective marker under your
its weapons before it is removed. control that is about to be seized by your opponent, which
becomes neutral instead.

43
TWISTS & GAMBITS
PLAYING WITH TWISTS & GAMBITS B1. Strategic Divide

Twists & Gambits rules add strategic elements and catch-up Pick 2 objectives, which score +1 VP when seized.
mechanics, to make for more chaotic but balanced battles. B2. Target Priority
When playing with twists and gambits, set up the mission normally, Pick 1 objective, which scores +2 VPs when seized.
placing 5 objectives, of which two must be placed inside
B3. All-out-Assault
deployment zones (one objective per zone), and three must be
placed outside of deployment zones (number these objectives from Players get +3 VP when seizing the objective marker in the enemy
1 to 3). deployment zone.
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 controlled by the underdog, which
• 2 VPs for each objective they control scores +1 VP when seized by the underdog.
• 1 VP if they control more objectives than their opponent
B5. Conqueror’s Boon
After 4 rounds have been played, the game ends, and the player
Pick 1 objective, which scores +1 VP when seized, and underdog
that scored most VPs wins.
Heroes within 3” of it at the end of the round may remove D3
THE UNDERDOG wounds.

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

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
GAMBITS B1. Storm Strike

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

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

A5. Silent Assault

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

A6. Cautious Destruction

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

45
CITY FIGHTING
PLAYING CITY FIGHTS CORNERED UNITS
City Fighting rules are optional rules designed to give you more Whenever a unit that is within 1” of a building and is circled by
flexibility when fighting in dense urban terrain. enemies so that it can’t move past them, melee attacks made
against it get +1 to hit, and you must add +1 to results when
Pick any of the following:
checking wound effects.
• Urban Terrain
• Sewer Systems DESTRUCTIBLE COVER
• Defensive Positions Whenever a unit shoots at a target that is behind a piece of small
• Cornered Units cover terrain and within 1” of it, roll one die.
• Destructible Cover
• Thrown Objects On a result of 1, the piece of cover terrain is destroyed and is
removed from the table.
• Buildings on Fire
• Hidden Movement 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 terrain such Pick one enemy unit within 3” of the bottom of the building and
as crates and barrels (1”x1” to 3”x3” in size). within 6” horizontal distance, and roll one die.
To make sure that you have a good amount of terrain set up well On a 5+ the target takes one automatic hit.
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 each
• Place at least a third of the small terrain pieces on top of round all units within that building take as many hits as models
buildings, preferably near the edges. they have.
Additionally you can set up ladders and ramps that help units get Then roll one die, on a result of 1 another random building within
on top of the buildings, as well as small bridges between them to 6” is set on fire, and on a result of 6 the fire stops.
encourage movement on elevation.
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, players buildings, whilst not in line of sight of any enemy units, may
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 cast
The winner goes first, and the players alternate in placing one spells.
entrance marker each, at least 3” away from any buildings, and at Units can’t go into hiding whilst within 3” of enemy units, and they
least 9” away from the table edge and other entrances. are automatically spotted if an enemy moves within 3”.
Units that move in contact with sewer markers may enter, and are Hidden units remain hidden as long they don’t rush, charge, shoot
removed from the table. At the beginning of any round, they may or cast spells, and as long as no enemy unit can see them without
be placed within 3” of any sewer entrance marker. being obstructed by cover.
If both players have units in the sewers, they must roll-off to see They may use advance actions, and remain hidden as long as they
who deploys first, and then alternate in placing them. 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 can’t
During the deployment phase, each player may place up to D3
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
BOARDING ACTIONS
BOARDING ACTIONS SCENARIOS HATCHWAYS
When playing Boarding Actions, players must first set up the table Hatchways can be in three states:
to resemble the interior of a battle ship or space station, but
• Open - Units can see and move through.
otherwise the game is set up normally.
• Closed - Units can’t see or move through.
Before starting, divide the table into 12”x12” squares, and then for • Destroyed - Counts as open and can’t be closed.
each full square take D3+4 pieces of wall terrain (about 3” long).
Models may not stand either fully or partly in a Hatchway, and units
Wall terrain counts as Impassable and Blocking terrain, and can’t with multiple models must always have all of their models on
be climbed or moved over in any way. either side of a Hatchway.

The players must roll-off, and then alternate in picking one table Operating Hatchways
square each, and placing walls. Before placing the walls, the player
There are two ways to operate a hatchway:
must roll one die, and on a 1-3 they must select 1 wall to have a
hatchway (about 1” wide), and on a 4-6 they must select 2 walls to • At the beginning of a unit’s activation, it may open or close
have a hatchway instead. Then the player must place all walls fully one hatchway within 1”. If the unit successfully operates the
within their table square, before alternating to the next player. hatchway, it gets -1 to hit rolls until the end of the round.
• At the end of a unit’s activation, it may open or close one
Walls must be placed like this:
hatchway within 1”.
• Each wall must be connected to at least one other wall
If an enemy unit is within 1” of a hatchway that the player is trying
• Walls must be connected either in a straight line, or at a
to operate, it may roll one die, and on a 4+ it blocks the unit from
90° angle from another wall’s end
opening or closing that hatchway.
• Walls may not be placed to form a square or rectangle
that can’t be entered (must have a hatchway to form a Destroying Hatchways
square or rectangle).
All Hatchways count as having Defense 2+ and Tough(3), and may
Once all walls have been placed in all table squares, roll one die for be targeted for all types of attacks as if they were any other unit.
each hatchway. On a 1-3 it starts closed, and on a 4-6 it starts open.
Once a Hatchway is destroyed, it permanently counts as open, and
INTERIOR FIGHTING can’t be closed anymore. If a unit is within 1” of a Hatchway when it
is destroyed, it takes D3 hits with AP(1).
When playing Boarding Actions, the game is lightly modified with
all of these changes: BOARDING ACTIONS GEAR
• Objectives can only be seized if a line can be drawn Before the game begins, each army may provide each of its Heroes
from the objective to the unit without passing with a total of D3 pieces of gear, but it can’t have a total of more
through a wall or closed hatchway. than 3 pieces of gear for every 150pts in the army.
• Units with Ambush or similar rules count as having
Breaching Hammer: The Hero doesn’t get -1 to hit rolls when
the Scout rule instead.
operating a hatchway at the beginning of its activation.
• Units with Flying or similar rules count as having the
Strider rule instead. Demolition Charge: Once per game, at the end of the Hero’s
• Weapons with Indirect or similar rules count as activation, it may destroy one Hatchway within 3”.
ignoring cover instead. Hatch Lock: Once per game, at the end of the Hero’s activation, it
may place a lock on one closed Hatchway within 1”. Enemy units
must roll one die when trying to open a locked Hatchway, on a 5+
the lock is removed and it is opened, else it remains closed.

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


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

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


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

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

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

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

Turn Order: During the first round, turn order goes from the player The Armies: When preparing armies, you must split the amount of
that deployed first to the one that deployed last. Starting from the points that each team is allowed to take between its players. Note
second round, turn order goes from the player that finished that the amount of points that each player is allowed to take within
activating first to the one that finished last. 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.

48
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 mission • 3-4: Seize Ground
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 within 1” (placed by the opponent).

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 declare


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

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


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

49
TOURNAMENT GUIDELINES
INTRODUCTION TOURNAMENT SETUP
There are three parts to these guidelines: Event Structure: Before the tournament starts, the Organizer must
announce the number of points, rounds, time, and breaks will be
• Organizer Guide: Everything you need to set up and run a
used for the tournament.
tournament. This can be skipped by players.
• Player Guide: Everything you need to take part in a Army Structure: Before the tournament starts, the Organizer must
tournament. announce if they want to allow a different army structure, such as
• Extras Guide: Additional content that can be used as decided not following official Force Org., allowing army mixing, as well as if
by the organizer. and which unofficial armies are allowed.

ORGANIZER GUIDE Required Materials: The Organizers are responsible for finding a
venue, as well as providing tables, terrain, and chairs for each
Before starting, the Organizer must decide what type of player. Ideally playmats should be provided to play on, but if none
tournament they want to run: are available, the play area can be marked using tape. Each table
• Casual: For all players no matter their experience level, where must also be marked with a number so that players can easily find
they are encouraged to help each other learn, and the focus is their spot. Organizers must also bring all required documents, such
on fun and friendliness. as game rules, tournament pack, and other relevant materials (like
• Competitive: For players with experience with the rules, pens and paper).
armies, and tournament format, where the focus is on a fair Table Set-Up: Before the tournament starts, the Organizer must
and competitive environment. set up tables with a defined 4’x4’ play area, and enough terrain to
provide an interesting match. Each table should have an equal
PARTICIPANTS
number and variety of terrain pieces, and Organizers must ensure
• Tournament Organizers: The people in charge of planning players understand the intended effects of each terrain piece
and running the event. They must pick one Head Judge, or before the event begins. Players should ideally also have enough
take on that role themselves. space to place all of their minis and other items on the table,
• Head Judge: Events must have one Head Judge, who is an outside the play area. Note that players are not allowed to change
expert on the rules, and has final authority during the the terrain set up before or during the match without prior
tournament regarding rules and conduct (in agreement with approval from the Head Judge.
the Tournament Organizers).
Player Pairings: In the first round, players are randomly paired.
• Judges: Additionally, events may have any number of Judges,
For later rounds, players are matched with others who have the
who must know the rules well and help players with questions
same number of TPs. To pair players, start with the group having
and disputes. If needed, the Head Judge may be called to
the most TPs and pair them in descending order starting with the
make a final ruling.
player that scored most DPs across all rounds. If there’s an odd
• Players: A player is someone who plays the matches in the
number of players, the remaining one is paired with someone from
event, and must bring everything they need to play.
the next highest group. Repeat this process until all players are
• Spectators: Anyone at the tournament who isn’t playing or in paired. If there is an odd number of players in the first round, a
another role. Spectators must not interrupt matches or help random player gets 3 TPs and 0 DPs for that round. In later rounds,
players. If they see a rule violation, they may inform a Judge if there is an odd number of players, the lowest ranked player gets
without disturbing the match. 3 TPs and 0 DPs for that round (in case of a tie, randomly pick one
Note that Organizers and Judges may play in a tournament they’re of them).
in charge of, but only if there’s other Organizers or Judges present.

50
TOURNAMENT GUIDELINES
TERRAIN GUIDELINES CONDUCT GUIDELINES
Terrain Types: When preparing tournament tables, there are two Players must act maturely, follow the rules, and be respectful. This
types of terrain used: includes avoiding stalling, damaging items, cheating, or being
disrespectful to their opponents. Collusion to manipulate scores is
• Scatter Terrain: Small pieces of scatter terrain, like barrels,
strictly forbidden, and intentionally damaging other players’ items
boxes, barricades, etc. should be somewhere between 1”x1”
may result in removal from the tournament. The Tournament
and 3”x3” in size.
Organizer and Head Judge may remove players for unsporting
• Large Terrain: Large terrain features, like buildings, forests,
behaviour at any time, without discussion.
lakes, etc. should be somewhere between 4”x4” and 8”x8” in
size, but can be as large as 12”x12”. Removing Players: If a player wishes to stop playing, they may
notify the Organizer, who will remove them from future rounds.
Terrain Placement: Tables should have enough terrain to fully Players who don't show up on time or can't continue will also be
cover at least 25% of the table. Large terrain should have gaps of at removed. Players may ask to rejoin, but they'll receive an unpaired
least 3” between other pieces to allow units to move through with loss for missed rounds. Disqualified players are removed and
ease. Terrain should be varied and of different heights, following cannot rejoin under any circumstances.
these guidelines for terrain types:
TOURNAMENT MATERIALS
• At least 50% should block line of sight
Players must bring everything they need to play, including their
• At least 33% should provide cover
army, tokens, dice, and ruler. Players must also bring a valid army
• At least 33% should be difficult terrain
list, ideally with at least two physical copies of it (for themselves
• At least 2 pieces should be dangerous
and their opponent). Army lists must use only official OPR armies,
must follow Force Org. rules, and mixing factions is not allowed. All
CHESS CLOCKS (optional)
minis and upgrades must be clearly identifiable and have a
The Organizers may choose to use chess clocks for the tournament, corresponding entry in the army list.
and they must either provide the clocks, or make sure that every
Lost & Damaged Items: If a player loses or damages an essential
participant has a device that can be used as a timer.
item, they must try to find a replacement. If this happens at the
To play with chess clocks, during match preparation, the players start or during a match, they should notify a Judge, who will give
must set the clocks based on the agreed time limit. Whenever it’s a them extra time to find a replacement. If they can't, they must
player’s turn to do something (like deploying a unit or taking an concede the match. If they don't find a replacement by the next
action), they must start their clock, do the thing, and then stop the match, they are removed from the tournament. In case of damaged
clock, and then their opponent starts their clock and does the minis, the mini is allowed as long as it doesn't affect gameplay, but
same. if it does, then it must be fixed or replaced. In case of damaged
dice, rulers, or tokens, the player may ask to share items with their
Both clocks are only stopped when there is something that both
opponent instead.
players must do together (like checking who captured objectives,
or removing tokens at the end of a round). If there are any disputes, PREPARING A MATCH
both players must stop their clock until the dispute has been
resolved. If a player runs out of time, the match ends, and that Before starting each tournament match, players must follow these
player loses. steps:

1. Prepare Materials: Players set up minis, tokens, dice, and


PLAYER GUIDE
rulers.
We recommend that tournaments should use 300pts army lists and 2. Army Lists: Players share army lists and identify minis and
that they are played over 4 rounds of 60min matches, with a 15min upgrades.
break after round 1 and 3, and a longer 60min break after round 2. 3. Terrain Effects: Players ensure they all understand the effects
of terrain pieces.
Note that Organizers may use their own structure, with a different
4. Scenario Setup: Players follow the setup instructions of the
number of points, rounds, time, and breaks. This will be announced
scenario.
to players before the event.
5. Deployment Roll: Players roll-off, and the winner picks their
deployment zone.

Once these steps are complete, players wait for the Tournament
Organizer to announce the start of the match.

The timer is started once all players are seated and ready, and
everyone may then start playing the game. If the match isn’t
finished when time runs out, the current activation and game
round immediately ends, and the game ends there.

51
TOURNAMENT GUIDELINES
GAME GUIDELINES EXTRAS GUIDE (optional)
All participants must be respectful during the tournament. If All of the following content is optional, and to be used at the
players can’t settle a dispute, they must call a Judge to make a Organizers’ discretion. Before the tournament starts, the Organizer
decision, which is final. If a player finds the ruling of the Judge to must announce any extras that will be used.
be incorrect, they must inform them between rounds, so they can
make the correct call in the future. MIXED ARMIES

Margin of Error: Minis may be accidentally pushed or moved Players may bring units from up to two factions in the same list, but
during the game, and whilst small errors are allowed to keep the must select one of them as their primary faction. Mixed armies
game moving, players should not abuse this. Players should always must consist of at least 60% worth of units of their primary faction,
try to be as accurate as possible, and check with their opponent and heroes from either faction list may only join other units from
when adjusting the position of miniatures. their own faction.

Missed Opportunities: If a player forgets to take an action or use SIDEBOARD LISTS


an ability, they can’t do it later without their opponent’s consent,
Force Lists: Before the tournament, all players must submit one
and once dice are rolled there is no going back. Players should act
main force list made of at least 70% worth of units of the total
fairly and not purposefully try to cause their opponent to miss an
game size, plus up to three other lists made of up to 30% worth of
opportunity, and should remind them of a potential missed
units of the total game size as sideboard lists.
opportunity before it’s gone.
Composition: All sideboard lists must be created in such a way
Hidden Information: If a rule requires a player to have hidden
that once combined with the main list, the combined list follows
information, they must note it down on a hidden piece of paper,
regular composition rules.
and must show it to their opponent once the information should be
revealed. Using Sideboard Lists: Before the game, after seeing each other’s
main force lists and sideboard force lists, players must pick one of
GAME END & SCORING their sideboard lists in secret, and add it to their main force list.
The winning player in each round must report the match results to Then both players reveal their final force list simultaneously to
the scorekeeper, including who won and who lost. If there's a each other.
mistake in the report, players must contact the Tournament
FORTUNE POINTS
Organizer or Head Judge to correct it before the next round begins.
If the error isn't fixed by then, it stands, and the tournament Getting Fortune Points: At the beginning of each round, each
continues as is. player gets fortune points based on the game size:

Tournament Points: At the end of each match the winner gets 3 • Up to 300pts = 2 points
TPs. • Over 300pts = 1 point

Tie Breakers: In case of a tie, if only one player is left with no units Fortune points persist between rounds, but players can’t ever have
or only shaken units on the board, then that player loses and the more than 3 points at any time during the game.
other wins. Else, both players score 1 TP.
Using Fortune Points: Once per roll, after rolling, players may
Destruction Points: Additionally, each player gets as many DPs as spend 1 fortune point to add +1 or -1 to the result of all dice in a
the total point cost of all enemy units that were fully destroyed or single roll for their own unit, but may only spend fortune points on
shaken at the end of the match. 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
Winning the Tournament: After the last round of matches the
additional rolls from special rules count as different rolls.
player with most TPs wins. In case of a tie, the player that scored
most DPs across all matches wins. If still tied, then all tied players
win.

52
TOURNAMENT GUIDELINES
LINE OF SIGHT RULES HYBRID TRUE LINE OF SIGHT
The following rules always apply, regardless of which line of sight Before the game begins, all models are applied a size class, based
method is used: on their Tough:

• Models can always see in all directions, regardless of the • Small - No Tough and Tough(3) heroes
miniature’s facing. • Medium - Tough(3) and Tough(6) heroes
• Models always have line of sight to themselves, and may • Large - Tough(6) to Tough(12)
target themselves. • Huge - Tough(15) to Tough(21)
• Models can’t see through solid obstacles, including the • Titanic - Tough(24) or higher
perimeter of other units (friendly or enemy).
To determine line of sight, simply get down to the eye level of the
• Models can always see through friendly models from their own
miniature, and check if it can see the target. If the target is visible,
unit.
then the model has line of sight.
Note that players may agree to ignore unusual features (like
The miniature can’t draw line of sight through other units, with
decorative banners or flame effects) for line of sight.
these exceptions:
TOP -DOWN LINE OF SIGHT • Models may draw line of sight through units of smaller size
Before the game begins, players must assign a height value to all class.
units and terrain. Generally, height can be defined as a value of • Models may draw line of sight through units of equal or lower
X+1, where X is the actual height of the physical object (miniatures, size class, if the target is of greater size class than the unit in
terrain, etc.). the way.
• Models on elevation may draw line of sight through units that
Example: A 1” model counts as being height 2, and a 2” building are at a lower elevation than them.
counts as being height 3.
VOLUMETRIC LINE OF SIGHT
Here are some pre-set heights you can use to speed up
preparation: Before the game begins, players must assign a height value in
inches to all units. Each model occupies a volume of space of that
• Height 1 - Swarms
height above its base, determined by its base size. Generally,
• Height 2 - Infantry, Artillery
height can be defined based on the typical size of miniatures
• Height 3 - Large Infantry, Cavalry, Chariots
mounted on those base sizes.
• Height 4 - Large Cavalry, Monsters, Vehicles
• Height 5 - Large Monsters, Giants For models without a base, measure their actual height and define
• Height 6 - Titans an area around their centre as being their base size for determining
how large their volume is.
When standing on top of terrain, units add its height to their own,
and the total counts as their new height value. Here are some pre-set heights you can use to speed up
preparation:
Example: A height 2 infantry model standing on a height 3 building
counts as being height 5. • 25mm Base - Height 1”
• 32mm Base - Height 1.25”
To determine line of sight, simply draw a straight line from any
• 40mm Base - Height 1.5”
point of the model’s base to any point of the target’s base. If the
• 50mm Base - Height 2”
line doesn’t pass through any obstacles or units of same height or
• 60mm Base - Height 3”
higher than both models, then the model has line of sight.
• 100mm Base - Height 4”
When using this method, we recommend counting all models and
To determine line of sight, simply draw a straight line from any
terrain pieces of the same type as being the same height, to avoid
point of the model’s volume to any point of the target model’s
having to constantly measure heights.
volume. If the line doesn’t pass through any obstacles or unit
volumes, then the model has line of sight.

When using this method, we recommend building simple paper


cylinders with the volume of each base size before playing, which
can be used during the game in place of models to determine line
of sight.

53
SOLO & CO -OP RULES
GENERAL PRINCIPLES DECISION TREE - HYBRID
Solo & Co-Op Rules: These rules give players a way to play solo or 1. Are there any valid objectives not under the AI’s control?
co-op against AI armies.
• Yes - Go to step 2
Multiple Choices: Whenever there are different choices that seem • No - Go to step 5
to be equally correct, roll a die to randomly determine which one is
2. Are there any enemies in the way?
going to be the chosen one.
• Yes - Charge enemy if possible, else Advance toward objective
PREPARATION and shoot if possible, else Rush toward objective
The Armies: To ensure that playing against the AI is fair, we • No - Go to step 3
recommend creating a set of 3-6 balanced army lists, and then 3. Is the objective in Rush range but not in Advance range?
randomly determining which will be used by the AI and which will
be used by the players. • Yes - Rush toward objective
• No - Go to step 4
Objectives Set Up: When setting up objectives first divide the area
of the table where you are allowed to place objectives into 4 equal 4. If you Advance will any enemies be in shooting range?
squares. When it is the AI’s turn to place an objective first roll for a • Yes - Advance toward objective and shoot if possible
random square, and then place the objective in the center of the • No - Rush toward objective
square. If that’s not possible roll for another random square and
move the objective toward it just enough to be in a valid position, 5. Are any enemies in Charge range?
whilst following the mission’s objective set up rules. • Yes - Charge enemy
AI Deployment: When deploying armies, the players must deploy • No - Go to step 6
their entire armies in a random deployment zone first. Then AI 6. If you Advance will any enemies be in shooting range?
units are randomly divided into 3 groups of equal size (as far as
• Yes - Advance toward enemy and shoot if possible
possible). To deploy, divide the table into 2 sections along the AI’s
• No - Rush toward enemy
deployment zone table edge, and number them 1 and 2. For each
group roll a die to determine which section its units deploy in DECISION TREE - SHOOTING
(where 1-3 = section 1, and 4-6 = section 2), re-rolling if all groups
would deploy in the same section. Then deploy one random unit at 1. Are there any valid objectives not under the AI’s control?
a time in its section, as close as possible to the nearest objective, • Yes - Go to step 2
and outside of difficult and dangerous terrain (unless the unit has
• No - Go to step 3
either strider or flying).
2. If you Advance will any enemies be in shooting range?
Challenge Bonus: Optionally players may give the AI a bonus as a
challenge. If at the beginning of a round the AI is holding as many • Yes - Advance toward objective and shoot if possible
objectives as the players, then all its units get +1 to hit rolls until • No - Rush toward objective
the end of the round, and if it’s holding less objectives, then its 3. If you Advance will any enemies be in shooting range?
units get +1 to defense rolls on top of that.
• Yes - Advance toward enemy and shoot if possible
AI DECISION TREES • No - Rush toward enemy

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

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

3. Are any enemies in Charge range?

• Yes - Charge enemy


• No - Rush toward enemy

54
SOLO & CO -OP RULES
BASIC CONCEPTS SPECIAL RULES
Activation Order: Before starting, divide the table into 2 different Army Special Rules: AI units must always use army special rules as
sections along the AI’s deployment zone edge, and number them 1 soon as they are activated, targeting the nearest unit that makes
and 2. When it’s the AI’s turn to activate a unit, first roll a die to see sense.
which section it will activate a unit in (where 1-3 = section 1, and 4-
Ambush: AI units with Ambush must always be kept in reserve, and
6 = section 2). If there are no eligible units in that section, move
must always deploy following the AI deployment rules at the start
onto the next section with an eligible unit, going clockwise. Then
of the second round.
roll a die to randomly determine which unit from that section is
activated next. AP: AI units with AP weapons always target enemies with the best
defensive value first.
Shaken Units: Shaken AI units only activate after all non-shaken AI
units have activated, and always stay idle to stop being Shaken. Caster: AI units always cast spells after moving (before attacking),
Enemies in the way: When the AI units activate, draw a path selecting a random spell by rolling D3+X, where X is their caster
between them and their objective. Enemy units within 6” of the level. If there is no valid target for that spell, or they don’t have
path count as being in the way (even if they are in the opposite enough tokens to cast it, they must cycle through the list until
direction of the objective). there is a valid spell, or else don’t cast anything.

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

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.

55
CAMPAIGN RULES
CAMPAIGN TYPES 1. MISSION SETUP
Campaign Length: Campaigns are played with two or more The Strike Teams: There are no point limits in campaign games,
players, and you must pick one of these campaign types: however no strike team may bring over 50pts worth of units more
than the strike team with the lowest point value. Note that players
• Game-Limited: Play D6+4 missions, and after the last
don’t have to bring all units from their strike team when playing a
match the player with most VP is the winner.
mission.
• Point-Limited: The campaign ends when one player has
earned D6+4 VP after a match, who is the winner. Underdog Bonus: Any strike team that has a point value lower
• Time-Limited: The campaign ends after D6+4 weeks, and than at least one other gets an underdog bonus. You get 1
the player with most VP at the end is the winner. underdog point for every 10pts difference between your strike
• Endless: The campaign never ends, but instead players team and the one with the highest value. Each underdog point can
keep track of how many VPs they earned on an ongoing be spent to modify all dice in a friendly or enemy roll by +1 or -1,
campaign leaderboard. but only one point can be spent per roll.

Parallel Play: Usually all strike teams should participate in every Special Objectives: In addition to the mission objectives, players
match, but if you want you can allow strike teams to play matches may earn a bonus of 10pts by completing special objectives. Roll
in parallel. If you do, then each strike team’s VP must be divided by one die each to see which objective you get:
the amount of matches they play, to get their final VP score.
Result Objective
Late Joiners: If you want you can allow players to join the 1 Mastery - One friendly unit in each table quarter at
campaign whilst it’s already ongoing. If you do, then they start with the end.
a regular strike team, and you must count VP as in parallel play. 2 Honor - No enemy units in own deployment zone at
the end.
PREPARATION 3 Casting - At least one attempt to cast a spell per
round.
The Strike Teams: Before the first mission each player receives 4 Recovery - First player to stop a unit from being
200pts to spend on their strike team. Players may save up to 40pts Shaken.
to be spent later, and they may only buy one unit with the Hero 5 Rage - First player to knock out an enemy unit.
6 Destruction - Most expensive enemy unit knocked
rule.
out.
The Strike Team Sheet: Each strike team and unit must be given a
unique name, which you can fill out on the strike team sheet. If you roll an objective which can’t be completed, then you must re-
roll.
Campaign Structure: Campaigns are played with the following
structure: 2. PLAY MISSION
1. Mission Setup Mission Length: Missions are played using the standard rules,
2. Play Mission however if after 4 rounds there is no winner, the game continues
3. Check for Casualties onto the next round until there is one winner.
4. Earn Experience
Conceding: At the beginning of any round players may concede,
5. Upgrade Strike Teams
removing all of their units from the table, which don’t count as
6. Recruit Units
casualties for this mission.
Each step must be followed in this order and once all steps have
Random Events: At the beginning of each round players must roll
been completed you start from the first again.
one die, and on a 5+ a random event happens.

Mission Goals: The winning strike team gets 2 VP and 20pts, whilst
all losing strike teams get 40pts instead.

56
CAMPAIGN RULES
3. CHECK FOR CASUALTIES 4. EARN EXPERIENCE
Casualties: At the end of the game, all units that were Knocked Out Earning XP: Units earn XP in battle for each of the following things:
count as casualties.
• +1 XP: Not a casualty
Regular Units: For every unit that is a casualty roll one die to see • +1 XP: Knocked Out a unit
what happens:
• +2 XP: Knocked Out a hero unit
Result Casualty
Mark earned XP on the strike team sheet in order to see when units
1 Dead - Remove the unit from your strike team sheet
level up.
(losing all its points).
2-5 Recovered - Unit recovers and may be used without Regular Units: When a unit earns 5 XP it becomes 5pts more
penalties.
expensive and you roll one die to see what trait it gets:
6 Natural Talent - Unit recovers and earns +1 XP.
Result Trait
Hero Units: Follow the same rules as above, however on a 1 it 1 Agile - Moves +1” on advance and +2” on rush and
becomes 5pts cheaper and gets an Injury trait, and on a 6 it charge.
becomes 5pts more expensive and gains a Talent trait. Each trait 2 Headstrong - Gets +1 to rolls when taking morale
can only be gained once, so if you roll the same result simply re- tests.
roll. 3 Specialist - Gets +1 to hit rolls in melee or shooting
(pick one).
Result Injury Trait 4 Resilient - Gets +1 to rolls when blocking hits.
1 Dead - Remove the hero from your warband sheet. 5 Elite - May re-roll one die of any kind once per
2 Chest Wound - Gets -1 to rolls when blocking hits. round.
3 Blinded Eye - Gets -1 to rolls when shooting. 6 Fast Learner - May pick any other trait from the list.
4 Arm Injury - Gets -1 to rolls when in melee.
5 Traumatized - Gets -1 to rolls when taking morale Each trait (except for Specialist) can only be gained once, so if you
tests. roll a trait you already have keep re-rolling until you get a new trait
6 Smashed Leg - Moves -1” on advance and -2” on you don’t have yet. Units can’t earn more than 30xp, so they can
rush and charge actions. level up max. 6 times.

Result Talent Trait Hero Units: Follow the same rules as above, but heroes become
1 Natural Talent - The hero recovers and gets +1 XP. 15pts more expensive (instead of only 5pts) when they level up and
2 Motivated - Always passes the first morale test of get skill traits on top of regular traits. The first time a hero levels up
the match. roll one die and pick one skill set:
3 Crazed - Gets +1 attack in melee when charging.
4 Bitter Rivalry - Gets +1 to hit against enemy heroes. Result Skill Set
5 Horrible Scars - Enemy units get -1 to hit when in 1-2 Captain or Support
melee against the hero. 3-4 Fighter or Shooter
6 Toughened - Gets Tough(+1). 5-6 Pathfinder or Healer

No Permadeath: Optionally you can play without units being Every time the hero levels up, including the first time, roll one die to
removed from the warband when they die, but instead they lose all see what skill trait it gets from its skill set. Each trait can only be
XP earned during the match and must sit out the next D3 matches. gained once, so if you roll a trait you already have keep re-rolling
until you get a new trait you don’t have yet. If a hero already has all
3 traits of its skill set, then it may roll on the table again to get a
new second skill set.

57
CAMPAIGN RULES
Captain: The hero shines as a leader and their men follow with 5. UPGRADE STRIKE TEAMS
pride.
Buying Upgrades: Players may buy upgrades for their units as
Result Skill Trait detailed in their strike team page by spending any points they have
1-2 Leader - Friendly units that activate within 6” of the available. When buying upgrades worth less than 0pts, you gain
Hero get +1 to morale tests rolls.
those points instead of spending them.
3-4 Instigator - Friendly units that activate within 6” of
the Hero get +1 to hit when in melee. Selling Upgrades: Players may sell any of their upgrades at half of
5-6 Tactician - Friendly units that activate within 6” of their original price (rounding down to the nearest multiple of 5). If
the Hero get +1 to hit when shooting.
an item is only worth 5pts roll one die, on a 1-3 the item can‘t be
Support: The hero user powerful tools to buff allies and debuff sold, on a 4+ it can be sold for 5pts (you can only try to sell a 5pts
enemies. item once after each mission). When selling upgrades worth less
than 0pts, you must spend their full points cost instead of gaining
Result Skill Trait them.
1-2 Vanguard - Friendly units that activate within 6” of
the Hero get +4” charge range. 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 after
5-6 Mastermind - Enemy units within 6” of the Hero get each mission, and may only have 3 heroes in their strike team at
-1 Defense. once.

Fighter: The hero has perfected close combat techniques beyond Recruiting Regular Units: Players may recruit as many regular
compare. units as they want after each mission. One of the new recruited
units may also start with 5 XP if the player pays +10pts for it.
Result Skill Trait
1-2 Duellist - Enemy units get -1 to hit in melee against Disbanding Units: Any unit may be freely disbanded, losing all of
the hero. its XP and upgrades. There is no benefit to disbanding units, and it
3-4 Fanatic - The hero gets +1 attack when in melee. only serves as a way to remove unwanted units from a strike team.
5-6 Berserker - Enemies get +1 to wound effect rolls Players may also choose to disband their full strike team, losing all
when taking wounds from the hero in melee. units, VP, points, etc. and start a new strike team from scratch.

Shooter: The hero expertly handles all sorts of weapons and


equipment.

Result Skill Trait


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

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


intel.

Result Skill Trait


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

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

Result Skill Trait


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

58
CAMPAIGN RULES
ROLLING FOR RANDOM EVENTS 21 - Unsafe Ladders

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

11 - Slave Worker 23 - Proximity Mine


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

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

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

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

59
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 falls
Place a monster marker in the center of one random table quarter. down.
All units that move within 3“ of it take D3 hits.
42 - Toxic Waste
32 - Zombies!
As stray shots ricochet around they might just hit a toxic waste pipe
Some warriors are always looking for a fight... even in death. above someone‘s head...

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

60
CAMPAIGN RULES
51 - Wandering Doc 61 - Wisdom of the Gods
A wandering doc roams the battlefield, helping the wounded back on Whilst searching the ruins a warrior found an ancient book and is
their feet. blessed by the gods upon opening it.

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

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

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

61
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

62
MISSION CARDS
GENERAL PRINCIPLES BATTLE OF WITS
Mission Cards: These rules were created to give players a dynamic Players compete in completing as many of their own objective
way to play, with shifting mission objectives. cards as they can before the end of the game.

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

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

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


1 VP for each objective that they control.

63
MISSION CARDS
CUSTOM DECK RULES DIRECT CHALLENGE
Preparing Decks: After deployment, each player must put together The players must challenge their opponent to complete specific
a deck of 18 unique cards, chosen from the standard 36 cards. missions.

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

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

Scoring Cards: At the end of each round, players check if they have Special Rules: At the beginning of each round after the first, the
completed at least one condition on any of their cards on the table. player with the highest total score must turn all of their hidden
If they did, then they must score the one worth most victory points, cards face up, and the player with the lowest total score may turn
and discard that card. any of their cards face down. In case of a tie, each player must turn
their cards face up/down until they only have up to one card that is
Discarding Cards: After scoring cards, each player may discard one face down again.
of their remaining cards.
PLANNED GAMBIT
Optional - Mulligans: At the beginning of the first round, after
drawing 5 cards, players may opt to mulligan. The cards are then The players may force their opponent to change their active
shuffled back into the deck, and the player draws a new hand of 4 mission cards.
cards.
Special Rules: At the beginning of each round, after cards have
been placed on the table, each player may select one of their
opponent’s cards, and return it to their hand. The opponent must
then place another one of their cards on the table to replace it.

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 controls 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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