QUICKSTART!
The Quickstart is a quick and simplified version of the rules. The Core Rules explain things in more detail, and are the source of truth in the case of any conflict
DA PRE-GAME
Pick a Battlefield card, which will set the size of the game and the layout of the terrain. Follow the instructions on the Battlefield card to pick Mission, Battlefield
Condition and Event Cards.
The Battlefield card will also set a point budget for each player, which they should use to build a Wargang and equip it with Wargear.
Place terrain and Mission Items, then players Roll-off to see who takes the Initiative. The player with the Initiative places the terrain, and the next player chooses
deployment zones. Next, place any Mission Items and Battlefield Conditions according to the instructions on the cards.
Finally, the players place their Models in their deployment zones, taking turns to deploy one Model at a time, starting with the player who holds the Initiative.
PLAYIN’ DA GAME
Modulorka is played in Rounds, where players take alternate Turns to Activate single Models and take up to two Actions, until all Models on the table have been
activated and the Round concludes. The Game ends when a set number of Rounds are completed.
The winner is the player with the most victory points. Victory Points are earned by completing Missions.
The player holding the Initiative takes the first turn and activates a Model. Players then take turns in alternation. Once both players have activated every model, the
round is complete, Initiative moves to the next player and they take the first turn to activate a Model.
ACTIONS
Each Model gets two actions per turn:
Movement Actions, whereby that Model moves over the board.
Shootin’, whereby that Model engages in a ranged attack with an enemy Model.
Clobberin’, whereby that Model engages in a melee attack with an enemy Model.
Ability Actions, whereby a Model uses one of the abilities granted by its datacard, its weapons, or its keywords.
State Actions, whereby a Model uses an action to modify a state (e.g. to de-stun or unpin themselves).
Mission Actions, whereby the Model interacts with the environment or objectives (e.g. picks up an objective).
MOVIN’
Moving: A Model can take a Movement action to move up to 6”. Models may move and turn in any direction regardless of the direction they face. Models can pass
through friendly Models, but cannot pass through enemy Models unless they are stunned.
Any terrain less than 1” in height difference from a Model’s current position is treated as level ground and normal movement rules apply.
Climbing: Terrain with a height difference from the Model of more than 1” requires a climbing action to ascend or descend. This consumes one action and covers the
entire distance necessary to place the Model on a stable surface. After the Model has completed its climb it may move an additional 3”.
Leaping Down: A Model with the ‘On Foot’ keyword can leap off a surface less than 5” high or less without needing a climb action, as part of a normal movement action.
The vertical distance covered is free - though this must be a completely vertical move with no lateral diagonal movement.
Pushing: If a Model is pushed, draw an imaginary line between the source of the push and the Model being pushed. Continue this line behind the Model being pushed,
and move that Model in that direction according to the distance specified.
Falling: If a Model falls or is knocked off an elevated position more than 5” high, it loses two HP (ignoring armor) and is stunned. If a Model is pushed into terrain or into
another Model, then it is stunned. If a Model is pushed into the edge of the Battleground then it is stunned and loses 2 HP.
SHOOTIN’
1/ Range Test: A Model may attempt to shoot any Model within range and line of sight.
2/ Check Cover: Check if the target Model is hidden by terrain or other Model’s from the Shootin’ Model’s perspective. If they're partly hidden, and more than half of the
Model is hidden, then subtract 2 from the aim test. If they’re partly hidden, and less than half of the Model is hidden, then subtract 1 from the aim test.
3/ Aim Test: To see if the attack hits, roll a D6, Take the result, add the attacking Model’s aim score, and apply any modifiers from gear or cover.
If the total is a 6 or greater, the shot hits. If not the attack misses and the attack action ends successfully. A roll of 6 will always count as a success and a roll of will 1
always count as a fail,
Not in Full
Partial
Cover Cover Cover
Aim 1 5+ 6 6
Aim 2 4+ 5+ 6
Aim 3 3+ 4+ 5+
Aim 4 2+ 3+ 4+
Aim 5 2+ 2+ 3+
Aim 6 2+ 2+ 2+
4/ Resolve Damage and Effects: On a successful aim test, apply any effects from abilities, weapons and gear. Take the attacking weapons power score. If the target has
armor, subtract the armor score from this value - though the result of this cannot go lower than 0.
Subtract this value from the target Model’s HP. Mark the Model’s current HP with counter tokens. If the final value is 0 or less, the Model has the ‘Downed’ state applied.
CLOBBERIN’
1/ Range Test: A Model may attempt to Clobba any Model within range and line of sight.
2/ Clobba Test: The attacking player rolls a D6 to determine if the attack hits. Subtract the target’s Clobba score from the attacker’s Clobba score and add this to the
D6 score alongside any other modifiers. If the result is 3 or more, the attack succeeds - however a roll of 6 will always count as a success and a roll of will 1 always
count as a fail,
If the attack is successful you move to the next step to resolve damage and effects, else the attack fails, the action is concluded.
Defender Defender Defender Defender Defender Defender
Clobba 1 Clobba 2 Clobba 3 Clobba 4 Clobba 5 Clobba 6
Attacker
3+ 4+ 5+ 6 6 6
Clobba 1
Attacker
Clobba 2 2+ 3+ 4+ 5+ 6 6
Attacker
Clobba 3 2+ 2+ 3+ 4+ 5+ 6
Attacker
2+ 2+ 2+ 3+ 4+ 5+
Clobba 4
Attacker
2+ 2+ 2+ 2+ 3+ 4+
Clobba 5
Attacker
Clobba 6 2+ 2+ 2+ 2+ 2+ 3+
3/ Resolve Damage and Effects: On a successful Clobba test, apply any effects from abilities, weapons and gear. Check the attacking weapons power score. If the
target has armor, subtract the armor score from this value. Subtract the total from the target Model’s HP. Mark the Model’s current HP with counter tokens. If the final
value is 0 or less, the Model has the ‘Downed’ state applied.
4/ Pin & Counter: If the target Model has already been activated this round, apply the Pin effect to the target Model - but if the target Model has not been activated, the
opposing player can attempt to Counter - at the cost of immediately activating the target Model and ending it’s turn for that round after the Counter.
If they choose to Counter, the defending Model then performs a Clobba attack on the attacking model - if not, or if the Model is unable to, then apply the pin state to
the defending Model.
If a Counter attack is successful, the Model defending the Counter attack has the Pinned effect applied and its turn is immediately concluded, and the Model which
successfully parried may dodge. If the Counter fails, the Model which attempted the Counter has the Pinned effect applied, then move to the next step.
5/ Dodge: After Parries have been resolved, the successful Model may perform a 2” move.
STATES
DOWNED : When a Model reaches zero HP it is automatically Downed. Downed Models are still in play, but are disabled. Place a Model on its side to indicate it is
downed. Downed Models can take only a single action, and that action can only be a movement action of up to 3”.
Enemy Models can attack any downed Model with Clobba attacks, Shootin’ attacks, or Abilities provided they are in range and line of sight. These attacks auto-succeed,
after which the downed Model is then ‘Out’ and removed from play.
Downed Models can be revived by Models with the ‘Leader’ keyword. A Leader can take a Rally action, which will clear the Downed state from all friendly Downed
Models in a 3” radius. Downed Models return to play with 2 HP. Models can be repeatedly Downed and Rallied without limit.
When a Model is Downed or Rallied, its activation status does not change. Downed Models cannot count for objective holding purposes and will drop any Mission items
they have picked up. Any state effects such as ‘Pinned’ or ‘Burning’ are paused whilst the Model is downed, but are restored if the downed state is removed.
STUNNED: A Stunned Model cannot take any actions, save for a De-Stun action. A Stunned Model may take a De-Stun action to remove the Stunned state, which ends
that Model’s turn.
Stunned Models cannot count for objective holding purposes and will drop any Mission items they have picked up.
PINNED: A Pinned Model cannot take any movement actions but are still affected by involuntary moves like Pushes. A Pinned Model may take an Un-Pin action to
remove the Pinned state, which does not end that Model’s turn.
Pinned Models cannot count for objective holding purposes and will drop any Mission items they have picked up.
BURNING: At the beginning of that Model’s activation, reduce it’s HP by one (ignoring armor).
A Model which is Burning may take an Extinguish action to put the fire out, which removes the Burning state and ends that Model’s turn.
If a Model is Burning and successfully hits another Model with a Clobba attack, the hit Model also receives the Burning state.
FLEEING: A Fleeing Model, on activation, will use all remaining actions to directly move to the closest friendly deployment zone. If the deployment zone borders the
edge of the battlefield, the Model will attempt to reach the closest edge. On reaching that edge, they are Out and removed from play. If there is no edge, the Model will
shield itself behind cover, then remain stationary and ends future turns taking no action
If the Fleeing Model approaches is within 2” of a friendly Model with the Leader keyword at any point it immediately stops, the Fleeing state is removed, and its turn is
concluded.
Fleeing Models cannot count for objective holding purposes and will drop any Mission items they have picked up.
FURIOUS: When activated, a Furious Model must:
1. Perform a melee attack on the closest enemy Model in range
2. If no enemy Models are in range of a melee attack, the Model must move towards the closest enemy Model using the most direct path possible
3. If the Model cannot move because of state effects, it will clear those state effects
This cycle repeats until the Model is out of actions. If the Model downs an enemy Model with a Clobba attack the Furious state is removed.
Models in the furious state get +1 towards their Clobba skill, up to a maximum of 6.
BESTIAL: The bestial state is identical to the Furious state, except the state cannot be removed for the duration of the game. Models in the bestial state get +1 towards
their Clobba skill, up to a maximum of 6
PET: ‘Pet’ Models cannot interact with or be counted in objectives and missions
This Model cannot be deployed independently - another Model, which must have the ‘Hero’ or ‘Leader’ keyword, must be designated as this Model’s master. Each
Model may only be the Master of a single Pet.
This Model automatically moves with the Master Model for no action cost, maintaining its relative position. Though this Model can be activated and take actions
independently, if it moves more than 1” away from it’s Master this Model immediately enters a permanent ‘Bestial’ state and the ‘Pet’ state is permanently removed
OVERWATCH: A Model in the ‘Overwatch’ state automatically makes a Shootin attack on an enemy Model at any time in the game if an enemy Model moves within its
line of sight.
The enemy Model must be both within weapon range, out of cover and in the Overwatch Model’s line of sight at any point when it moves. The Shootin attack is rolled
immediately after the enemy Model has concluded the movement action in question and before any other actions it takes. When this attack is concluded, the
Overwatch state is removed.
If a Model in the Overwatch state is successfully attacked or hit with an enemy ability, the Overwatch state is removed
If multiple Models in Overwatch see an enemy Model move, all must take a Shootin action on that Model. If the enemy is Out before all Models can take a Shootin
action, they are still considered to have shot, and their Overwatch state is removed. When this Model is next activated, the Overwatch state is removed
CONCEALED: Models in the ‘Concealed’ state cannot be targeted by abilities or Clobberin’ or Shootin’ attacks when in partial or full cover.
If a Model in the ‘Concealed’ state is attacked, makes an offensive action such as Clobberin’ or Shootin’ attack, or uses an Ability, the concealed state is immediately
removed.
EMBARKED: Models with the ‘On Foot’ keyword may embark inside Models with the ‘Transport’ keyword with an Embark action. Units must be in contact in order to
take an Emark action, and the Embark action ends the Embarking Model’s turn. The Transport Model must have available capacity to Embark new Models.
Embarked Models move with the Transport Model and by default may not use ranged attacks and abilities whilst embarked. By default Embarked Models cannot be
individually targeted by attacks or abilities .Models which are embarked may not interact with Mission Items.
Embarked Models can disembark with a free Action which does not end the Model’s turn. Place Disembarking models outside but in contact with the Transport Model.If
a Transport is destroyed with Models Embarked, each Embarked Model must immediately Disembark.
By default, a Model cannot start the game with Models Embarked.