GF - Advanced Rules v3.3.1
GF - Advanced Rules v3.3.1
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 is a miniature wargame set in a war-torn sci-fi          Welcome to Grimdark Future ................................................. 2
future, which is played using 32mm miniatures.
                                                                         Introduction & Contents........................................................ 3
The game mechanics are designed to be easy to learn but hard to
                                                                         Basic Rules ........................................................................... 4
master, bringing engaging sci-fi battles for new and experienced
players alike.                                                                       General Principles ................................................................ 4
     •    Basic Rules - Everything you need to play the game, with                   Game Structure & Movement .............................................. 7
          plenty of diagrams and examples.
                                                                                     Shooting ............................................................................... 8
     •    Advanced Rules - Extra rules that you can use on top of
          the basic rules to spice up the game.                                      Melee ..................................................................................... 9
     •    Total Conversions - Rules that radically modify the base                   Melee Resolution & Morale ................................................ 10
          rules and provide a new experience.
     •    Additional Content - Extra content that is available on                    Terrain ................................................................................ 11
          our website, added here for your convenience.                              Special Rules ...................................................................... 13
We recommend that you start off by playing with just a few               Pre-Made Rule Packs........................................................... 15
advanced rules first, and then gradually add more as you get more
                                                                         Advanced Rules .................................................................. 16
comfortable with them.
                                                                                     Terrain Placement ............................................................. 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                    Deployment Styles ............................................................. 17
radically different experience from the base rules.
                                                                                     Extra Missions..................................................................... 18
                                                                                     Side-Missions...................................................................... 19
OPR (www.onepagerules.com) is the home of many free games                            Extra Actions....................................................................... 20
which are designed to be fast to learn and easy to play.
                                                                                     Solid Buildings ................................................................... 21
This project was made by gamers for gamers and it can only exist
thanks to the support of our awesome community.                                      Random Events .................................................................. 22
If you want to help us in making more awesome content, you can                       Battlefield Conditions ........................................................ 23
support us on Patreon: www.patreon.com/onepagerules                                  Terrain & Objective Effects ................................................ 24
Suppression........................................................................ 28
                                                                     3
When playing a complex game there are going to be occasions                    To play the game you are going to need some six-sided dice, which
where a situation is not covered by the rules, or a rule does not              we will refer to as D6. Depending on how many models you are
seem quite right. When that is the case use common sense and                   playing with, we recommend having at least 10 to 20 dice to keep
personal preference to resolve the situation.                                  things fast.
If you and your opponent cannot agree on how to solve a situation,             Additionally, we recommend having dice of multiple colors so that
use the following method in the interest of time.                              you can combine them for faster rolling. Whenever a unit is using
                                                                               multiple weapons, you can use different colors for each weapon,
Roll one die. On a result of 1-3 player A decides, and on a result of 4-
                                                                               and then roll them all at once.
6 player B decides. This decision then applies for the rest of the
match, and once the game is over you can continue to discuss the               Sometimes the rules will refer to different types of dice, for
finer details of the rules.                                                    example D3, 2D6 and D6+1. There are many types of dice, but the
                                                                               notation remains the same, so just apply the following
                                                                               explanations to all types of weird dice you come across.
This game was written to be played with 32mm scale models in                           •    D3: To use these dice, simply roll a D6 and halve the
mind, which are mounted on round bases. These bases come in                                 result, rounding up.
various sizes, and we recommend that you always mount                                  •    2D6: To use these dice, simply roll two D6 and sum the
miniatures on the bases they come with.                                                     results of both dice.
Here are some rough guidelines for model and base sizes:                               •    D6+1: To use these dice, simply roll a D6 and add 1 to
                                                                                            the result.
•    Infantry: 32mm tall on 20mm/32mm round bases
•    Large Infantry: 50mm tall on 40mm/50mm round bases
•    Bikes: 40mm tall on 60mm oval bases
                                                                               Whenever a rule tells you to re-roll a dice result, simply pick up the
•    Monsters: 70mm tall on 60mm round bases
                                                                               number of dice you have to re-roll, and roll them again. The result
•    Large Walkers: 100mm tall on 120mm oval bases
                                                                               of the second roll is the final result, even if it’s worse than the first.
•    Vehicles: Various sizes and not mounted on a base
                                                                               A die roll may only be re-rolled once, regardless of how many rules
Note that the base size that you use doesn’t matter, as long as you            apply to it.
keep base sizes consistent across all models.
                                                                               Whenever a rule tells you to roll-off, all players involved in the roll-
In the rules, individual miniatures are referred to as models, whilst          off must roll one die, and then compare their results. The player
groups of one or more models are referred to as units.                         with the highest result wins the roll-off, and in the event of a tie the
                                                                               players must re-roll until there is a winner.
This means that when a rule applies to a unit it applies to all
miniatures within that unit, whilst if a rule applies to a model it only
applies to one individual miniature.
                                                                               During the game you will be required to take Quality tests in order
                                                                               to see if a unit 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
what they can do.                                                              Whenever a rule states that a unit must take a Quality test, roll one
                                                                               die. If you score the unit’s Quality value or higher, then it counts as
        •    Name [Size]: The unit name and number of models.
                                                                               a success, else it counts as a fail.
        •    Quality: The score needed for attacks and morale.
        •    Defense: The score needed for defense.                            Example: A model with Quality 4+ must take three Quality tests. The
        •    Equipment: Any weapons and gear the unit has.                     player rolls three dice and scores a 3, a 4 and a 5. This means that the
        •    Special Rules: Any special rules the unit has.                    model gets two successes (the 4 and 5), and one fail (the 3).
        •    Cost: How many points it costs to take this unit.
                                                                           4
Throughout the game there are going to be rules that apply                    When measuring how far a model moves always measure so that
modifiers to your die rolls. These will usually raise or lower the            no part of its base moves further than the total distance.
value of a unit’s roll results by either +1 or -1, but the exact number
may vary.
Example: A model with Quality 4+ must take three Quality tests with a
-1 modifier. The player rolls three dice and scores a 3, 4 and 5, but
because of the modifier the final result is a 2, a 3 and a 4.
All weapons in the game are separated into two categories: ranged
weapons and melee weapons. Ranged weapons have a range value
and can be used for shooting, whilst melee weapons don’t have a
range value and can be used in melee.
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.
Distances are usually measured from a model’s base, however if a              To determine line of sight, simply get down to the eye level of the
model has no base, then all distances are measured from its hull or           miniature, and check if it can see the target. If the target is visible,
torso, depending on the model.                                                then the model has line of sight.
When measuring the distance between two models you always                     Models can always see in all directions, regardless of where the
measure from/to the closest point of their bases.                             miniature is actually facing, always have line of sight to themselves,
                                                                              and may always target themselves (unless stated otherwise).
When measuring the distance between two units you always
                                                                              Models can’t see through solid obstacles, including the perimeter
measure from/to the closest model in each unit.
                                                                              of other units (friendly or enemy), but they can always see through
                                                                              friendly models from their own unit.
                                                                          5
You are going to need a flat 6’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 500pts
the floor, on a bed, or wherever else you have space.
                                                                                 •    Only 1+X copies of the same unit, where X is 1 per 1000pts
Once you have found a space to play, you are going to have to                         (combined units count as one)
place at least 15 pieces of terrain on it, though we recommend                   •    No single unit worth over 35% of total points
using 20 or more to keep things interesting. Whilst it’s always nice             •    Only 1 unit per 200pts
to play with great looking pieces of terrain, you can simply use
                                                                             Example: When playing a 2000pts game, players may bring max. 4
household items such as books or cups as terrain.
                                                                             heroes, max. 3 copies of each unit, no unit worth over 700pts, and
There are no specific rules on how you should place terrain, but we          max. 10 units in total.
have provided some general guidelines in the terrain section of this
book to help you get started.
                                                                             When preparing your army, you may combine two copies of the
                                                                             same multi-model into a single big unit, as long as any upgrades
After the table has been prepared, you and your opponent must set            that are applied to all models are bought for both.
up D3+2 objective markers on the battlefield.
                                                                             Example: A unit of Dynasty Warriors with Rifles cannot be merged
The players roll-off and the winner picks who places the first               with a unit of Dynasty Warriors with Shotguns, because they have
objective marker. Then the players alternate in placing one marker           two different upgrades that are applied to all models in the unit.
each outside of the deployment zones, and over 9” away from
other markers (note that markers can’t be placed in unreachable
position, like impassable terrain).                                          Once the mission has been set up, the players roll-off and the
                                                                             winner must start deploying their army first.
                                                                             The winning player first chooses one long table edge to deploy on
At the end of each round, if a unit is within 3” of a marker whilst no
                                                                             and then places one unit fully within 12” of their table edge.
enemies are, then it counts as being seized.
                                                                             Once they are done, then the opposing player places one unit fully
Markers remain seized even if the unit moves away, but if units
                                                                             within 12” of the opposite table edge.
from both sides contest a marker at the end of a round, then it
becomes neutral again.                                                       Then the players continue alternating in placing one unit each,
                                                                             until all units have been deployed.
After 4 rounds have been played, the game ends, and the player
that controls most markers wins.
Before the game begins, you and your opponent are going to have
to agree on what size of game you want to play.
To put your army together, simply select units and upgrades from
your army’s list, and sum together their total point cost.
There are no limitations as to how many units you can take, as long
as their total point cost doesn’t go over the agreed limit.
                                                                         6
The game is structured into game rounds, player turns and unit                When taking a Charge action, all models in the unit may move by
activations. Here is the breakdown of what these mean:                        up to 12”. Models taking a Charge action may ignore the 1” distance
                                                                              restriction, however since this is a little more complex it will be
        •    Rounds: Each round is made up of multiple turns.
                                                                              explained in detail in the Melee section.
        •    Turns: Each turn is made up of a single activation.
        •    Activations: Each activation is made up of an action.            Note that units may only take a Charge action if their move would
                                                                              bring at least one model into base contact with another model
                                                                              from the target unit. If reaching contact becomes impossible (due
After both players have deployed their armies, the game starts with           to killed models, special rules, etc.), then the unit may complete its
the first round and the player that won the deployment roll-off               movement and then ends its activation.
takes the first turn.
During their turn, the player picks a unit that has not been
                                                                              All models in a unit must always stay within 1” of at least one other
activated yet, and activates it by performing an action.
                                                                              model, and must stay within 9” of all other models (or as close as
Once the action has been taken, their turn ends, and the opposing             possible), forming an uninterrupted chain of models in 1”
player’s turn starts. This continues until all units have activated, at       coherency with each other.
which point the round ends and a new one begins. On each new
                                                                              If a model is not in coherency with its unit at the beginning of its
round the player that finished activating first on the last round gets
                                                                              activation, then you must take an action so that the model gets
to activate first.
                                                                              back into coherency.
After 4 full rounds have been played the game ends, and players
determine who won, by checking if they completed their mission
objectives.
Players must activate one unit that has not been activated yet and
take one action.
Here are all available actions and what they allow a unit to do:
When taking a Hold action, the models in the unit may not move or
turn in any direction.
When taking an Advance action, all models in the unit may move by
up to 6”. 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 not move within 1” of models from other units (friendly
or enemy), unless they are taking a Charge action. Note that
models may never move through other models or units, even if
they are taking a Charge action.
When taking a Rush action, all models in the unit may move by up
to 12”. The same rules about turning, facing and keeping 1”
distance apply to Rush actions.
                                                                          7
When taking a Shooting action, a unit must pick one valid target              Sum the Attack value from the weapons of all models that can
and all models in the unit may shoot at it.                                   shoot at the target to determine how many attacks the unit has in
                                                                              total for this shooting.
If at least one model in the unit has line of sight to an enemy model,
and has a weapon that is within range of that model, then that                Example: A unit of five Dynasty Warriors is shooting at a unit of
enemy is a valid target.                                                      Dwarves. Three Dynasty Warriors with Rifles (Attack 1) are within
                                                                              range and line of sight of the Dwarves, which means the unit has a
                                                                              total of 3 attacks for this shooting.
All models in a unit with line of sight to the target, and that have a
weapon that is within range of it, may fire at it. Note that models
may always ignore friendly models from their own unit when                    After having determined how many attacks the unit has in total,
determining line of sight.                                                    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 three Dynasty Warriors (Quality 4+) are shooting at the
                                                                              Dwarves. They take three Quality tests and roll a 3, a 4 and a 5. This
                                                                              means that they score a total of 2 hits.
                                                                              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 all failed rolls cause one wound each
                                                                              to the target.
                                                                              Example: The unit of Dwarves (Defense 4+) has taken two hits. They
                                                                              roll two dice and get a 3 and a 4. This means that the Dwarves have
                                                                              blocked 1 hit and taken 1 wound.
                                                                              For each wound that the unit has taken, the defending player must
Example: Only the three Dynasty Warriors in the middle can shoot at           remove one model as a casualty.
the Dwarves. The model at the top is in range but has no line of sight,
                                                                              The defending player may remove models from the target in any
whilst the model at the bottom has line of sight but is out of range.
                                                                              order, keeping unit coherency in mind.
Each group may be fired at a different target, however you may fire
only at up to two different targets, and all weapons from the same
group must fire at the same target.
Note that the target for each weapon group must be declared
before rolling, and all weapons are fired simultaneously.
     1.   Determine Attacks
     2.   Roll to Hit
     3.   Roll to Block
     4.   Remove Casualties
                                                                          8
When taking a Charge action, a unit must pick one valid target and           Melee is done in a simple sequence which has to be followed
all models in the unit must charge it.                                       separately for the charging unit and the target unit:
If at least one model in the unit is within charge distance of one                1.   Determine Attacks
model from the target unit, and has a clear path to reach it, then                2.   Roll to Hit
that enemy is a valid target (no line of sight is needed).                        3.   Roll to Block
                                                                                  4.   Remove Casualties
Once all charging models have moved, all models from the target              Example: A unit of five Dynasty Warriors is charging a unit of
unit that are not in base contact with a charging model must move            Dwarves. Three of the Dynasty Warriors armed with CCWs (Attack 1)
by up to 3” to get into base contact with a charging model, or as            are in range of the Dwarves, which means the unit has a total of 3
close as possible, maintaining unit coherency.                               attacks for this melee.
                                                                             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 three Dynasty Warriors (Quality 4+) are striking at the
                                                                             Dwarves in melee. They take three Quality tests and roll a 3, a 4 and a
                                                                             5. This means that they score a total of 2 hits.
                                                                             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 all failed rolls cause one wound each
                                                                             to the target.
                                                                             Example: The unit of Dwarves (Defense 4+) has taken two hits. They
                                                                             roll two dice and get a 3 and a 4. This means that the Dwarves have
                                                                             blocked 1 hit and taken 1 wound.
All models in a unit that are in base contact with an enemy model
from the target unit, or that are within 2” of a model from the target
unit, may attack it.
                                                                             For each wound that the unit has taken, the defending player must
Models may strike with all of their melee weapons, and may only              remove one model as a casualty.
strike at models from the target unit.
                                                                             The defending player may remove models from the target in any
                                                                             order, keeping unit coherency in mind.
                                                                             Once all charging models have attacked, the defending unit may
                                                                             choose to strike back (following the melee sequence again), but
                                                                             doesn’t have to. Note that striking back does not count as its
                                                                             activation, and activated units may strike back.
                                                                             After attacking in melee for the first time during a round, either by
                                                                             charging or by striking back, models only hit on unmodified rolls of
                                                                             6 in melee until the end of that round.
                                                                         9
Once the defender has struck back (or not if they chose not to strike         As units take casualties, they will be pinned by enemy fire or flee
back), you need to determine who won the melee.                               from the battlefield entirely.
Sum the total number of wounds that each unit caused, and                     At the end of an activation in which a unit takes wounds that leave
compare the two. If one unit caused more wounds than the other,               it with half or less of its starting size or tough value (for units with a
then it counts as the winner, and the opposing unit must take a               single model), or whenever it loses a melee combat, then it must
morale test. Note that in melee only the loser takes a morale test,           take a morale test.
regardless of casualties.
                                                                              Note that starting size is counted at the beginning of the game.
If the units are tied for how many wounds they caused, or neither
                                                                              Example: A unit of Dynasty Warriors shoots at a unit of Dwarves that
unit caused any wounds, then the melee is a tie and neither unit
                                                                              started the game with 10 models, and manages to kill 5. Since half of
must take a morale test.
                                                                              the Dwarves were killed, the unit must take a morale test.
This means that if a unit didn’t strike back in melee, then it must
only take a morale test if it suffered at least one wound.
Example: A unit of Dynasty Warriors charges a unit of Dwarves. The            To take a morale test, the affected unit must simply take one
Dynasty Warriors inflict 2 wounds in that melee, whilst the Dwarves           regular Quality test, and see what happens:
only inflict 1 wound. Since the Dynasty Warriors caused more                       •    If the roll is successful, nothing happens.
wounds, the Dwarves have lost and must take a morale test.                         •    If the roll is unsuccessful, the unit is Shaken.
After determining who won the melee and taking morale tests, the              Units that were in melee don’t take morale tests from wounds at
units must make consolidation moves.                                          the end of an activation, but must compare the number of wounds
If one of the two units was destroyed (by removing all models as              each unit caused instead. The unit with the lowest total loses, and
casualties, or by routing due to a failed morale test), then the other        must take a morale test.
unit may move by up to 3”.                                                    Note that units that are destroyed in melee always count as having
If neither of the units was destroyed, then the charging unit must            lost, and their opponent doesn’t have to take a morale test, even if
move back by 1” (if possible), to keep the separation between units           it dealt less wounds.
clear, and show they are not locked in melee.                                 To take a morale test, the affected unit must simply take one
Note that players may agree not to separate units by 1” for                   regular Quality test, and see what happens:
simplicity, as long as they remember that units can still freely                   •    If the roll is successful, nothing happens.
activate, move, shoot, charge, etc. despite being in contact.                      •    If the roll is unsuccessful, and the unit still has over half or
                                                                                        more of its starting size or tough value (for units with a
                                                                                        single model), then the unit is Shaken.
                                                                                   •    If the roll is unsuccessful, and the unit only has half or less
                                                                                        of its starting size or tough value (for units with a single
                                                                                        model), then the unit Routs.
                                                                              Routed units have lost all hope and are taken captive, flee the
                                                                              battle, or are otherwise rendered ineffective.
                                                                         10
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.
Any surface that would stop models from moving through it counts
                                                                               Examples: Woods, Mud, Rivers, etc.
as impassable terrain.
                                                                               Terrain features that hinder a model’s movement, or force them to
Units may not move through impassable terrain, unless they have
                                                                               slow down, count as difficult terrain.
any rules that allow them to ignore it.
                                                                               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
Examples: Walls, Buildings, Rocks, etc.                                        than 6” for that movement.
Any piece of terrain that models can’t see or shoot through counts
as blocking terrain.
                                                                               Examples: Quicksand, Razor Wire, Mine Fields, etc.
Units may not draw line of sight through blocking terrain, unless
                                                                               Terrain features that could harm models, or outright kill them,
they have any rules that allow them to ignore it.
                                                                               count as dangerous 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
                                                                               one automatic wound.
                                                                               Terrain that is over 3” tall, and any gaps that are over 1” wide,
                                                                               count as elevated terrain, and are impassable.
                                                                          11
Whilst there are no specific rules as to how terrain should be                When setting up terrain, you should use at least 10-15 pieces of
placed, here are some guidelines on how to handle terrain to have             terrain, although using more can be more ineresting.
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
                                                                              25% 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.
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 12 pieces of terrain, at least 6 should
     •    Large terrain features, like buildings, forests, lakes, etc.        block line of sight, 4 should provide cover, 4 should be difficult
          should be somewhere between 4”x4” and 8”x8” in size,                terrain, and 2 should be dangerous terrain.
          but can be as large as 12”x12”.                                     Once you have chosen which terrain pieces you are going to use,
For each terrain feature you’ll also have to define some basic rules          you can either have one player set up all of the terrain, or have both
for how it works in the game. Most terrain features will probably             players set up terrain together.
have a single type, but you can combine multiple types together,              To make sure neither player has an advantage, you can roll-off, and
and even add extra conditions to them.                                        then then alternate in placing one terrain piece each, starting with
Here are some guidelines for common terrain types:                            the player that won the roll-off.
     •    Barricades - Cover                                                  There are no specific rules on how you should place terrain, so we
                                                                              recommend trying to set up the table in such a way that it will
     •    Buildings - Impassable + Blocking
                                                                              provide a balanced playing field for everyone involved.
     •    Fields - Difficult + Cover
     •    Forests - Difficult + Cover + Units can see into and out of         Ideally you want to place enough blocking terrain that you can’t
          forests, but not through them                                       draw clear line of sight from edge to edge across the table, as well
     •    Hills - Cover + Difficult when moving up + Units on top             as make sure that there are no gaps bigger than 12” 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 6” 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.
                                                                         12
                                                                                 Counter
Most units have one or more special rules that affect the way they               Strikes first with this weapon when charged, and the charging unit
behave, and that sometimes go against the standard rules.                        gets -1 total Impact rolls per model with Counter.
Whenever you come across one of these situations, the special rule               Example: A model with Impact(3) charges a unit with 1 model that
always takes precedence over the standard rules.                                 has Counter, so it only makes 2 Impact rolls.
Note that effects from multiple instances of the same special rule               Deadly(X)
or spell don’t stack, unless it is a rule with (X) in its name, or unless
                                                                                 Assign each wound to one model, and multiply it by X. Hits from
it is specified otherwise.
                                                                                 Deadly must be resolved first, and these wounds don’t carry over to
                                                                                 other models if the original target is killed.
Aircraft                                                                         Entrenched
Aircraft must be deployed before all other units. Ignores all units              Enemies get -2 to hit when shooting at models with this special rule
and terrain when moving and stopping, can’t seize objectives, and                from over 9” away, as long as the Entrenched model hasn’t moved
can’t be moved in contact with. May only use Advance actions,                    since the beginning of its last activation.
moving in a straight line by 30”-36” without turning. If it moves off-
                                                                                 Fast
table, it ends its activation, and must deploy on any table edge at
the beginning of the next round. Units targeting Aircraft get -12”               Models with this special rule move +2” when using Advance and +4”
range and -1 to hit rolls.                                                       when using Rush/Charge.
Note that Aircraft must make their mandatory move even if Shaken,                Fear(X)
and they don’t physically interact with anything and only ever
move straight without turning because they are assumed to be                     Models with this special rule count as having dealt +X wounds when
flying very quickly far above the battlefield.                                   checking who won melee.
Ambush Fearless
May be set aside before deployment. At the start of any round after              Whenever a unit where most models have this rule fails a morale
the first, may be deployed anywhere over 9” away from enemy                      test, roll one die. On a 4+ it counts as passed instead.
units. If both players have Ambush, roll-off to see who goes first,              Flying
and then alternate deploying units. Units that deploy via Ambush
can’t seize or contest objectives on the round they deploy.                      Models with this special rule may move through obstacles, and
                                                                                 ignore terrain effects when moving.
AP(X)
                                                                                 Furious
Targets get -X to Defense rolls when blocking hits from weapons
with this special rule.                                                          When charging, unmodified rolls of 6 to hit in melee deal one extra
                                                                                 hit (only the original hit counts as a 6 for special rules).
Blast(X)
                                                                                 Example : A Furious model with a weapon with 1 Attack and Rending
Ignores cover, and after resolving other special rules, each hit is              scores one hit on a roll of 6, so it deals two hits, of which only the first
multiplied by X, where X is up to as many hits as models in the                  counts as having AP(4) because of Rending.
target unit.
                                                                                 Hero
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         Heroes with up to Tough(6) may deploy as part of one multi-model
takes a total of 4 hits.                                                         unit without another Hero. The hero may take morale tests on
                                                                                 behalf of the unit, but must use the unit’s Defense until all other
Caster(X)                                                                        models have been killed.
Gets X spell tokens at the start of each round, but can’t hold more              Note that when a Hero joins a unit, they count as part of that unit,
than 6 tokens at once. At any point before attacking, spend as                   so the unit’s size is increased by 1, and even if the hero is the last
many tokens as the spell’s value to try casting one or more spells               model remaining, it takes morale tests as the unit. This also means
(only one try per spell). Roll one die, on 4+ resolve the effect on a            that a hero may never leave its unit or join another one.
target in line of sight. This model and other casters within 18” in
                                                                                 Example: A Hero joins a unit of [5] models, so the unit’s size is [6].
line of sight may spend any number of tokens at the same time
                                                                                 Once all other models have been killed, the Hero must take a morale
before rolling, to give the caster +1/-1 to the roll per token.
                                                                                 test whenever it takes wounds, and if it fails a morale test in melee it
Note that Casters get spell tokens each round even if they are not               will Rout, because it’s a unit with half or less of its starting size.
on the table (waiting to Ambush for example), and that the Caster’s
spells must be picked from their own faction.
                                                                            13
Immobile                                                                    Slow
Models with this special rule may only use Hold actions.                    Models with this special rule move -2” when using Advance, and -4”
                                                                            when using Rush/Charge.
Impact(X)
                                                                            Sniper
Roll X dice when attacking after charging (may not be fatigued), for
each 2+ the target takes one hit.                                           Shoots at Quality 2+, and each model with Sniper may pick any
                                                                            model in the target unit as its individual target, which is resolved as
Indirect                                                                    if it was a unit of 1.
This weapon may target enemies that are not in line of sight, and           Example: A Sniper targets a Hero that has Stealth, and is in a unit
ignores cover from sight obstructions, but gets -1 to hit rolls when        with Regeneration but not Stealth. Since the shooting is resolved as if
shooting after moving.                                                      the target was a unit of 1, the Sniper gets -1 to hit from Stealth, and
Lance                                                                       the target doesn’t get Regeneration.
Weapons with this special rule get AP(+2) when charging. Stealth
Lock-On                                                                     Enemies get -1 to hit rolls when shooting at units where all models
                                                                            have this rule from over 9" away.
Ignores cover and all negative modifiers to hit rolls and range.
                                                                            Strider
Limited
                                                                            May ignore the effects of difficult terrain when moving.
Weapons with this rule may only be used once per game.
                                                                            Tough(X)
Poison
                                                                            This model must take X wounds before being killed. If a model with
This weapon ignores Regeneration, and the target must re-roll               tough joins a unit without it, then it is removed last when the unit
unmodified Defense rolls of 6 when blocking hits.                           takes wounds. Note that you must continue to put wounds on the
Note that a die roll may only be re-rolled once, so if another 6 is         tough model with most wounds in the unit until it is killed, before
rolled after re-rolling Defense, then the hit is blocked.                   starting to put them on the next tough model (heroes must be
                                                                            assigned wounds last).
Regeneration
                                                                            Transport(X)
When taking a wound, roll one die. On a 5+ it is ignored.
                                                                            May transport up to X models or Heroes with up to Tough(6), and
Relentless                                                                  non-Heroes with up to Tough(3) which occupy 3 spaces each.
                                                                            Transports may deploy with units inside, and units may enter/exit
When this model uses a Hold action and shoots, unmodified rolls of
                                                                            by using any move action, but must stay within 6” of it when
6 to hit deal one extra hit (only the original hit counts as a 6 for
                                                                            exiting. When a transport is destroyed, units inside must take a
special rules).
                                                                            dangerous terrain test, are immediately Shaken, and surviving
Note: Check out the examples from the Furious special rule.                 models must be placed within 6” of the transport before removal.
Reliable                                                                    Note that units inside Transports are deployed at the same time as
                                                                            the Transport, and units can’t both embark/disembark as part of
Models attacks at Quality 2+ with this weapon.
                                                                            the same activation. Units inside Transports don’t have line of sight
Note that Reliable only changes the Quality value, so the roll can          to the outside, and units outside don’t have line of sight to them, so
still be modified, Fatigue still applies, etc.                              they can’t shoot, cast spells, and so on. Units may use Charge
                                                                            actions to disembark, and they ignore the 1” move restriction when
Rending                                                                     embarking (only one model needs to reach the Transport for
This weapon ignores Regeneration, and unmodified results of 6 to            everyone to embark).
hit get AP(4).                                                              Example: Regular models and Heroes with Tough(3) or Tough(6)
Scout                                                                       occupy 1 space, Tough(3) models occupy 3 spaces, and models with
                                                                            Tough(6) or higher can’t be transported. This means that a unit of 10
May be set aside before deployment. After all other units finish,           regular models with a Tough(3) Hero occupy 11 spaces in total.
must be deployed and may move by up to 12”, ignoring terrain. If
both players have Scout, roll-off to see who goes first, and then
alternate deploying units.
                                                                       14
The advanced rules were designed to give players the freedom to              Extends the rules with more options for competitive play.
customize their gaming experience however they like, to play the
                                                                             This pack has all of the basics that you need to add more options
version of the game that is perfect for them.
                                                                             for competitive play, without messing with the core balance.
In order to help new players get started with the advanced rules,
                                                                             When playing with this pack, use the following rules:
we have provided pre-made rules packs, which allow you to play a
tailor-made version of the game in no-time.                                       •    Deployment Styles
                                                                                  •    Extra Missions
Before the game, players can agree to use one of the following rules
                                                                                  •    Side-Missions
packs in the game:
                                                                                  •    Terrain Placement
                                                                                  •    Deployment Styles
Extra rules that add more complexity to the game.                                 •    Extra Missions
                                                                                  •    Random Events
This pack was designed as an addition to the extended core pack,
                                                                                  •    Battlefield Conditions
featuring the same extra rules, as well as more tactical options with
                                                                                  •    Terrain & Objective Effects
Side-Missions and Command Points.
                                                                                  •    Brutal Damage
When playing with this pack, use the following rules:
     •    Deployment Styles
     •    Extra Missions
     •    Side-Missions
     •    Extra Actions
     •    Solid Buildings
     •    Command Points
                                                                        15
When preparing the game, you can either pick one of the                         Roll one die to select a random restriction, and then follow the
placement styles below, or select it randomly.                                  same rules as the “Alternating (Free)” placement style:
To select a random placement style, roll one die:                                    1.   No pieces of terrain may be placed within 12” of the
                                                                                          center of the table.
     1.   Random
                                                                                     2.   No pieces of terrain may be placed within 12” of the edge
     2.   Alternating (Free)
                                                                                          of the table.
     3.   Alternating (Restricted)
                                                                                     3.   Place the first piece of terrain at the center of the table.
     4.   Full Table
                                                                                          The rest must be placed more than 12” away from that
     5.   Two Halves
                                                                                          piece of terrain.
     6.   Six Squares
                                                                                     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.
Once you have decided what placement style to use, you may                           5.   Place the first 4 pieces each within 12” of a different table
either pick 15-25 pieces of terrain that you want to play with, or                        corner. The rest can be placed anywhere.
else use the method below to generate terrain.                                       6.   Place the first 4 pieces each in a different table quarter.
To generate balanced terrain follow these steps:                                          The rest can be placed anywhere.
Divide the table into six 2’x2’ sections.                                       Players roll-off, and then alternate in placing one terrain piece each
                                                                                in a random section, starting with the player that won.
For each piece of terrain, roll one die to place it at the center of one
random section, and then move it 2D6” toward the center of                      Terrain pieces must be placed at least 6” away from each other,
another randomly selected section, stopping to be at least 6” away              and if it’s impossible to place them they are removed.
from other pieces of terrain.
                                                                           16
Whilst you can simply pick one deployment style of your choice, it
can be interesting to have it be randomly selected before the game
begins, to keep things fresh.
    1.   Frontline
    2.   Long Haul
    3.   Side Battle
    4.   Encircled
    5.   Spearhead
    6.   Flank Assault
Note that this is the standard deployment from the core rules.
                                                                     17
Whilst you can simply pick one mission of your choice, it can be             After the table has been prepared, the players must set up a total of
interesting to have a mission be randomly selected before the                D3+2 objective markers on the battlefield.
game begins, to keep players on their toes.
                                                                             After 4 rounds have been played the game ends, and the player that
To select a random mission, simply roll one die:                             controls most markers wins.
    1.   Duel                                                                Note that this is the standard mission from the core rules.
    2.   Seize Ground
    3.   Relic Hunt
    4.   Sabotage                                                            After the table has been prepared, the players must set up a total of
    5.   Breakthrough                                                        4 objective markers on the battlefield.
    6.   King of the Hill
                                                                             Divide the non-deployment zone area of the table into 4 equal
                                                                             quarters, and place one marker at the center of each.
                                                                             After 4 rounds have been played the game ends, and the player that
                                                                             controls most markers wins.
                                                                             After the table has been prepared, the players must set up a total of
                                                                             3 objective markers on the battlefield.
                                                                             After 4 rounds have been played the game ends, and the player that
                                                                             controls most markers wins.
                                                                             After the table has been prepared, the players must set up
                                                                             1 objective marker each 12” away from their table edge.
                                                                             Each objective marker belongs to the player that placed it, and if at
                                                                             any point a unit seizes the enemy objective marker, then the
                                                                             marker is destroyed and removed from play.
Since all missions use objectives in order to determine who wins,            After 4 rounds have been played the game ends, and the player that
the following rules are common for all missions:                             managed to destroy the enemy marker whilst keeping their own
                                                                             marker intact wins.
    •    Placing Objectives: The players roll-off, and the winner
         picks who places the first objective marker. Then the
         players alternate in placing one marker each outside of
         the deployment zones, and over 9” away from other                   After the table has been prepared, the players must set up
         objective markers.                                                  1 objective marker each on the battlefield.
    •    Seizing Objectives: At the end of each round, if a unit is          The objective markers must be placed at the center of each player’s
         within 3” of a marker whilst no enemies are, then it                deployment zone, 12” away from the table edge.
         counts as being seized. Markers remain seized even if the
         unit moves away, but if units from both sides contest a             After 4 rounds have been played the game ends, and the player that
         marker at the end of a round, then it becomes neutral.              controls most markers wins.
Note that if you are using the random deployment styles rules, you
must first roll to see which deployment style you will use, then roll
                                                                             After the table has been prepared, the players must set up only
for mission objectives, and only after you roll-off to see who picks
                                                                             1 objective marker on the battlefield.
where to deploy.
                                                                             The objective marker must be placed over 9” away from the
                                                                             deployment zones and the table edges.
                                                                             After 4 rounds have been played the game ends, and the player that
                                                                             controls the marker wins.
                                                                        18
When playing with side-missions, the scoring at the end of the               There are 3 different categories to choose from, each with their
game is done using a Victory Points (VP) system, instead of winning          own twists and strategies:
based on the mission’s conditions.
                                                                                 1.   Combat Mastery
At the end of the game, players earn VPs for completing the main                 2.   Tactical Genius
mission objective, as well as 1 VP for each completed side-mission:              3.   Heroic Intervention
There are 3 different selection methods you can use, each giving
the players a different degree of control:
                                                                        19
Before the game, players can agree to use any or all of the following
extra actions in the game:
     •    Assault
     •    Last Stand
     •    Hunker Down
     •    Defensive Stance
     •    Focused Fire
     •    Heavy Charge
     •    Stealth Move
     •    Covering Fire
     •    Overwatch
When taking an Assault action, pick one enemy unit within the
unit’s charge range as its target. The unit must first shoot at the
target, and then must charge the target, but gets -1 to hit rolls for
both shooting and melee.
Note that units taking Assault actions may not split fire to shoot at
multiple targets, and may not charge any other target if the original
target is destroyed by shooting.                                             When taking a Focused Fire action, the unit takes a Hold action,
                                                                             and gets +1 to hit when shooting at targets within 12”.
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               When taking a Stealth Move action, the unit takes an Advance
rules that require picking a target (ex.: Caster).                           action, but may not shoot, and enemies shooting at it get -1 to their
                                                                             hit rolls until its next activation.
When taking a Hunker Down action, the unit remains idle, and
enemies shooting at it get -2 to hit rolls until its next activation.        When taking a Covering Fire action, the unit takes a Hold action,
Shaken units may take Hunker Down actions to get this bonus as               but when shooting only hits on unmodified rolls of 6. Then, roll one
well as stopping to be Shaken.                                               die per hit, and if you roll at least one 4+, then the target must take
                                                                             a morale test (regardless of casualties). All hits are then discarded
                                                                             as misses.
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.                                             When taking an Overwatch action, the unit remains idle, and until
                                                                             its next activation it may react once to an enemy unit’s activation at
Shaken units may take Defensive Stance actions to get this bonus             any point as it moves or shoots.
as well as stopping to be Shaken.
                                                                             The unit may react to two things:
                                                                        20
The difference is simple:                                                    Optionally, solid buildings may be targeted for all types of attacks
                                                                             as if they were any other unit.
     •    Open buildings have one or more openings which can be
          used to place models inside.                                       All buildings count as having Defense 2+ and a Tough(X) value,
     •    Solid buildings consist of one solid block which cannot be         which you are going to set yourself, however here are some
          opened or reached into.                                            guidelines that you can use:
Usually, solid buildings would be treated as a piece of sight                     •    Wood Buildings: Tough(6)
blocking and impassable terrain, however with these rules your                    •    Brick Buildings: Tough(12)
units will be able to enter and defend them.                                      •    Concrete Buildings: Tough(18)
Since buildings come in different sizes, you have to decide how              Whenever a unit targets an enemy inside of a building with a
many models can be inside by yourself, however here are some                 ranged attack, roll one die for every attack that misses. On a 4+ that
guidelines that you can use:                                                 attack hits the building instead, which is resolved after all regular
                                                                             hits have been resolved.
     •    Small Sheds: 6 models
     •    Medium Houses: 11 models                                           Note that failing to cast a spell targeting a unit inside of a building
     •    Large Fortifications: 21 models                                    does not count as a missed attack.
Units may shoot into and out of any side of a solid building that has
some sort of firing port (doors, windows, etc.), and you may choose
which firing port to shoot from.
                                                                        21
                                                                                 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+3 hits.
triggered every round.                                                           22. The Walking Dead
At the beginning of each round, roll one die. On a 5+ an event is                Place a unit of D6+4 Zombies (Qua 5+, Def 5+, Claws (A3), Slow) in
triggered, and you must roll two dice to determine which one.                    the center of one random table quarter. At the end of each round
First roll a D3, which represents the first number, and then roll a D6,          the zombies must charge or rush the nearest unit.
which represents the second number.                                              23. Crazed Sniper
Example: A player rolls two dice, with the first result being a 2 and the        Place a sniper on the highest piece of terrain with most line of sight
second result being a 1. This would mean that event 21 (psychic                  on the table. Select one random unit, and at the end of each round
anomaly) is chosen.                                                              if it is in line of sight of the sniper it takes D3 hits.
Note that if a random event calls for randomly selecting a unit from             24. Surprise Attack
any army, you must first randomly select an army for the event, and
                                                                                 Select one random unit that is inside a piece of terrain. That unit is
then randomly select a unit to be the target.
                                                                                 immediately Shaken.
11. Monstrous Spawn
                                                                                 25. Grave Miscalculation
Select one random unit, which immediately takes D3+3 automatic
                                                                                 The first time during this round when a unit rolls a 1 to hit for
hits with AP(1).
                                                                                 shooting it takes D3+3 automatic hits with AP(2).
12. Low Supplies
                                                                                 26. Berserker
Select D3 random units, which can‘t shoot any of their weapons
                                                                                 The first time during this round when a unit rolls a 6 to hit in melee
until the end of the mission.
                                                                                 the target takes D3 automatic wounds.
13. Broken Morale
                                                                                 31. Flash Grenades
All units from one random army get -1 to morale tests until the end
                                                                                 Select one random army. Enemy units get -1 in melee when
of the game.
                                                                                 attacking units from that army until the end of the round.
14. Carnivorous Fauna
                                                                                 32. Suppressing Fire
Until the end of the mission whenever a unit enters terrain roll one
                                                                                 Select one random unit, which doubles its shooting attacks during
die, on a 1 it takes a dangerous terrain test.
                                                                                 this round.
15. Toxic Fumes
                                                                                 33. War Shout
Select one random table quarter. All of the units within that table
                                                                                 Select one random unit that is Shaken, which immediately stops
quarter take D3+4 automatic hits.
                                                                                 being Shaken.
16. Rigged to Blow
                                                                                 34. Covered in Blood
Select one random player, who may note down one piece of terrain
                                                                                 Select one random unit. Enemy units within 6“ of it get -1 to morale
in secret. The first unit to enter that terrain takes D3+3 automatic
                                                                                 until the end of the mission.
hits with AP(2).
                                                                                 35. Anti-Grav Boots
                                                                                 Select one random unit, which moves +D3“ on Advance and +2D3“
                                                                                 on Rush or Charge actions until the end of the mission.
                                                                                 Select one random unit, which gets AP(+1) and +1 to hit in melee
                                                                                 until the end of the round.
                                                                            22
                                                                             1. Damnation
Before the game, you can either pick one of the conditions of your           At the beginning of each round, you must select one of your units to
choice, or have it selected randomly.                                        make a sacrifice and take D3 wounds.
First roll a D3 to select a condition type:                                  If you do, nothing happens. If you don’t, then all of your units get -1
     •    1-2 = None                                                         to all of their attack, defense and morale rolls this round.
     •    3-4 = Geological                                                   2. Arcane Power
     •    5-6 = Mysterious
                                                                             All casters get +1 to their spell casting rolls.
Then roll one die, and check which battlefield condition you get,
                                                                             On an unmodified result of 1, something went wrong with the spell,
based on the type that was selected.
                                                                             and the caster takes D3 automatic wounds.
                                                                             3. Inspiration
1. Earthquake                                                                Whenever a unit needs to take a morale test, it gets +1 to its morale
The entire table counts as Dangerous Terrain.                                test roll.
Any piece of terrain that already counted as Dangerous Terrain               4. Deadly Vortex
becomes deadlier, and deals two wounds on a roll of 1.                       Whenever a unit is activated, roll one die, on a 1 it takes D3
2. Heavy Storm                                                               automatic wounds.
Any piece of terrain that already counted as Cover Terrain becomes           Whenever a unit takes a wound, roll one die, on a 6+ it may ignore
more protective, and units get +2 to Defense rolls.                          that wound.
The entire table counts as Difficult Terrain. Whenever a unit is Shaken, it also takes D3 wounds.
Any piece of terrain that already counted as Difficult Terrain               Whenever a unit is Routed as a result of losing in melee, all friendly
becomes harder to move through, and units may not move more                  units within 6” take D3 wounds.
than 4” when crossing it.
4. Smell of Death
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”).
                                                                        23
Players can choose to add extra rules to their terrain features and
objective markers by picking any of the ones they like, or by
generating them randomly.
Whenever a unit enters a piece of terrain for the first time, roll one
die, and the effect lasts the whole game:
     1.   Regular Terrain
     2.   Regular Terrain
     3.   Alien Infestation
     4.   Deadly Spores
     5.   Psychic Vigor
     6.   Barbed Wire
Whenever a unit seizes an objective for the first time, roll one die,
and the effect lasts the whole game:
     1.   Regular Objective
     2.   Regular Objective
     3.   Booby Traps
     4.   Gravity Field
     5.   Defensive Barrier
     6.   Holy Monument
                                                                              1 & 2. Regular Objective
                                                                              Except for its strategic value, there is nothing of note about this
                                                                              mission objective.
1 & 2. Regular Terrain
                                                                              No special objective effects are applied to this objective.
Even after careful inspection, it seems that everything is normal in
this terrain.                                                                 3. Booby Traps
No special terrain effects are applied to this piece of terrain.              The terrain is covered in mines or other improvised explosives, which
                                                                              make life hell for anyone near it.
3. Alien Infestation
                                                                              Units within 3” of this objective always count as being inside
The terrain houses a nest of ferocious beasts, ready to tear anything
                                                                              Dangerous Terrain.
apart that dares approach.
                                                                              4. Gravity Field
Units that activate in or move through this terrain immediately take
D3 automatic wounds.                                                          It’s unclear why, but the gravitational field around this terrain is
                                                                              extremely heavy.
4. Deadly Spores
                                                                              Units within 3” of this objective always count as being inside
A deadly fungus has grown all over this terrain, which suffocates
                                                                              Difficult Terrain.
anyone inside.
                                                                              5. Defensive Barrier
Units that activate in or move through this terrain immediately take
D6 automatic hits.                                                            The terrain is surrounded by an energy bubble, which protects its
                                                                              occupants from projectiles.
5. Psychic Vigor
                                                                              Units shooting at targets within 3” of this objective get -1 to hit.
The terrain has a mysterious psychic aura, which greatly enhances
combat capabilities.                                                          6. Holy Monument
Units inside of this terrain get +1 to hit when shooting.                     Regardless of whoever built it, this majestic monument inspires
                                                                              others to fight harder.
6. Barbed Wire
                                                                              Units within 3” of this objective get +1 to their hit rolls in melee.
Whoever used to hold this terrain, fortified it with heavy defensive
structures all around.
                                                                         24
Fog of War rules are optional rules that add an element of                   Before the game begins, the table must be divided into 3 equal
uncertainty to your games, by affecting how units are deployed and           sections along the long table edges, and each section must be
how game rounds are played.                                                  given a number from 1 to 3
Pick any of the following:                                                   Whenever a player needs to choose which unit to activate, first they
                                                                             must roll a D3, and then they may only activate one of their units
     •    Surprise Engagement
                                                                             that is within that table section.
     •    Ebb & Flow
     •    Shifting Focus                                                     If there are no eligible units in that table section, then they must
     •    Combat Weariness                                                   move on to the next section going from left to right.
     •    Prolonged Battle
                                                                             Starting from the second round on, whenever a player that has
When deploying armies, the players roll-off to see who goes first,           already activated at least half of their units finishes an activation,
and alternate in placing units as usual, however where they place            then they must roll 2D6.
them is randomized.
                                                                             If the result is a 2 or a 12, then they may not activate any more units
First, each player divides their deployment zone into 3 equal                this round, and as soon as their opponent has finished activating at
sections and gives each section a number from 1 to 3.                        least half of their units, then the round ends.
Then, when it’s a player’s turn to deploy a unit, roll a D3 and place
the unit fully within the resulting section.
                                                                             Starting from the end of the 4th round, players must roll one die at
Units that are deployed differently due to special rules (such as            the end of each round to see if the game continues.
Ambush) have to follow the same rules, however the entire
battlefield is divided into 3 equal sections along the long table            Roll one die, and if the roll is successful, then the game continues
edge, instead of only the deployment zones.                                  into the next round:
Then, the players draw a random token from the bag, and the
player whose color was drawn may activate one unit.
                                                                        25
Brutal Damage rules are optional rules that make the game                     Whenever a unit rolls a 1 whilst shooting, some horrible mishap
deadlier by modifying how units are damaged during combat.                    happens that could potentially kill it.
Pick any of the following:                                                    Roll one die, on a 1-3 the unit takes 1 automatic wound, and on a 4-
                                                                              6 nothing happens.
     •    Unit Attrition
     •    Friendly Fire                                                       Note that wounds taken this way don’t trigger morale tests, even if
     •    Horrible Mishaps                                                    they bring the unit down to half or less of its original size or tough.
     •    Critical Hits
     •    System Damage
                                                                              Whenever a unit rolls a 6 whilst shooting, the unit managed to land
                                                                              a critical hit that could be devastating.
Whenever a unit takes one or more wounds, it must take as many
                                                                              Roll one die, on a 1-3 nothing happens, and on a 4-6 the target unit
morale tests as the number of wounds it suffered.
                                                                              takes 1 automatic wound.
For each failed morale test:
                                                                              Note that this wound is in addition to any regular damage, so you
     •    Take 2 additional wounds if in melee                                must still roll to see what happens with the original hit.
     •    Take 1 additional wound otherwise
These wounds can’t be ignored in any way, and they don’t trigger
                                                                              Monsters and vehicles that take hits can take system damage
any additional morale tests.
                                                                              which affect their combat capabilities.
Note that if you want, you can use the unit attrition rules whilst
ignoring the regular morale rules, so units never get Shaken from             Whenever a monster or vehicle takes X wounds, roll 2D6+X and see
shooting or routed.                                                           what effect it has on the unit, depending on the result:
Note that if there are multiple friendly units within 3”, then you            Note that since the army rules don’t specify which units are
must randomly determine which one is hit.                                     monsters or vehicles, you and your opponent are going to have to
                                                                              agree on which units are affected by the system damage rules
                                                                              before the game begins.
                                                                         26
Command Points (CP) are an optional resource that can be added                Eternal Vigilance - 1 CP
to the game, giving players access to critical tactical abilities that
                                                                              Pick a friendly model that just suffered a wound which would kill it
boost their units in battle.
                                                                              and roll one die, on a 4+ that wound is ignored.
When playing with these rules, players get D6+X CP at the start of
                                                                              Lightning Reflexes - 2 CP
the game, where X is 1 CP for every 500pts in their army.
                                                                              Pick one friendly unit that just used a Rush action. That unit counts
At any point during the game, players may then spend their CP in
                                                                              as being in cover next time it is shot at.
order to activate stratagems, with each only being usable once per
unit activation (friendly or enemy).                                          Code of Honor - 3 CP
Note that once CPs have been spent, they can’t be earned again in             Pick one friendly unit that would be Shaken or Routed. If it would
any way, so make sure to use them wisely.                                     be Shaken, it is not. If it would be Routed, then it is Shaken instead.
Players always have access to all abilities from the universal                Heightened Senses - 1 CP
doctrine, as well as those from one other doctrine.
                                                                              Pick one friendly unit that is shooting at an enemy in cover, which
Before the game begins, players must pick one of the following                counts as being in the open instead.
combat doctrines, or roll a D3 to determine it randomly:
                                                                              Closing Fire - 2 CP
     1.   Strategic Doctrine
                                                                              Pick one friendly unit that is being charged. The unit may shoot at
     2.   Defensive Doctrine
                                                                              the charging unit before it moves with -1 to hit rolls, even if it’s not
     3.   Shock Doctrine
                                                                              in range (line of sight is still required).
                                                                              Tactical Retreat - 3 CP
High Command - 1 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.
Add +1 to the result of any single die.
Supreme Command - 2 CP
Seize Initiative - 2 CP                                                       Pick one friendly unit that is about to use a Rush or Charge action,
                                                                              and it may add +2” to its movement.
When it’s the enemy turn to activate a unit, you may activate one of
your units instead. The opposing player may spend 2 CP in order to            Killing Blow - 2 CP
stop this ability from having any effect.
                                                                              Pick one friendly unit that is fighting in melee. Any friendly model
Total Shutdown - 2 CP                                                         that is killed during this melee may strike one more time with one
                                                                              of its weapons before it is removed.
At the end of the round, pick one objective marker under your
control that is about to be seized by your opponent, which                    Ferocious Attack - 3 CP
becomes neutral instead. The opposing player may spend 2 CP in
                                                                              Pick one friendly unit that just finished fighting in melee, and it may
order to stop this ability from having any effect.
                                                                              immediately fight the same unit again as if it charged, ignoring
Delayed Deployment - 2 CP                                                     penalties from fighting in melee more than once.
During the deployment phase, when it’s your turn to place a unit,
you may pass the turn to your opponent. The opposing player may
spend 2 CP in order to stop this ability from having any effect.
Hidden Deployment - 3 CP
                                                                         27
Suppression rules are optional rules that change how units behave               When a unit that has suppression markers is activated, it must take
once they start taking fire.                                                    as many morale tests as markers on it, without the -1 morale test
                                                                                penalty for suppression.
Units get 1 suppression marker whenever one of the following
things happens during the game:                                                 For each success you may remove one marker from the unit, and
                                                                                once you are done you may activate it normally.
     •    Whenever they take one or more hits from shooting or
          spells, but not from melee.
     •    Whenever they survive a melee combat, even if they were
          the winners.                                                          Units with suppression markers may use a Rally action by staying
     •    Whenever a friendly unit within 6” is destroyed or routs              idle during their activation, which removes all markers at the end of
          after failing a morale test.                                          the round.
There is no limit to how many suppression markers a unit can take               Note that Shaken units may use Rally actions to remove all
during the game.                                                                suppression markers as well as stop being Shaken.
Whenever a unit takes a suppression marker from shooting or                     The presence of heroes helps allies recover from suppression when
spells that brings it to a total of 3 markers or more, then it must             they are activated.
immediately take a morale test.                                                 Whenever a hero is activated, you may remove 1 suppression
This is just a regular morale test, and if it’s failed, then the unit is        marker from the hero and its unit, and from all other friendly units
Shaken, even if it didn’t take any wounds.                                      within 12” (this doesn’t require any rolls).
                                                                           28
The simplest way to play games with 3-4 players is to have a free-
for-all, where all players can attack each other, and they are all
competing for the same objectives.
When playing the game, follow all of the regular rules, with just a
couple of exceptions as described below.
                                                                                 If you want to play games with 3+ players, then team games are the
                                                                                 best way to go, as there is no limit to the amount of players that
                                                                                 can participate.
                                                                                 When playing the game, follow all of the regular rules, with just a
                                                                                 couple of exceptions as described below.
                                                                                 Forming Teams: Before the game begins, divide the players into
                                                                                 two teams by simply picking who belongs to which team, doing a
                                                                                 draft, rolling for teams randomly, or however else you would like to
                                                                                 pick teams. Note that teams don’t need to have equal amounts of
An alternative version of playing with 3-4 players is to play king of            players, so you can play 2v1, 3v1, etc.
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 Armies: When preparing armies, you must split the amount of
the same objectives.                                                             points that each team is allowed to take between its players. Note
                                                                                 that the amount of points that each player is allowed to take within
When playing the game, follow the free-for-all rules, plus the                   a team doesn’t have to be equal, and players may choose to split
additional rules described below.                                                their points unequally.
The King: Throughout the game, players must keep track of the                    Deployment: When deploying units, players from the same team
total point cost of all units in their army (including units that have           must deploy their units in the same deployment zone, placing a
not been deployed yet), and the player with the highest total                    single unit when it’s their team’s turn to deploy.
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             The Mission: When setting up the mission and when checking who
count as the king.                                                               won, all objective markers and deployment zones are shared
                                                                                 between players of the same team.
Combat Bonus Points: Whenever a player picks one of the king’s
units as the target for an attack, they immediately gain one combat              Turn Order: During the game, the turn order is on a team basis and
bonus point. Once per activation, players may spend one point to                 not on a player basis, so for each team’s turn only one of the
add +1 to the result of all dice in a single roll. Note that combat              players may activate a single unit. Note that each team may either
bonus points may be spent during the same activation in which                    pick which player gets to activate freely, or instead roll to see who
they were earned.                                                                gets to go next randomly.
                                                                            29
Whilst the regular rules allow you to play large games with armies            Whenever a unit wants to move, only measure distances from the
of 3000pts or more, the game can get a little slow when using such            leader, and move it first.
a large amount of units.
                                                                              Once the leader has been moved, you must place all other models
In order to speed the game up, you can follow these rules to play             in the unit around the leader in any way you like, as long as you
epic battles of apocalyptic size, however you can also use these              maintain unit coherency.
rules to speed up regular games if you wish.
                                                                              No distances are measured for any other models except the leader,
                                                                              so you may freely move them to their new position.
Before the game begins, you must clearly define a single model
within each unit to be its leader, and which will remain the unit’s
                                                                              Whenever a unit wants to shoot, only measure line of sight and
leader until the end of the game.
                                                                              distances from the leader model, to the nearest model from the
The leader will be the core of the unit, and is used to measure line          target unit.
of sight, movement distances, etc.
                                                                              If the leader has line of sight, then all weapons that are in range of
Since the leader is essential, it always has to be the last model that        the target from the leader’s position may shoot.
is removed when the unit takes wounds.
                                                                              No line of sight or distances are measured for any other models
                                                                              except the leader, so models can freely shoot as if they were in the
                                                                              leader’s position.
When setting up terrain for the game, all pieces of terrain must be
treated like solid buildings, with clearly defined areas that can be
entered and exited.
                                                                              Whenever a unit wants to charge, only measure distances from the
This means that the only way for units to get cover is by entering a          leader and move it into base contact first.
piece of terrain.
                                                                              Once the leader has been moved, you must place all other models
                                                                              in the unit in base contact with enemy models, or as close as
                                                                              possible in any way you like, as long as you maintain unit
                                                                              coherency. Then all models from the target that are not in base
                                                                              contact may move in the same way.
                                                                         30
The game can also be played on smaller surfaces, that are as small        To select a random mission, simply roll one D3:
as 2’x3’ in size, by adjusting the rules.
                                                                               •    1-2: Duel
When setting up the game, use the deployment styles and mission                •    3-4: Seize Ground
selection from these rules instead of the regular ones.                        •    5-6: Relic Hunt
                                                                          Note that when placing objective markers, you follow all the
                                                                          regular rules, but ignore restrictions on placing markers inside
To select a random deployment style, simply roll one D3:                  deployment zones.
    •    1-2: Frontline
    •    3-4: Long Haul
    •    5-6: Side Battle                                                 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 square instead of a rectangle.
                                                                          After 4 rounds have been played the game ends, and the player that
                                                                          controls most markers wins.
                                                                          After the table has been prepared, the players must set up a total of
                                                                          4 objective markers on the battlefield.
                                                                          Divide the battlefield into 4 equal quarters, and place one marker
                                                                          at the center of each.
                                                                          After 4 rounds have been played the game ends, and the player that
                                                                          controls most markers wins.
                                                                          After the table has been prepared, the players must set up a total of
                                                                          D3 objective markers on the battlefield.
                                                                          After 4 rounds have been played the game ends, and the player that
                                                                          controls most markers wins.
                                                                     31
The game can be played using models of smaller sizes, like 6mm,             Combining Units: When combining two units into one, you can
10mm and 15mm, where multiple small models are mounted                      either put all models on a single large base, or you can use two
together on a single base.                                                  bases that you keep in base contact with each other, and which
                                                                            count as a single large base.
Here are some general guidelines for base sizes that you can use
when playing like this:                                                     Unit Attacks: Since each base represents the entire unit, the attack
                                                                            values of all weapons of models in the unit are summed together,
    •    6mm: 20mm x 10mm
                                                                            and rolled as one. Note that since individual models are never
    •    10mm: 32mm x 25mm
                                                                            removed, the unit doesn’t lose any attack power as it takes
    •    15mm: 50mm x 32mm
                                                                            wounds.
Note that the base size that you use doesn’t matter, as long as you
                                                                            Unit Defense: Since models are not removed individually from
keep base sizes consistent across all models.
                                                                            each base when units take wounds, all units count as having
                                                                            Tough(X), where X is their total number of models. If all models in
                                                                            the unit already have Tough, then X is sum of all Tough values in
The game can also be played using 28mm models placed on a                   the unit. If a model with Tough joins the unit, then you must add its
movement tray, which essentially act just like the single bases used        Tough value to X.
for small-scale models.
                                                                            Deadly Weapons: If a weapon with Deadly deals wounds to a unit,
Here are some general guidelines for movement tray sizes that you           then it may only deal up to as many wounds as the Tough value of
can use, depending on the base sizes:                                       the majority of models in the unit. If the majority of models don’t
    •    25mm: 125mm x 25mm                                                 have Tough, then it only deals 1 wound.
    •    32mm: 160mm x 32mm
    •    40mm: 120mm x 40mm
                                                                            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.
                                                                       32
Referees: The original game rules are kept intentionally vague in            Mission: The tournament organizers may pick any official mission,
some aspects to allow players to adapt them to their own liking.             or come up with missions of their own.
Because of this its best that you have referees in your tournaments
                                                                             Terrain: The terrain is set up by the tournament organizers, and
that decide on how to interpret certain rules and assist players in
                                                                             may not be moved by the players during the game.
resolving any uncertainties that come up.
                                                                             Armies: Before the game begins both players may inspect their
Settling Disputes: If you ever come to a point where a rule
                                                                             opponent’s force lists and ask any questions.
interpretation stops the game in its tracks, simply roll a die to
determine how that rule should be interpreted and move on.                   Match Start: As soon as players roll-off for deployment the match
                                                                             starts. If you are using chess clocks then they must be started now.
                                                                             Match End: The match ends as soon as the mission conditions are
Tournament Length: The tournament is made up of 6 matches,                   met. If you are using chess clocks and a player runs out of time,
with each match lasting a max. of 2 hours, including the game set-           then all of their units count as being destroyed.
up phase.
Force Lists: Before the tournament all players should submit their
force list to the tournament organizers for reference.
                                                                        33
More Precision: If you want to have more precise line of sight rules          When playing with volumetric line of sight, models can see targets
for tournaments, you can play with one of the following methods,              by drawing lines between imaginary volumes, with heights defined
which should avoid disputes:                                                  by their base sizes.
     •    Top-Down Line of Sight                                              Before the game begins, players must assign a height value in
     •    Volumetric Line of Sight                                            inches to all units. Each model occupies a volume of space of that
                                                                              height above its base, determined by its base size. As a guideline,
Note that no matter which method you use, the following rules
                                                                              height can be defined based on the typical size of miniatures that
always apply:
                                                                              are mounted on those base sizes.
•    Models can always see in all directions, regardless of where
                                                                              For models without a base, measure their actual height and define
     the miniature is actually facing.
                                                                              an area around their centre as being their base size for determining
•    Models always have line of sight to themselves, and may target
                                                                              how large their volume is.
     themselves (unless stated otherwise).
•    Models can’t see through solid obstacles, including the                  Here are some pre-set heights you can use to speed up preparation:
     perimeter of other units (friendly or enemy).
                                                                              •   25mm Base - Height 1”
•    Models can always see through friendly models from their own
                                                                              •   32mm Base - Height 1.25”
     unit.
                                                                              •   40mm Base - Height 1.5”
                                                                              •   50mm Base - Height 2”
                                                                              •   60mm Base - Height 3”
When playing with top-down line of sight, models can see targets              •   100mm Base - Height 4”
by drawing lines between their bases, and obstructions block sight
based on their assigned height.                                               To determine line of sight, simply draw a straight line from any
                                                                              point of the model’s volume to any point of the target model’s
Before the game begins, players must assign a height value to all             volume. If the line doesn’t pass through any obstacles or unit
units and terrain. As a guideline, height can be defined as a value of        volumes, then the model has line of sight.
X+1, where X is the actual height of the physical object (miniatures,
terrain, etc.).                                                               When using this method, we recommend building simple paper
                                                                              cylinders with the volume of each base size before playing, which
Example: A 1” model counts as being height 2, and a 2” building               can be used during the game in place of models to determine line
counts as being height 3.                                                     of sight.
The same guidelines apply to models, but you can also use the
following pre-set heights to speed up preparation:
•    Height 1 - Swarms
•    Height 2 - Infantry, Artillery
•    Height 3 - Large Infantry, Cavalry, Chariots
•    Height 4 - Large Cavalry, Monsters, Vehicles
•    Height 5 - Large Monsters, Giants
•    Height 6 - Titans
When standing on top of terrain, units add its height to their own,
and the total counts as their new height value.
                                                                         34
Solo & Co-Op Rules: These rules give players a way to play solo or             1. Are there any valid objectives not under the AI’s control?
co-op against AI armies.
                                                                               •   Yes - Go to step 2
Multiple Choices: Whenever there are different choices that seem               •   No - Go to step 5
to be equally correct, roll a die to randomly determine which one is
                                                                               2. Are there any enemies in the way?
going to be the chosen one.
                                                                               •   Yes - Charge enemy if possible, else Advance toward objective
                                                                                   and shoot if possible, else Rush toward objective
The Armies: To ensure that playing against the AI is fair, we                  •   No - Go to step 3
recommend creating a set of 3-6 balanced army lists, and then                  3. Is the objective in Rush range but not in Advance range?
randomly determining which will be used by the AI and which will
be used by the players.                                                        •   Yes - Rush toward objective
                                                                               •   No - Go to step 4
Objectives Set Up: When setting up objectives first divide the area
of the table where you are allowed to place objectives into 6 equal            4. If you Advance will any enemies be in shooting range?
squares. When it’s the AI’s turn to place an objective first roll for a        •   Yes - Advance toward objective and shoot if possible
random square, and then place the objective in the center of the               •   No - Rush toward objective
square. If that’s not possible roll for another random square and
move the objective toward it just enough to be in a valid position,            5. Are any enemies in Charge range?
whilst following the mission’s objective set up rules.                         •   Yes - Charge enemy
AI Deployment: When deploying armies, the players must deploy                  •   No - Go to step 6
their entire armies in a random deployment zone first. Then AI units           6. If you Advance will any enemies be in shooting range?
are randomly divided into 3 groups of equal size (as far as possible).
                                                                               •   Yes - Advance toward enemy and shoot if possible
To deploy, divide the table into 3 sections along the AI’s
                                                                               •   No - Rush toward enemy
deployment zone table edge, and number them 1, 2 and 3. For each
group roll a D3 to determine which section its units deploy in, re-
rolling if all groups would deploy in the same section. Then deploy
one random unit at a time in its section, as close as possible to the          1. Are there any valid objectives not under the AI’s control?
nearest objective, and outside of difficult and dangerous terrain              •   Yes - Go to step 2
(unless the unit has either strider or flying).
                                                                               •   No - Go to step 3
Challenge Bonus: Optionally players may give the AI a bonus as a
                                                                               2. If you Advance will any enemies be in shooting range?
challenge. If at the beginning of a round the AI is holding as many
objectives as the players, then all its units get +1 to hit rolls until        •   Yes - Advance toward objective and shoot if possible
the end of the round, and if it’s holding less objectives, then its            •   No - Rush toward objective
units get +1 to defense rolls on top of that.                                  3. If you Advance will any enemies be in shooting range?
Hybrid Units: Units that have melee weapons which are better                   1. Are there any valid objectives not under the AI’s control?
than their ranged weapons count as hybrid units.
                                                                               •   Yes - Go to step 2
Shooting Units: Units that have ranged weapons which are better
                                                                               •   No - Go to step 3
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
melee units.                                                                   •   Yes - Charge enemy if possible, else Rush toward objective
                                                                               •   No - Rush toward objective
                                                                          35
Activation Order: Before starting, divide the table into 3 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
2 and 3. When it’s the AI’s turn to activate a unit, first roll a D3 to see        sense.
which section it will activate a unit in. If there are no eligible units
                                                                                   Aircraft: AI units with Aircraft must be deployed on the table edge
in that section, move onto the next section with an eligible unit,
                                                                                   facing the nearest objective, and always follow the rules for
going clockwise. Then roll a die to randomly determine which unit
                                                                                   Shooting AI units. If they move off-table, then they are placed back
from that section is activated next.
                                                                                   on the same spot that they left from, facing the nearest objective.
Shaken Units: Shaken AI units only activate after all non-shaken AI
                                                                                   Ambush: AI units with Ambush must always be kept in reserve, and
units have activated, and always stay idle to stop being Shaken.
                                                                                   must always deploy following the AI deployment rules at the start
Enemies in the way: When the AI units activate, draw a path                        of the second round.
between them and their objective. Enemy units within 6” of the
path count as being in the way (even if they are in the opposite                   AP: AI units with AP weapons always target enemies with the best
direction of the objecive).                                                        defensive value first.
Controlling Objectives: When making AI decisions, objectives                       Caster: AI units always cast spells after moving (before attacking),
count as under the AI’s control if the AI already seized them, or if               selecting a random spell by rolling D3+X, where X is their caster
more non-shaken AI units than enemy units are within 3” of it.                     level. If there is no valid target for that spell, or they don’t have
When AI units move to seize objectives, they must be placed within                 enough tokens to cast it, they must cycle through the list until there
3” of the objective so that they are as close as possible to their next            is a valid spell, or else don’t cast anything.
objective or target.
                                                                                   Counter: AI units with Counter are always activated after all other
Advancing: Shooting and Hybrid AI units that use Advance actions                   friendly non-Counter units in their section have been activated.
to move toward objectives must always do so whilst also trying to
                                                                                   Deadly: AI units with Deadly weapons always target single-model
stay as far from enemy attack range as possible. If they are not
                                                                                   units with Tough first, and units with Tough second, prioritizing
moving toward objectives, they must always try to move away from
                                                                                   those with the lowest total remaining Tough.
the closest enemy unit just enough to still be in range to shoot.
                                                                                   Entrenched: AI units with Entrenched must deploy in the highest
Shooting: AI units always shoot at the nearest valid target,
                                                                                   position with most line of sight of the table as possible regardless
prioritizing units that haven’t activated yet. If the nearest target is
                                                                                   of distance from objectives. If they are in range of enemies, they
in cover but there is another valid target in the open, the AI must
                                                                                   always use Hold and shoot.
prioritize the target in the open.
                                                                                   Flying: AI units with Flying treat difficult and dangerous terrain as
Melee: AI units always charge the nearest valid target, prioritizing
                                                                                   open terrain when choosing where to move next.
units that haven’t activated yet, and they must always strike back
whenever they are charged.                                                         Indirect: AI units with Indirect weapons that are in range of
                                                                                   enemies always use Hold and shoot.
                                                                              36
Campaign Length: Campaigns are played with two or more                       The Armies: There are no point limits in campaign games, however
players, and you must pick one of these campaign types:                      no army may bring over 250pts worth of units more than the army
                                                                             with the lowest point value.
    •    Game-Limited: Play D6+4 missions, and after the last
         match the player with most VP wins.                                 Underdog Bonus: Any army that has a point value lower than at
    •    Point-Limited: The campaign ends when one player has                least one other gets an underdog bonus. You get 1 underdog point
         earned D6+4 VP after a match, who wins.                             for every 50pts difference between your army and the one with the
    •    Time-Limited: The campaign ends after D6+4 weeks, and               highest value. Each underdog point can be spent to modify all dice
         the player with most VP at the end wins.                            in a friendly or enemy roll by +1 or -1, but only one point can be
    •    Endless: The campaign never ends, but instead players               spent per roll.
         keep track of how many VPs they earned on an ongoing
                                                                             Special Objectives: In addition to the mission objectives, players
         campaign leaderboard.
                                                                             may earn a bonus of 75pts by completing special objectives. Roll
Parallel Play: Usually all armies should participate in every match,         one die each to see which objective you get:
but if you want you can allow armies to play matches in parallel. If
                                                                              Result      Objective
you do, then each army‘s VP must be divided by the amount of
                                                                                1         Mastery - One friendly unit in each table quarter at
matches they play, to get their final VP score.                                           the end.
Late Joiners: If you want you can allow players to join the                      2        Honor - No enemy units in own deployment zone at
                                                                                          the end.
campaign whilst it’s already ongoing. If you do, then they start with
                                                                                 3        Casting - At least one attempt to cast a spell per
a regular army, and you must count VP as in parallel play.                                round.
                                                                                 4        Recovery - First player to stop a unit from being
                                                                                          Shaken.
The Armies: Before the first mission each player receives 1000pts                5        Rage - First player to destroy an enemy unit.
                                                                                 6        Destruction - Most expensive enemy unit destroyed.
to spend on their army. Players may save up to 200pts to be spent
later, and they may only buy one unit with the Hero rule.                    If you roll an objective which can’t be completed, then you must re-
The Army Sheet: Each army and unit must be given a unique                    roll.
name, which you can fill out on the army sheet.
                                                                        37
Casualties: At the end of the game, all units that were fully               Earning XP: Units earn XP in battle for each of the following things:
destroyed or routed count as casualties for this mission.
                                                                                 •     +1 XP: Not a casualty
Regular Units: For every unit that is a casualty roll one die to see             •     +1 XP: Killed a unit
what happens:
                                                                                 •     +2 XP: Killed a hero unit
  Result       Casualty                                                          •     +3 XP: Killed a hero and its unit
    1          Dead - Remove the unit from your army sheet.
   2-5         Recovered - Unit recovers and may be used without            Mark earned XP on the army sheet in order to see when units level
               penalties.                                                   up.
     6         Natural Talent - Unit recovers and earns +1 XP.
                                                                            Regular Units: When a unit earns 5 XP it becomes 25pts more
Hero Units: Follow the same rules as above, however on a 1 it               expensive and you roll one die to see what trait it gets:
becomes 5pts cheaper and gets an Injury trait, and on a 6 it                  Result        Trait
becomes 5pts more expensive and gains a Talent trait. Each trait                1           Agile - Moves +1” on advance and +2” on rush and
can only be gained once, so if you roll the same result simply re-                          charge.
roll.                                                                            2          Headstrong - Gets +1 to rolls when taking morale
                                                                                            tests.
  Result       Injury Trait                                                      3          Specialist - Gets +1 to rolls in melee or shooting
    1          Dead - Remove the hero from your army sheet.                                 (pick one).
    2          Chest Wound - Gets -1 to rolls when blocking hits.                4          Resilient - Gets +1 to rolls when blocking hits.
    3          Blinded Eye - Gets -1 to rolls when shooting.                     5          Elite - May re-roll one roll of any kind once per
    4          Arm Injury - Gets -1 to rolls when in melee.                                 game.
    5          Traumatized - Gets -1 to rolls when taking morale                 6          Fast Learner - May pick any other trait from the list.
               tests.
     6         Smashed Leg - Moves -1” on advance and -2” on                Each trait (except for Specialist) can only be gained once, and if you
               rush and charge actions.                                     roll a trait you already have simply re-roll. Units can’t earn more
                                                                            than 30xp, so they can level up max. 6 times.
  Result       Talent Trait
    1          Natural Talent - The hero recovers and gets +1 XP.           Hero Units: Follow the same rules as above, but heroes become
    2          Motivated - Always passes the first morale test of           55pts more expensive (instead of only 25pts) when they level up.
               the match.                                                   The first time a hero levels up 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 army when they die, but instead they lose all XP           see what skill trait it gets from its skill set. Each trait can only be
earned during the match and must sit out the next D3 matches.               gained once, so if you roll a trait you already have simply re-roll. 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.
                                                                       38
Captain: The hero shines as a leader and their men follow with
pride.
                                                                             Buying Upgrades: Players may buy upgrades for their units as
  Result       Skill Trait                                                   detailed in their army page by spending any points they have
   1-2         Leader - Friendly units within 6” of the Hero get +1          available. When buying upgrades worth less than 0pts, you gain
               to morale test 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”
               move +4” when using Charge actions.
    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 army at once.
               -1 Defense.
                                                                             Recruiting Regular Units: Players may recruit as many regular
Fighter: The hero has perfected close combat techniques beyond               units as they want after each mission. One of the new recruited
compare.                                                                     units may also start with 5 XP if the player pays +50pts for it.
  Result       Skill Trait                                                   Disbanding Units: Any unit may be freely disbanded, losing all of
   1-2         Duellist - Enemy units get -1 in melee against the            its XP and upgrades. Players may also choose to disband their full
               hero.                                                         army, losing all units, VP, points, etc. and start a new army from
    3-4        Fanatic - The hero gets +1 attack when in melee.              scratch.
    5-6        Berserker - Enemies get -1 to morale tests when in
               melee with the hero.
Healer: The hero mends and protects allies from terrible injuries
with ease.
                                                                        39
                                                                                 21 - Carnivorous Fauna
When rolling for random events, roll two separate dice one at a                  The local terrain is infested with vicious creatures, always ready to
time, where the first one represents the first number, whilst the                attack.
second one represents the second number, and resolve that event.                 Until the end of the mission whenever a unit enters terrain roll one
Example: A player rolls two dice, with the first result being a 2 and the        die, on a 1 it takes a dangerous terrain test.
rescond result being a 1. This would mean that event 21 is chosen.
                                                                                 22 - Toxic Fumes
                                                                                 Strange fumes start building in the area, choking anyone caught in
                                                                                 them.
If a random event calls for randomly selecting a unit from any
warband you must first randomly select a warband 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+4 automatic hits.
15 - Low Supplies
The army’s supply routes have been cut, leaving some units without
ammo.
Select D3 random units, which can‘t shoot until the end of the
mission.
16 - Combat Fatigue
One of the armies has been fighting for too long and has become
exhausted.
All units from one random army get -1 to morale until the end of
the game.
                                                                            40
31 - Psychic Anomaly                                                           41 - Surprise Attack
A psychic anomaly has formed, casting electric bolts at anyone                 A local militia has ambushed one of the units, trying to steal its gear.
nearby.
                                                                               Select one random unit that is inside a piece of terrain. That unit is
Place an anomaly marker in the center of one random table                      shaken.
quarter. All units that move within 3“ of it take D3+3 hits.
                                                                               42 - Grave Miscalculation
32 - The Walking Dead
                                                                               A stray shot accidentally hits a cache of ammo, causing a massive
The battlefield is covered in corpses ready to rise again from the             explosion.
grave.
                                                                               The first time during this round when a unit rolls a 1 to hit for
Place a unit of D6+4 Zombies (Qua 5+, Def 5+, Claws (A3), Slow) in             shooting it takes D3+3 automatic hits with AP(2).
the center of one random table quarter. At the end of each round
                                                                               43 - Berserker
the zombies must charge or rush the nearest unit.
                                                                               One of the warriors is enraged and cuts the enemy’s heads off clean.
33 - Crazed Sniper
                                                                               The first time during this round when a unit rolls a 6 to hit in melee
A local farmer is sick of the fighting and has taken justice in his own
                                                                               the target takes D3 automatic wounds.
hands.
                                                                               44 - No Mercy
Place a sniper on the highest piece of terrain with most line of sight
on the table. Select one random unit, and at the end of each round             Some warriors are ready to cut down their foes even when they
if it is in line of sight of the sniper it takes D3 hits.                      surrender.
34 - Old Friend                                                                The first time during this round when a unit destroys an enemy unit
                                                                               that was shaken it receives +1 XP.
Out of pure chance an army runs into an old friend that is ready to
lend a hand.                                                                   45 - Weak Spot
Place a Mercenary (Qua 3+, Def 3+, Carbine (18“, A3)) as part of a             If you hit your enemy where it hurts most you can kill even mighty
random unit and that player may control it until the end of the                giants with the smallest projectile.
mission.
                                                                               The first time during this round when a unit with tough rolls a 1 to
35 - Escort Mission                                                            block from shooting or melee it takes +D3 wounds.
A unit was hired by a local warlord to take them through enemy lines.          46 - Countdown
Select one random unit. If it manages to exit the table through an             High command has promised a large bonus if the battle can be
opponent‘s deployment zone it gets D3 * 25pts.                                 ended quickly.
36 - Enemy Intel                                                               If an army manages to win the mission by the end of the round it
                                                                               gets a bonus of 5 XP, which must be split as evenly as possible
A data core filled with enemy intel has been found, which could
                                                                               amongst units.
change the tide of this conflict.
                                                                          41
51 - Hearts & Minds                                                             61 - Ancient Relic
The locals are friendly to our cause, and are ready to take in our              In the midst of fighting a unit found an ancient relic, which provides
wounded.                                                                        the unit with unprecedented wisdom.
Select one random army which may pay 50pts to re-roll results of 1              Select one random unit, which immediately gets D3 * 1 XP.
once per unit when checking for casualties.
                                                                                62 - Abandoned Outpost
52 - Moral Victory
                                                                                Intel from our scouts has revealed an abandoned outpost filled with
An enemy unit has managed to inflict enough casualties to become a              gear, and one of the units decided to inspect it.
priority target for everyone in the army.
                                                                                Select one random army, which may remove one unit that is not
Select one random player, who may note down one enemy unit in                   shaken from play and get D3 * 50pts.
secret. If that unit is destroyed then all units in the army get +1 XP.
                                                                                63 - Alien Cannon
53 - Flash Grenades
                                                                                A unit dug up a mysterious crate whilst setting up defensive
Nothing confuses the enemy more than a blinding light followed by a             positions, revealing a very powerful weapon.
punch.
                                                                                Select one random unit, which gets the Alien Cannon (24“, A3,
Select one random army. Enemy units get -1 in melee when                        AP(D3)).
attacking units from the selected army until the end of the round.
                                                                                64 - Extortion
54 - Suppressing Fire
                                                                                One of the armies has been getting a lot of gifts from the “happy“
Continuous fire is bound to take out even the most resilient of                 locals...
enemies.
                                                                                Select one random army, which immediately gets D3 * 25pts.
Select one random unit, which doubles its shooting attacks during
                                                                                65 - Critical Transmission
this round.
                                                                                A unit randomly caught enemy radio chatter that revealed mission
55 - War Shout
                                                                                critical information on enemy positions.
In desperate times a shout of war can bring warriors back in fighting
                                                                                Select one random army, which immediately gets 1 VP.
spirit.
                                                                                66 - Time Warp
Select one random unit that is shaken, which immediately stops
being shaken.                                                                   A unit that was fleeing the battlefield ran into a psychic anomaly and
                                                                                warped to a different time and dimension.
56 - Covered in Blood
                                                                                Select one random unit that was destroyed and place it in a warp
A unit is covered in blood from all the fighting, terrifying all enemies
                                                                                zone. The warp zone should have an area of 2’x2‘ and 3-5 pieces of
around.
                                                                                terrain, and the unit must be placed within 3“ of one of the zone’s
Select one random unit. Enemy units within 6“ of it get -1 to morale            edges. Then place a Time Beast (Qua 3+, Def 3+, Claws (A6, AP(2)),
until the end of the mission.                                                   Tough(6)) within 3“ of the opposing edge of the warp zone, which is
                                                                                controlled by an opponent. Roll to see who goes first and then play
                                                                                out the fight like a regular battle, until one of the two has been
                                                                                destroyed. If the Time Beast wins then the unit is dead and
                                                                                removed from the army sheet. If the unit wins then it gets +3 XP and
                                                                                scavenges 150pts. The unit may then join its army again at the end
                                                                                of the mission.
                                                                           42
ARMY NAME:                                      VP:
                           43
Mission Cards: These rules were created to give players a dynamic                Players compete in completing as many of their own objective
way to play, with shifting mission objectives.                                   cards as they can before the end of the game.
Print & Play: Print and cut all 36 cards. We recommend inserting                 Personal Decks: Each player gets a personal deck of 36 mission
them all in card sleeves, and you can also insert a regular playing              cards.
card for rigidity.
                                                                                 Generating Missions: At the beginning of each round, players draw
Roll & Play: If you prefer you can also choose not to cut out the                cards from their own deck until they have 3, which are placed face
mission cards, but instead roll two dice to determine a random                   up on the table.
card. To do this roll each die one at a time, where the result of the
                                                                                 Scoring Cards: At the end of each round, players check if they have
first one stands for decimals whilst the result of the second one
                                                                                 completed at least one condition on any of their cards. If they did,
stands for units. Then check the top left number of the cards to see
                                                                                 then they must score the one worth most victory points, and
which one you got. Note that this method can only be used when
                                                                                 discard that card.
playing with fixed decks.
                                                                                 Discarding Cards: After scoring cards, each player may choose to
Example: A player rolls two dice, with the first result being a 2 and the
                                                                                 discard one of their remaining cards.
second result being a 1. This would mean that card 21 (Seize 1) is
rolled.
Fixed Deck Games: Pick one of the following game types to play                   Players compete in completing the same set of objective cards
with the deck of 36 cards:                                                       before the game ends, racing to be the first to complete them.
     •    Battle of Wits                                                         Shared Deck: Both players share a single deck of 36 mission cards.
     •    Total Domination
                                                                                 Generating Missions: At the beginning of each round, draw cards
Custom Deck Games: Pick one of the following game types to play                  from the shared deck until there are 3 in total, which are placed
with customized player decks of 18 cards:                                        face up on the table.
     •    Direct Challenge                                                       Scoring Cards: At the end of each round, players check if they have
     •    Strategic Ruse                                                         completed at least one condition on any of the cards. If they did,
     •    Planned Gambit                                                         then they must score the one worth most victory points, and
     •    Coordinated Recovery                                                   discard that card. In case of a tie neither player scores it.
     •    Logistical Supremacy
                                                                                 Discarding Cards: At the end of each round, the player with the
     •    Tactical Paragons
                                                                                 lowest total score may discard one of the remaining cards.
Victory Conditions: The game ends after 4 rounds, and the player
that scored most victory points wins.
                                                                            44
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.
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.
The players may shuffle discarded missions back into their deck.
                                                                            Special Rules: At the beginning of each round after the first, if one
                                                                            player has seized more objective marker than their opponent, they
                                                                            may draw cards until they have 6 in their hand instead of 5.
                                                                       45
46
47
48
49