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onastoolatabench
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© © All Rights Reserved
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1

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

2
Grimdark Future 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

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

• Basic Rules - Everything you need to play the game, with Game Structure & Movement .............................................. 7
plenty of diagrams and examples.
Shooting ............................................................................... 8
• Advanced Rules - Extra rules that you can use on top of
the basic rules to spice up the game. Melee ..................................................................................... 9
• Total Conversions - Rules that radically modify the base 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.
Advanced Terrain ............................................................... 16
Once you feel like you’ve gained a good understanding of the
game, you can then try out the total conversions, which provide a Advanced Deployment Styles ........................................... 21
radically different experience from the base rules.
Advanced Missions ............................................................. 24

Advanced Actions............................................................... 29
OPR (www.onepagerules.com) is the home of many free games Advanced Casting .............................................................. 32
which are designed to be fast to learn and easy to play.
Battlefield Effects ............................................................... 36
This project was made by gamers for gamers and it can only exist
thanks to the support of our awesome community. Random Events .................................................................. 38

If you want to help us in making more awesome content, you can Total Conversions ............................................................... 40
support us on Patreon: www.patreon.com/onepagerules Fog of War ........................................................................... 40

Thank you for playing! Unit Psychology ................................................................. 41

Brutal Damage ................................................................... 42

Command Points ............................................................... 43

Twists & Gambits ............................................................... 45

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

Massive Battles................................................................... 48

Multiplayer Games ............................................................. 49

Kitchen Table Games ......................................................... 50

Small-Scales & Multi-Basing .............................................. 51

Additional Content ............................................................. 52

Tournament Guidelines ..................................................... 52

Created By: Gaetano Ferrara Solo & Co-Op Rules ............................................................ 54

Game Design: Gaetano Ferrara Campaign Rules ................................................................. 56

Mission Cards ..................................................................... 63


Illustrations: Martim Cordovil, Fran Fernandez, Brandon Gillam

OPR Games, Unipessoal LDA


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

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

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

Here are some rough guidelines for model and base sizes:
Whenever a rule tells you to re-roll a dice result, simply pick up the
• Infantry: 32mm tall on 20mm/32mm round bases number of dice you have to re-roll, and roll them again. The result
• Large Infantry: 50mm tall on 40mm/50mm round bases of the second roll is the final result, even if it’s worse than the first.
• Bikes: 40mm tall on 60mm oval bases A die roll may only be re-rolled once, regardless of how many rules
• Monsters: 70mm tall on 60mm round bases apply to it.
• Large Walkers: 100mm tall on 120mm oval bases
• Vehicles: Various sizes and not mounted on a base

Note that the base size that you use doesn’t matter, as long as you Whenever a rule tells you to roll-off, all players involved in the roll-
keep base sizes consistent across all models. off must roll one die, and then compare their results. The player
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.

In the rules, individual miniatures are referred to as models, whilst


groups of one or more models are referred to as units.
During the game you will be required to take Quality tests in order
This means that when a rule applies to a unit it applies to all
to see if a model succeeds at doing various things such as hitting its
miniatures within that unit, whilst if a rule applies to a model it only
targets or passing morale tests.
applies to one individual miniature.
Whenever a rule states that a unit must take a Quality test, roll one
die. If you score the model’s Quality value or higher, then it counts
as a success, else it counts as a fail.
Units come with a variety of statistics that define who they are and
what they can do. Example: A model with Quality 4+ must take three Quality tests. The
player rolls three dice and scores a 3, a 4 and a 5. This means that the
• Name [Size]: The unit name and number of models.
model gets two successes (the 4 and 5), and one fail (the 3).
• Quality: The score needed for attacks and morale.
• Defense: The score needed for defense.
• Equipment: Any weapons and gear the unit has.
• Special Rules: Any special rules the unit has.
• Cost: How many points it costs to take this unit.

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

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


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

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

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

Weapons profiles are represented like this:


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

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


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

5
You are going to need a flat 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
positions, like impassable terrain or spots too tight to get to). 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.

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

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

For a start we recommend playing with armies worth 1000pts each,


and once you have gotten familiar with the game, you can start
playing full matches with 2000pts armies each.

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

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

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


• Turns: Each turn is made up of a single activation.
• Activations: Each activation is made up of an action. When taking a Charge action, all models in the unit may move by
up to 12”, trying to reach base contact with one enemy unit, and
may ignore the 1” distance restriction. Units may only take a
Charge action if at least one model is within charge distance of the
After both players have deployed their armies, the game starts with
target unit (including any additional movement from special rules).
the first round and the player that won the deployment roll-off
takes the first turn. Note that Charge moves don’t have to be in a straight line, and if
being within charge distance becomes impossible (due to killed
During their turn, the player picks a unit that has not been
models, special rules, etc.), then the unit may complete its move in
activated yet, and activates it by performing an action.
any direction and ends its activation.
Once the action has been taken, their turn ends, and the opposing
player’s turn starts. This continues until all units have activated, at
which point the round ends and a new one begins. On each new All models in a unit must always stay within 1” of at least one other
round the player that finished activating first on the last round gets model, and must stay within 9” of all other models (or as close as
to activate first. possible), forming an uninterrupted chain of models in 1”
After 4 rounds have been played the game ends, and players coherency with each other.
determine who won by checking their mission objectives. If a model is not in coherency with its unit at the beginning of its
activation, then you must take an action so that the model gets
back into coherency.
Players must activate one unit that has not been activated yet and
take one of the available actions:

• Hold - Doesn’t move, can shoot.


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

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


referred to as “Move Actions”.

Models may move and turn in any direction regardless of their


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

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

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

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

7
When taking a Shooting action, a unit must pick one valid target 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.

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


each weapon type into its own weapon group.

Each group may be fired at a different target, however you may fire
only at up to two different targets, and all weapons from the same
group must fire at the same target.

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

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


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

Shooting is done in a simple sequence which has to be followed


separately for each weapon group:

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

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


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

Once all charging models have moved, all models from the target Example: A 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. 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 that are within 2” horizontally and 4” vertically of an
enemy model from the target unit, may attack it.

Models must strike with all of their melee weapons, and may only For each wound that the unit has taken, the defending player must
strike at models from the target unit. remove one model as a casualty.

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, units 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 At the end of an activation in which a unit takes wounds that leave
back), you need to determine who won the melee. it with half or less of its starting size or tough value (for units with a
single model), it must take a morale test.
Sum the total number of wounds that each unit caused, and
compare the two. If one unit caused more wounds than the other, Note that starting size is counted at the beginning of the game.
then it counts as the winner, and the opposing unit must take a
Example: A unit of Dynasty Warriors shoots at a unit of Dwarves that
morale test. Note that in melee only the loser takes a morale test,
started the game with 10 models, and manages to kill 5. Since half of
regardless of casualties.
the Dwarves were killed, the unit must take a morale test.
If the units are tied for how many wounds they caused, or neither
unit caused any wounds, then the melee is a tie and neither unit
must take a morale test. To take a morale test, the affected unit must simply take one
This means that if a unit didn’t strike back in melee, then it must regular Quality test, and see what happens:
only take a morale test if it suffered at least one wound. • If the test is passed, nothing happens.
Example: A unit of Dynasty Warriors charges a unit of Dwarves. The • If the test is failed, the unit is Shaken.
Dynasty Warriors inflict 2 wounds in that melee, whilst the Dwarves
only inflict 1 wound. Since the Dynasty Warriors caused more
wounds, the Dwarves have lost and must take a morale test. Units that were in melee don’t take morale tests from wounds at
the end of an activation, but must compare the number of wounds
each unit caused instead. The unit with the lowest total loses, and
After determining who won the melee and taking morale tests, the must take a morale test.
units must make consolidation moves. Note that units that are destroyed in melee always count as having
If one of the two units was destroyed (by removing all models as lost, and their opponent doesn’t have to take a morale test, even if
casualties, or by routing due to a failed morale test), then the other it dealt less wounds, or it previously took wounds that would have
unit may move by up to 3”. otherwise caused a morale test.

If neither of the units was destroyed, then the charging unit must To take a morale test, the affected unit must simply take one
move back by 1” (if possible), to keep the separation between units regular Quality test, and see what happens:
clear, and show they are not locked in melee. • If the test is passed, nothing happens.
Note that players may agree not to separate units by 1” for • If the test is failed, and the unit still has over half or more
simplicity, as long as they remember that units can still freely of its starting size or tough value (for units with a single
activate, move, shoot, charge, etc. despite being in contact. model), then the unit is Shaken.
• If the test is failed, 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.

Shaken units must stay idle, always count as fatigued, always fail
morale tests, and can’t contest or seize objectives.

When activated, Shaken units must spend their activation being


idle and doing nothing, which stops them from being Shaken at the
end of their activation.

Routed units have lost all hope and are taken captive, flee the
battle, or are otherwise rendered ineffective.

Simply remove the entire unit from the game as a casualty.

Example: A unit of 10 Dwarves has lost 5 models in melee and must


take a morale test. The unit takes a morale test and fails, so it routs
(as it only has half as many models left as it started with).

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.

Each piece of terrain may count as having multiple terrain types,


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

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


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

Examples: Grass Fields, Dirt Roads, Streets, etc.


Examples: Woods, Mud, Rivers, etc.
Any surface that is not specifically defined as a type of terrain (like
forests, buildings, rivers, etc.) counts as open terrain. Terrain features that hinder a model’s movement, or force them to
slow down, count as difficult terrain.
Open terrain does not have any special rules, and any rules that
affect terrain do not apply to open terrain. If any model in a unit moves in or through difficult terrain at any
point of its move, then all models in the unit may not move more
than 6” for that movement.
Examples: Mountains, Canyons, Deep Water, etc.

Any surface that would stop models from moving through it, as well
Examples: Quicksand, Razor Wire, Mine Fields, etc.
as gaps over 1” wide, count as impassable terrain.
Terrain features that could harm models, or outright kill them,
Units may not move through impassable terrain, unless they have
count as dangerous terrain.
any rules that allow them to ignore it. Note that units may move
across gaps up to 1” wide as if they were flat ground, but may not If a model moves in or through dangerous terrain, or is activated in
end their move partially overhanging gaps or terrain. it, then it must take a dangerous terrain test.

To take a dangerous terrain test, roll one die (or as many dice as
the model’s Tough value), and if the result is 1, then the unit takes
Examples: Walls, Buildings, Rocks, etc. one automatic wound.
Any piece of terrain that models can’t see or shoot through counts
as blocking terrain.
Examples: Hills, Rooftops, Cliffs, etc.
Units may not draw line of sight through blocking terrain, unless
they have any rules that allow them to ignore it. Terrain features that are over 3” tall count as elevated terrain, and
are impassable, but any terrain piece that is up to 3” tall may be
climbed as part of a unit’s move (units may not end their move
Examples: Forests, Ruins, Sandbags, etc. mid-climb).

Terrain features that models can hide in or behind, or that could Note that short terrain up to 1” tall may be ignored for the
stop projectiles, count as cover terrain. purposes of movement (instead of having to climb up 1” and down
1” to cross it).
If the majority of models in a unit are fully inside a piece of cover
terrain or behind a sight blocker (for multi-model units), or that are
mostly inside cover terrain or behind sight blockers (for single-
model units), they get +1 to Defense rolls when blocking hits from
shooting attacks.

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

11
Whilst there are no specific rules as to how terrain should be When setting up terrain, you should use at least 15-20 pieces of
placed, here are some guidelines on how to handle terrain to have terrain, although using more can be more interesting.
a balanced match.
A simple way to make sure that you’re using enough terrain is to
Here are all the things you should consider: take as many pieces of terrain as you need to fully cover at least
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.

Here are some basic terrain type recommendations:

Whilst there is no limit to the size of terrain that you can use for • At least 50% should block line of sight
your games, we have a few recommendations for you: • At least 33% should provide cover
• At least 33% should be difficult terrain
• Small pieces of scatter terrain, like barrels, boxes, • Each player should pick 1 piece to be dangerous
barricades, etc. should be somewhere between 1”x1” and
3”x3” in size. Example: If you’re playing with 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.

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


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

12
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
May only use Advance actions, moving in a straight line, and adding Enemies get -2 to hit when shooting at models with this special rule
30” to its total move (even if Shaken). Aircraft ignore all units and from over 9” away, as long as the Entrenched model hasn’t moved
terrain when moving and stopping, can’t seize objectives, can’t be since the beginning of its last activation.
charged, and units targeting them get -12” range and -1 to hit.
Fast
Note that whilst Aircraft models are flying above their ground, their
Models with this special rule move +2” when using Advance and +4”
base doesn’t block movement or line of sight, and units may move
when using Rush/Charge.
and shoot under them (only the actual model is used for purposes
of blocking movement and line of sight). Aircraft can’t move into Fear(X)
the table edges to move less than 30”, and their mandatory move
doesn’t break the staying idle requirement to stop being Shaken. This model counts as having dealt +X wounds when checking who
won melee.
Ambush
Fearless
May be set aside before deployment. At the start of any round after
the first, may be deployed anywhere over 9” away from enemy Whenever a unit where most models have this rule fails a morale
units. Players alternate in placing Ambushers, starting with the test, roll one die. On a 4+ it counts as passed instead.
player that activates next. Units that deploy via Ambush can’t seize Flying
or contest objectives on the round they deploy.
Models with this special rule may move through units and terrain,
AP(X) and ignore terrain effects whilst moving.
Targets get -X to Defense rolls when blocking hits from weapons Furious
with this special rule.
When charging, unmodified rolls of 6 to hit in melee deal one extra
Blast(X) hit (only the original hit counts as a 6 for special rules).
Ignores cover, and after resolving other special rules, each hit is Example : A Furious model with a weapon with 1 Attack and Rending
multiplied by X, where X is up to as many hits as models in the scores one hit on a roll of 6, so it deals two hits, of which only the first
target unit. counts as having AP(4) because of Rending.
Example: A weapon with 2 Attacks and Blast(3) scores two hits Hero
against a unit with 2 models. Each hit is multiplied by 2, so the target
takes a total of 4 hits. Heroes with up to Tough(6) may deploy as part of one multi-model
unit without another Hero. The hero may take morale tests on
Caster(X) behalf of the unit, but must use the unit’s Defense until all other
Gets X spell tokens at the start of each round, but can’t hold more models have been killed.
than 6 tokens at once. At any point before attacking, spend as Note that when a Hero joins a unit, they count as part of that unit,
many tokens as the spell’s value to try casting one or more spells so the unit’s size is increased by 1, and even if the hero is the last
(only one try per spell). Roll one die, on 4+ resolve the effect on a model remaining, it takes morale tests as the unit. This also means
target in line of sight. Models within 18” in line of sight of the that a hero may never leave its unit or join another one.
caster’s unit may spend any number of spell tokens at the same
Example: A Hero joins a unit of [5] models, so the unit’s size is [6].
time before rolling, to give the caster +1/-1 to the roll per token.
Once all other models have been killed, the Hero must take a morale
Note that Casters get spell tokens each round even if they are not test whenever it takes wounds, and if it fails a morale test in melee it
on the table (waiting to Ambush for example), and that the Caster’s will Rout, because it’s a unit with half or less of its starting size.
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, unless 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. Sniper weapon shooting must be resolved
Gets -1 to hit rolls when shooting after moving. May target enemies before other weapons.
that are not in line of sight as if in line of sight, and ignores cover Note that other models in the target’s unit don’t block line of sight
from sight obstructions. or provide cover to the target model in the unit.
Lance Example: A Sniper targets a Hero that has Stealth, and is in a unit
with Regeneration but not Stealth. Since the shooting is resolved as if
When charging, gets +1 to hit rolls and AP(+1) in melee.
the target was a unit of 1, the Sniper gets -1 to hit from Stealth, and
Lock-On the target doesn’t get Regeneration.

Ignores cover and all negative modifiers to hit rolls and range. Stealth
Limited Enemies get -1 to hit rolls when shooting at units where all models
have this rule from over 9" away.
Weapons with this rule may only be used once per game.
Strider
Poison
May ignore the effects of difficult terrain when moving.
This weapon ignores Regeneration, and the target must re-roll
unmodified Defense rolls of 6 when blocking hits. Tough(X)
Note that a die roll may only be re-rolled once, so if another 6 is This model must take X wounds before being killed. If a model with
rolled after re-rolling Defense, then the hit is blocked. tough joins a unit without it, then it is removed last when the unit
takes wounds. Note that you must continue to put wounds on the
Regeneration
tough model with most wounds in the unit until it is killed, before
When taking a wound, roll one die. On a 5+ it is ignored. starting to put them on the next tough model (heroes must be
assigned wounds last).
Relentless
Transport(X)
When this model uses a Hold action and shoots, unmodified rolls of
6 to hit deal one extra hit (only the original hit counts as a 6 for May transport up to X models or Heroes with up to Tough(6), and
special rules). non-Heroes with up to Tough(3) which occupy 3 spaces each.
Transports may deploy with units inside, and units may enter/exit
Note: Check out the examples from the Furious special rule.
by using any move action, but must stay fully within 6” of it when
Reliable exiting. When a transport is destroyed, units inside must take a
dangerous terrain test, are Shaken, and must be placed fully within
Models attacks at Quality 2+ with this weapon.
6” of the transport before removal.
Note that Reliable only changes the Quality value, so the roll can
Note that units inside Transports are deployed at the same time as
still be modified, Fatigue still applies, etc.
the Transport, and units can’t both embark/disembark as part of
Rending the same activation. Units inside/outside of Transports don’t have
line of sight to the outside/inside, so they can’t target each other
This weapon ignores Regeneration, and unmodified rolls of 6 to hit for shooting, spells, etc. (but units inside can target other units
get AP(4). inside, and the Transport itself). Units may use Charge actions to
Scout disembark, and they ignore the 1” move restriction when
embarking (only one model needs to reach the Transport for
May be set aside before deployment. After all other units are everyone to embark).
deployed, must be deployed and may then be placed anywhere
Example: Regular models and Heroes with Tough(3) or Tough(6)
within 12” of their position. Players alternate in placing Scout units,
occupy 1 space, Tough(3) models occupy 3 spaces, and models with
starting with the player that activates next.
Tough(6) or higher can’t be transported. This means that a unit of 10
regular models with a Tough(3) Hero occupy 11 spaces in total.

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

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

Adds a few extras to the core rules, whilst keeping things light.

To play with this pack, use the following rules: Lots of randomness which can be less balanced, but more fun.

• Advanced Terrain - Solid Buildings To play with this pack, use the following rules:
• Advanced Deployment Styles • Advanced Terrain - Terrain Placement
• Advanced Missions - Extra Missions • Advanced Deployment Styles
• Extra Actions • Battlefield Effects - Special Conditions
• Battlefield Effects - Terrain & Objective Effects
• Random Events
Extra rules that add more complexity to the game. • Brutal Damage
To play with this pack, use the following rules: • Twists & Gambits

• Advanced Terrain - Solid Buildings


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

15
When preparing the game, you can either pick one of the Players roll-off, and the winner places all pieces of terrain on the
placement styles below, or select it randomly. table, at least 6” away from each other and the table edge.

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

Once you have decided what placement style to use, pick 15+ Then the players alternate in placing one piece of terrain each on
pieces of terrain that you want to play with, and then follow the their own table half, at least 6” away from other pieces of terrain
instructions of the selected placement style. and the table edge.

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

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

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


each, starting with the player that won.

Terrain pieces must be placed at least 6” away from each other,


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

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

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


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

16
If you’re looking for more variety in your table setups, you can use Many planets are pleasant and liveable, sustaining wildlife and
one of the following terrain generators, to get themed terrain that civilization alike, with relatively intact natural landscapes.
fits a thematic battlefield.
To generate hospitable terrain, follow these steps:
There are 4 planet types that you can pick from:
• First, take 9 pieces of terrain:
• Generic Planets o 2 Walls or Fences
• Hospitable Planets o 2 Hills or Plantations
• Wasteland Planets o 5 Forests or Large Buildings
• Death Planets • Then, take 4D3 more pieces of terrain, determining their
type by rolling 2D6 for each (see results below).
Whilst there is no limit to the size of terrain that you can use for
your games, we have a few recommendations for you: 2 = Deep River or Lake

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

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


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

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


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

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

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

• First, take 9 pieces of terrain: • First, take 9 pieces of terrain:


o 2 Groups of Small Dunes o 2 Overgrown Ruins
o 2 Large Rocks / Craters o 2 Deadly Vegetation / Hills
o 5 Large Buildings / Toxic Smog o 5 Dense Vegetation / Steep Hills
• Then, take 4D3 more pieces of terrain, determining their • Then, take 4D3 more pieces of terrain, determining their
type by rolling 2D6 for each (see results below). type by rolling 2D6 for each (see results below).

2 = Toxic River 2 = Death Marsh

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

Count as Impassable and Blocking terrain.

18
Protective Dome

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

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

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

Battle Forge

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


gets +1 to hit rolls when shooting.

Defensive Barrier

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


for enemy units.

Icon of War

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


gets +1 to hit rolls in melee when charging.

19
To play with these rules, you first need to understand the Optionally, solid buildings may be targeted for all types of attacks
difference between open and solid buildings: as if they were any other unit.

• Open buildings have one or more openings which can be All buildings count as having Defense 2+ and a Tough(X) value,
used to place models inside. which you are going to set yourself, however here are some
• Solid buildings consist of one solid block which cannot be guidelines that you can use:
opened or reached into.
• Wood Buildings: Tough(6)
Usually, solid buildings would be treated as a piece of sight • Brick Buildings: Tough(12)
blocking and impassable terrain, however with these rules your • Concrete Buildings: Tough(18)
units will be able to enter and defend them.
If a unit is inside of a building when it is destroyed, then it must
take a Dangerous Terrain test, is immediately Shaken, and
surviving models must be placed within 6” of the building before it
Solid buildings may hold up to X models inside of them, which must is removed.
be from the same army.

Units may enter by using any move action into contact with the
building, and units inside may exit by using any move action, but Optionally, solid buildings may also take collateral damage when
must stay within 6” of it, however units may not both enter and exit units inside of them are attacked.
a building as part of the same activation.
Whenever a unit targets an enemy inside of a building with a
Since buildings come in different sizes, you have to decide how ranged attack, roll one die for every attack that misses. On a 4+ that
many models can be inside by yourself, however here are some attack hits the building instead, which is resolved after all regular
guidelines that you can use: hits have been resolved.

• Small Sheds: 6 models Note that failing to cast a spell targeting a unit inside of a building
• Medium Houses: 11 models does not count as a missed attack.
• Large Fortifications: 21 models

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.

Units inside of solid buildings always count as being in Cover,


regardless of what material the building is made of.

When charging units inside a building, only one unit inside of it is


targeted, and the defender may choose which. To charge the
building, simply move models in base contact with it.

20
These styles are meant to provide a balanced experience, with
fairly standard gameplay.

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

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

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

21
These styles are meant to provide a balanced experience, with
interesting twists that require strategic thinking.

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

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

22
These styles are meant to provide an unbalanced experience, with
one player being surrounded or disadvantaged.

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

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

23
Pick one mission of your choice, or randomly select one before the 1. Duel
game begins to keep players on their toes.
After the table has been prepared, the players must set up a total of
First select a mission type by rolling one die: D3+2 objective markers on the battlefield.

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

1. Pitched Battle 3. Relic Hunt


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

24
4. Demolition

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

25
4. Last Stand

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

After the table has been prepared, the defender must set up a total 5. VIP Escort
of D3+2 objective markers on the battlefield, and then secretly After the table has been prepared, the defender must set up 1
mark one of them as a trap, and one of them as a relic. objective marker within 6” of any table edge, and must then deploy
When an attacker’s unit seizes a marker, the defender must reveal all of its units within 12” of it. The attacker then deploys all of its
what it was. If it was a trap the unit takes D6+1 hits, and if it was not units anywhere within 12” of any table edge, and over 12” away
the relic then the marker is removed. from enemy units.

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

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

26
When playing with side-missions, the scoring at the end of the Another way to play with side missions is to use mad dash variants,
game is done using a Victory Points (VP) system, instead of winning where players are competing for randomly changing side-missions.
based on the mission’s conditions.
When playing with these variants, players earn VPs for each
At the end of the game, players score VPs for each objective marker objective marker they seized at the end of each round (scoring a
they seized, plus 1 VP for each side-mission that they completed. different number of VPs based on how many are on the table as
The player that scored most VPs wins. usual), plus 1 VP for each side-mission they scored.

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

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

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


or roll a D3 to randomly get one:

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


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

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


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

27
4. Combat Master

There are 6 different categories to choose from, each with their 1. Slaughter - Destroy four or more enemy units with 3+
own twists and strategies: models.
2. Wipe Out - Destroy more enemy units with 3+ models
1. Tactical Genius than opponent.
2. Field Marshal 3. Exterminate - Destroy the enemy unit with 3+ models
3. Astute Strategist with most models (if there are multiple, destroy one).
4. Combat Master 4. Butcher - Destroy the most expensive enemy unit with 3+
5. Monster Hunter models (if there are multiple, destroy one).
6. Heroic General 5. Eradicate - Destroy the least expensive enemy unit with
1. Tactical Genius 3+ models (if there are multiple, destroy one).
6. Massacre - Destroy twenty or more enemy models.
1. Mislead - Control no objectives.
2. Fortify - Control only one objective. 5. Monster Hunter
3. Seize - Control most objectives. 1. Eliminate - Destroy two or more enemy units with
4. Rule - Control more objectives than opponent. Tough(12+).
5. Dominate - Enemy must control no objectives. 2. Destroy - Destroy more enemy units with Tough(12+)
6. Equalize - Control as many objectives as opponent. than opponent.
2. Field Marshal 3. Obliterate - Destroy the enemy unit with Tough(12+) with
the highest Tough value (if there are multiple, destroy
1. Control - Have one or more friendly units fully within 6” one).
of the table centre. 4. Erase - Destroy the most expensive enemy unit with
2. Intimidate - No enemy units are fully within 6” of the Tough(12+) (if there are multiple, destroy one).
table center. 5. Annihilate - Destroy the least expensive enemy unit with
3. Overrun - Have one or more friendly units fully inside Tough(12+) (if there are multiple, destroy one).
each table quarter. 6. Decimate - Deal twelve or more wounds to a single unit
4. Spread Out - Have one or more friendly units within 12” with Tough(18+).
of each table corner.
5. Invade - Have two or more friendly units fully inside the 6. Heroic General
enemy deployment zone. 1. Slay - Destroy two or more enemy Heroes.
6. Defend - No enemy units are fully inside the friendly 2. Execute - Destroy more enemy Heroes than opponent.
deployment zone. 3. Terminate - Destroy the enemy Hero with the highest
3. Astute Strategist Tough value (if there are multiple, destroy one).
4. Assassinate - Destroy the most expensive enemy Hero (if
1. Rush - Be the first player to destroy an enemy unit. there are multiple, destroy one).
2. Finalize - Be the last player to destroy an enemy unit. 5. Murder - Destroy the least expensive enemy Hero (if there
3. Conserve - Keep at least 50% of friendly units alive. are multiple, destroy one).
4. Erode - Destroy at least 50% of enemy units. 6. Dispatch - Destroy one enemy Hero and its unit.
5. Terrify - Two or more enemy units must fail a morale test
caused by friendly units.
6. Hex - Successfully cast four or more spells.

28
Before the game, players can agree to use any or all of the following When taking a Focused Fire action, the unit takes a Hold action,
extra actions in the game: and gets +1 to hit when shooting at targets within 12”.

• Assault
• Last Stand
• Hunker Down When taking a Heavy Charge action, the unit takes a Charge action
• Defensive Stance to charge a target that is between 3” and 6” away, and gets +1 to hit
• Focused Fire in melee.
• Heavy Charge
• Stealth Move
• Covering Fire When taking a Stealth Move action, the unit takes an Advance
• Overwatch action, but may not shoot, and enemies shooting at it get -1 to their
hit rolls until its next activation.
When using these extra actions the game is played normally,
however players may pick any of the selected extra actions in
addition to the regular ones.
When taking a Covering Fire action, the unit takes a Hold action,
but when shooting only hits on unmodified rolls of 6. Then, roll one
die per hit, and if you roll at least one 4+, then the target must take
When taking an Assault action, pick one enemy unit within the
a morale test (regardless of casualties). All hits are then discarded
unit’s charge range as its target. The unit must first shoot at the
as misses.
target, and then must charge the target, but gets -1 to hit rolls for
both shooting and melee.

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

The unit may react to two things:

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

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

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

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

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

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

29
Action Boosting rules allow players to strategically enhance the Whenever a player spends a boost point on a unit, it gets a bonus
actions of their units, pushing them to their limits. depending on the action it takes.

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

Extra Actions

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

30
Players can choose to play with heroic and monstrous feats, which Once per round, at the end of a monster’s activation, players may
make your heroes more epic, and your large beasts more ferocious. spend 1 monstruous feat point to use one of the following:

Before the game begins, players must define which units count as • Monstruous Stomp
heroes, and which ones count as monsters. We recommend that • Monstruous Brawl
units with the Hero rule count as heroes, and that units with • Monstruous Roar
Tough(6) or higher count as monsters, but players are free to define • Monstruous Terror
other units as heroes/monsters, based on the miniatures they have • Monstruous Oppression
(such as robot walkers). • Monstruous Destruction
At the beginning of the game, each player gets special feat points Monstruous Stomp
based on the size of the game:
Pick one enemy unit within 3” of the monster, and it must take a
• D3+1 heroic feat point per 1000pts Dangerous Terrain test.
• D3+1 monstruous feat point per 1000pts
Monstruous Brawl

Pick one enemy monster within 3” of the monster. Both monsters


Once per round, at the beginning of a hero’s activation, players take D3 wounds each.
may spend 1 heroic feat point to use one of the following: Monstruous Roar
• Heroic Move Pick one enemy unit within 6” of the monster, which has to take a
• Heroic Accuracy morale test. If failed, the unit is Shaken.
• Heroic Strength
Monstruous Terror
• Heroic Channeling
• Heroic Resolve Until the end of the round, enemy units must take a morale test
• Heroic Recovery when they declare a charge against the monster. If failed, they can’t
charge.
Heroic Move
Monstruous Oppression
The hero may immediately move by up to 6”. If the hero is part of a
unit, the hero and its unit may move by up to 3” instead. If the monster is within 3” of an objective, only other monsters can
contest the same objective at the end of the round.
Heroic Accuracy
Monstruous Destruction
The hero gets +1 to hit rolls when shooting or in melee until the end
of the round (pick one) Pick one piece of terrain occupied by enemy units within 3” and roll
one die. On a 2+, all enemies within that terrain take D3 wounds.
Heroic Strength

The hero gets AP(+1) when shooting or in melee until the end of the
round (pick one).

Heroic Channeling

The hero gets 1 spell token which it may spend to give +1/-1 to spell
casting rolls as if it was a Caster.

Heroic Resolve

The hero may pick one friendly unit within 12”. That unit always
passes all morale tests until the end of the round.

Heroic Recovery

The hero removes D3 wounds from itself.

31
Casting Spells

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

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

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


then the spell can’t be blocked.

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

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

At the end of each round, all units within 6” take D3+1 automatic This spell counts as Impassable and Blocking terrain.
hits with AP(4).

2. Suffocating Cloud (1) - Long Spell


1. Killing Sun (3) - Large Spell
This spell needs to have a clearly marked front. This spell moves
12” straight at the end of each round. If it gets to a table edge, it is At the end of each round, one random caster within 6” may move
removed. Units the spell moves through must take a Dangerous this spell by up to 12” in any direction. Units it moves through take
Terrain test. D6+1 hits with AP(1).

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

This spell moves 12” towards a random table corner at the end of Units within 6” count as being in Cover terrain.
each round. If it gets to a table edge, it is removed. Units within 6” 3. Sword Swarm (3) - Small Spell
get +1 to hit rolls when shooting.
Units within 6” get +1 to hit rolls in melee.
4. Deathly Pendulum (1) - Small Spell
4. Twin Shock-Spheres (3) - Small Spell
This spell moves 12” towards a random table corner at the end of
each round, and then units within 6” of it take D6+1 hits with AP(1). Place one additional copy of this spell within 12” of it, and draw a
If it gets to a table edge, it is removed. straight line between all copies of it. Whenever a unit moves
through the line, it takes 2D6+1 hits.
5. Shard of Mist (1) - Small Spell
5. Spirit Seeker (3) - Small Spell
Units within 6” get -1 to hit rolls when shooting.
This spell needs to have a clearly marked front. This spell moves
6. Linked Jumpgates (1) - Small Spell 12” straight at the end of each round. If it gets to a table edge, it is
Place one additional copy of this spell within 24” of it. Whenever a removed. Units within 6” get -1 to hit rolls in melee.
unit ends its activation within 3” of one of the copies of this spell, 6. Vortex Platform (3) - Large Spell
you may place it anywhere within 3” of another copy of this spell.
The caster must be placed on top of this spell. As long as the caster
is on top of this spell, the spell moves with it, and the caster gets +1
to casting rolls.

33
Relic Wargear can be anything from holy artifacts, to relic swords, 1. Armour of Destiny
to lost rings of might, and much more. These items are assigned
Whenever the Hero takes a wound, roll one die. On a 5+ the wound
heroes to make them more powerful.
is ignored.
Before the game begins, each hero may equip one relic item.
2. Helmet of Fortune
Pick one of the following selection methods, or roll a D3 to
The Hero gets +1 to Defense rolls.
randomly get one:
3. Silver-Steel Shield
1. Free
2. Limited The Hero counts as having Defense 2+ when shot at.
3. Randomized
4. Glittering Chainmail

The Hero counts as having Defense 2+ in melee.


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

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

2. Obsidian Weapon 3. Protective Gem

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

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

34
1. Banner of Swiftness 1. Psychic Harness

The Hero and its unit get +2” when using Advance actions. The Hero gets Caster(+1).

2. Rampager’s Standard 2. Conjured Wings

The Hero and its unit get +4” when using Charge actions. The Hero gets Flying.

3. Banner of Eternal Flame 5. Terrifying Mask

The Hero and its unit may ignore all terrain effects. Once per game, enemy units in melee with the Hero automatically
fail all morale tests.
4. Ranger’s Standard
4. Trickster’s Shard
The Hero and its unit get Ambush or Scout (pick one).
The Hero’s weapons ignore Regeneration.
5. Standard of Discipline
3. Ring of Ruin
The Hero and its unit pass morale tests on rolls of 2+.
The Hero gets Impact(+3).
6. Wailing Banner
6. Displacement Device
The Hero gets Fear(+2).
Once per game, when the Hero is activated, you may place it
anywhere within 6” of its position.
1. Tome of Magic

Once per game, the Hero gets 3 spell tokens.

2. Hex Scroll

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

3. Power Wand

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

4. Dispel Scroll

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

5. Channeling Staff

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


may double the spell’s range.

6. Scroll of Shielding

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

35
Before the game, you can either pick one of the conditions of your 1. Damnation
choice, or have it selected randomly.
At the beginning of each round, you must select one of your units to
First roll a D3 to select a condition type: make a sacrifice and take D3 wounds.

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

Any piece of terrain that already counted as Cover Terrain becomes 5. Mystical Fog
more protective, and units get +2 to Defense rolls. Whenever a unit takes a wound, roll one die, on a 6+ it may ignore
that wound.
3. Muddy Terrain

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

Any piece of terrain that already counted as Difficult Terrain Whenever a unit is Shaken, it also takes D3 wounds.
becomes harder to move through, and units may not move more Whenever a unit is Routed as a result of losing in melee, all friendly
than 4” when crossing it. units within 6” take D3 wounds.
4. Smell of Death

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


test roll.

5. Zero Gravity

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

6. Dark Skies

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

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

36
Players can choose to add extra rules to their terrain features and 1 & 2. Regular Objective
objective markers by picking any of the ones they like, or by
No special objective effects are applied to this objective.
generating them randomly.
3. Booby Traps
Whenever a unit enters a piece of terrain for the first time, roll one
die, and the effect lasts the whole game: Units within 3” of this objective always count as being inside
Dangerous Terrain.
• 1-2 = Regular Terrain
• 3 = Alien Infestation 4. Gravity Field
• 4 = Deadly Spores Units within 3” of this objective always count as being inside
• 5 = Psychic Vigor Difficult Terrain.
• 6 = Barbed Wire
5. Defensive Barrier
Whenever a unit seizes an objective for the first time roll, one die,
and the effect lasts the whole game: Units shooting at targets within 3” of this objective get -1 to hit.

• 1-2 = Regular Objective 6. Holy Monument


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

1 & 2. Regular Terrain

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

3. Alien Infestation

Units that activate in or move through this terrain immediately take


D3 automatic wounds.

4. Deadly Spores

Units that activate in or move through this terrain immediately take


D6 automatic hits.

5. Psychic Vigor

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

6. Barbed Wire

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

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

35. Ancient Defense System

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


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

36. Rebel Uprising

Place a unit of D6+4 Rebels (Qua 5+, Def 5+, Rifles (24”, A1), CCWs
(A1)) within 12” of a random table corner. At the end of each round
one random player may activate it.

38
41. Grave Miscalculation 61. Flash Grenades

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

42. Berserker 62. Suppressing Fire

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

43. Rigged to Blow 63. War Shout

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

51. Fighting Vigour

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

52. Gravitational Shift

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

53. Godly Blessing

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

54. Land of the Brave

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

55. Get back in the Fight!

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

56. Shimmering Mist

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

39
Fog of War rules add an element of uncertainty to battles, by Before the game begins, the table must be divided into 3 equal
affecting how units are deployed and how rounds are played. sections along the long table edges, and each section must be
given a number from 1 to 3
Pick any of the following:
Whenever a player needs to choose which unit to activate, first they
• Surprise Engagement
must roll a D3, and then they may only activate one of their units
• Ebb & Flow
that is within that table section.
• Shifting Focus
• Combat Hesitation If there are no eligible units in that table section, then they must
• Prolonged Battle move on to the next section going from left to right.

When deploying armies, the players roll-off to see who goes first, Whenever it’s a player’s turn to activate a unit, if an opponent has
and alternate in placing units as usual, however where they place more units that haven’t activated yet, they may roll one die, and if
them is randomized. the roll is successful, then they may pass the turn to their opponent
without activating a unit:
First, each player divides their deployment zone into 3 equal
sections and gives each section a number from 1 to 3. • 1st Round = 5+ to pass
• 2nd Round = 4+ to pass
Then, when it’s a player’s turn to deploy a unit, roll a D3 and place
• 3rd Round = 3+ to pass
the unit fully within the resulting section.
• 4th Round = 2+ to pass
Units that are deployed differently due to special rules (such as
If the game lasts longer than 4 rounds, then the player may pass
Ambush) have to follow the same rules, however the entire
their turn without rolling for it.
battlefield is divided into 3 equal sections along the long table
edge, instead of only the deployment zones.

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

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

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


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

40
Unit psychology rules change how units behave as they are put Units get 1 suppression marker whenever one of the following
through continuous fighting, making them less predictable. things happens during the game:

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


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

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

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


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

41
Brutal Damage rules make the game deadlier by modifying how Whenever a unit rolls a 1 whilst shooting, some horrible mishap
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
• Directional Damage Whenever a unit rolls a 6 whilst shooting, the unit managed to land
a critical hit that could be devastating.

Roll one die, on a 1-3 nothing happens, and on a 4-6 the target unit
Whenever a unit takes one or more wounds, it must take as many
takes 1 automatic wound.
morale tests as the number of wounds it suffered.
Note that this wound is in addition to any regular damage, so you
For each failed morale test:
must still roll to see what happens with the original hit.
• Take 2 additional wounds if in melee
• Take 1 additional wound otherwise
Whenever a unit with Tough(6) or higher has taken X or more
These wounds can’t be ignored in any way, and they don’t trigger
wounds, it gets the following penalties:
any additional morale tests.
• 3 wounds = -2” Move
Note that if you want, you can use the unit attrition rules whilst
ignoring the regular morale rules, so units never get Shaken from • 6 wounds = -2” Move, -1 Quality
shooting or routed. • 9 wounds = -2” Move, -1 Quality, -1 Defense
• 12 wounds = -4” Move, -1 Quality, -1 Defense
• 15 wounds = -4” Move, -2 Quality, -1 Defense
• 18 wounds = -4” Move, -2 Quality, -2 Defense
Whenever a unit shoots at an enemy that is within 3” of another
• 21 wounds = -6” Move, -2 Quality, -2 Defense
friendly unit, then for every hit landed roll one die.
Additionally, whenever a unit with Tough(6) or higher is destroyed,
On a 1-3 the hit lands on the friendly unit, on a 4-6 the hit lands on
all units within X/2” must take a Dangerous Terrain test, where X is
the targeted enemy unit.
the unit’s Tough(X) value.
Note that if there are multiple friendly units within 3”, then you
Example: If a unit with Tough(12) is destroyed, all units within 6”
must randomly determine which one is hit.
must take a Dangerous Terrain test.

Before the game, the players are going to have to agree on which
units are big enough to be affected by directional damage (we
recommend that monsters and vehicles should be affected), and
then they have to agree which parts of those units are their front,
side, and rear facings

Whenever a unit shoots at a big unit, draw a straight line from all
shooting models to the center of the target. The facing that most
models’ line passes through is the target facing.

Whenever a big unit takes hits from shooting in its front facing, it
gets +1 to Defense rolls, and when it takes hits in its rear facing, it
gets -1 to Defense rolls. Additionally, when taking wounds in its
rear facing, it takes D3 extra wounds.

42
Command Points (CP) are an extra resource that can be added to High Command - 1 CP
the game, giving players access to critical tactical abilities that
Add +1 to the result of any single die.
boost their units in battle.
Example: A Dynasty Warrior (Quality 4+) is shooting, and rolls three
Before the game begins, pick one of the following playstyles, or roll
results of 3. The player spends 1 CP to activate High Command and
one die to randomly get one:
adds +1 to the result of a single die, scoring a total of 1 hit.
1. Fixed - At the start of the game, players get X CP, where X
Supreme Command - 2 CP
is 4 for every 1000pts in their army.
2. Growing - At the start of each round, players get X CP, Add +1 to the result of all dice in a single roll.
where X is 1 for every 1000pts in their army.
Example: A Dynasty Warrior (Quality 4+) is shooting, and rolls three
3. Temporary - At the start of each round, players get X CP,
results of 3. The player spends 2 CPs to activate Supreme Command
where X is 1 for every 1000pts in their army, and unspent
and adds +1 to the result of all dice, scoring a total of 3 hits.
CP are discarded at the end of the round.
4. Fixed Random - At the start of the game, players get D3*X Seize Initiative - 2 CP
CP, where X is 2 for every 1000pts in their army. When it’s the enemy turn to activate a unit, you may activate one of
5. Growing Random - At the start of each round, players get your units instead. The opposing player may spend 2 CP in order to
D3*X CP, where X is 0.5 (rounding up the total) for every stop this ability from having any effect.
1000pts in their army.
6. Temporary Random - At the start of each round, players Waive Initiative - 2 CP
get D3*X CP, where X is 0.5 (rounding up the total) for When it’s your turn to activate a unit, you force the opponent to
every 1000pts in their army, and unspent CP are activate one of their units instead. The opposing player may spend
discarded at the end of the round. 2 CP in order to stop this ability from having any effect.

Delayed Deployment - 2 CP

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

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

43
Push Forward - 1 CP Heightened Senses - 1 CP

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

Hindered Advance - 1 CP Disrupted Sight - 1 CP

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

Coordinated Move - 2 CP Frenzied Attack - 2 CP

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

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

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

44
B1. Strategic Divide

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

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

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

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

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

A1. Heavenly Blessing

Pick 1 underdog unit, which gets Regeneration.

A2. Curse of Sands

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


and -4” on Rush/Charge actions.

A3. Rusting Hex

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

A4. Shield Bubble

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

A5. Fighting Frenzy

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


and which scores +1 VP when destroying units.

A6. Duel of Fate

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


destroyed.

45
B1. Storm Strike

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

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

A5. Silent Assault

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

A6. Cautious Destruction

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

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

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

• Objectives can only be seized if a line can be drawn Before the game begins, each army may provide each of its Heroes
from the objective to the unit without passing with a total of D3 pieces of gear, but it can’t have a total of more
through a wall or closed hatchway. than 3 pieces of gear for every 1000pts in the army.
• Units with Aircraft or similar rules can’t be used.
Breaching Hammer: The Hero doesn’t get -1 to hit rolls when
• Units with Ambush or similar rules count as having
operating a hatchway at the beginning of its activation.
the Scout rule instead.
• Units with Flying or similar rules count as having the Demolition Charge: Once per game, at the end of the Hero’s
Strider rule instead. activation, it may destroy one Hatchway within 3”.
• Weapons with Indirect or similar rules count as Hatch Lock: Once per game, at the end of the Hero’s activation, it
ignoring cover instead. may place a lock on one closed Hatchway within 1”. Enemy units
must roll one die when trying to open a locked Hatchway, on a 5+
the lock is removed and it is opened, else it remains closed.

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


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

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


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

47
Whilst the regular rules allow you to play large games with armies Whenever a unit wants to move, only measure distances from the
of 4000pts 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 massive size, however you can also use these rules maintain unit coherency.
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
When playing massive battles, the only way for units to get cover is leader and move it into base contact first.
by entering a 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.

When fighting in melee, all models always count as being in range


of the enemy, regardless of their position, so everyone can always
strike with all weapons.

48
The simplest way to play games with 3-4 players is to have a free- If you want to play games with 3+ players, then team games are the
for-all, where all players can attack each other, and they are all best way to go, as there is no limit to the amount of players that
competing for the same objectives. can participate.

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

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

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

Deployment: When deploying units, players from the same team


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

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

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

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


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

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

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

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


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

49
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.

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


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

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

Measuring Distances: When playing the game, all distances


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

Reinforcements: Before the game begins, players must declare


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

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


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

50
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.

Game Length: When playing with these rules, we recommend


extending the game length by 2 rounds, with objectives being
checked only after the 6th round has been played.

51
Referees: Each tournament should have one or more referees that Mission: The tournament organizers may pick any official mission,
decide on how to interpret certain rules and assist players in or come up with missions of their own.
resolving any uncertainties that come up.
Terrain: The terrain is set up by the tournament organizers, and
Tournament Length: We recommend playing tournaments of 4 may not be moved by the players during the game.
rounds of matches, with each match lasting a max. of 90 minutes,
Armies: Before the game begins, and at any time during the game,
including game set-up. These numbers are based on our
both players may inspect their opponent’s force lists and ask any
recommended army sizes of 2000pts per player, so you will have to
questions they have.
tweak them if you’re using different army sizes.
Match Start: As soon as players roll-off for deployment the match
Chess Clocks: The use of chess clocks is recommended, giving
starts. If you are using chess clocks they must be started now.
each player 45 minutes per game, including set-up.
Match End: The match ends as soon as the mission conditions are
Match Pairings: The match-ups for the first round are randomized,
met. If you are using chess clocks and a player runs out of time,
and from the second round players are paired by matching players
then all of their units count as being destroyed immediately.
with the same VPs together, from highest to lowest score. In case of
a tie, match players by their destruction points instead.

Victory Points: At the end of each match the winner gets 3 VPs, Force Lists: Before the tournament, all players must submit one
and in case of a tie both players get 1 VP each. main force list made of at least 70% worth of units of the total
Destruction Points: Additionally, each player gets as many game size, plus up to three other lists made of up to 30% worth of
destruction points as the total point cost of all enemy units that units of the total game size as sideboard lists.
were fully destroyed or shaken at the end of the match. Composition: All sideboard lists must be created in such a way that
Winning the Tournament: After the 4th round of matches the once combined with the main list, the combined list follows regular
player with most VPs wins, and in case of a tie the player with the composition rules.
highest total destruction points across all matches wins. Otherwise, Using Sideboard Lists: Before the game, after seeing each other’s
it’s a tie. main force lists and sideboard force lists, players must pick one of
their sideboard lists in secret, and add it to their main force list.
Then both players reveal their final force list simultaneously to
Game Size: For tournament games we recommend fixing the game each other.
size to a total of 2000pts per player.

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

Mixed Armies (optional): Whilst we don’t recommend mixing • Up to 1000pts = 2 points


armies in tournaments, here are some rules you can use if you want • Over 1000pts = 1 point
to allow them. Players may bring units from up to two factions in Fortune points persist between rounds, but players can’t ever have
the same list, but must select one of them as their primary faction. more than 3 points at any time during the game.
Mixed armies must consist of at least 60% worth of units of their
primary faction, and heroes from either faction list may only join Using Fortune Points: Once per roll, after rolling, players may
other units from their own faction. spend 1 fortune point to add +1 or -1 to the result of all dice in a
single roll for their own unit, but may only spend fortune points on
each unit once per round. Note that all weapons within the same
attack count as a single roll, both to hit and to block, and that
additional rolls from special rules count as different rolls.

52
More Precision: If you want to have more precise line of sight rules When playing with volumetric line of sight, models can see targets
for tournaments, you can play with one of the following methods, by drawing lines between imaginary volumes, with heights defined
which should avoid disputes: by their base sizes.

• Top-Down Line of Sight Before the game begins, players must assign a height value in
• Volumetric Line of Sight inches to all units. Each model occupies a volume of space of that
• Hybrid True Line of Sight height above its base, determined by its base size. As a guideline,
height can be defined based on the typical size of miniatures that
Note that no matter which method you use, the following rules
are mounted on those base sizes.
always apply:
For models without a base, measure their actual height and define
• Models can always see in all directions, regardless of where
an area around their centre as being their base size for determining
the miniature is actually facing.
how large their volume is.
• Models always have line of sight to themselves, and may target
themselves (unless stated otherwise). Here are some pre-set heights you can use to speed up preparation:
• Models can’t see through solid obstacles, including the
• 25mm Base - Height 1”
perimeter of other units (friendly or enemy).
• 32mm Base - Height 1.25”
• Models can always see through friendly models from their own
• 40mm Base - Height 1.5”
unit.
• 50mm Base - Height 2”
Note that players may agree to ignore unusual features (like • 60mm Base - Height 3”
decorative banners or flame effects) for line of sight. • 100mm Base - Height 4”

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


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

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


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

53
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?

• Yes - Advance toward enemy and shoot if possible


• No - Rush toward enemy
Unit Types: Before the game begins you need to classify each unit
into one of 3 unit types, which all behave differently.

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

3. Are any enemies in Charge range?

• Yes - Charge enemy


• No - Rush toward enemy

54
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 always follow the rules for Shooting
in that section, move onto the next section with an eligible unit,
AI units, and always move 30”.
going clockwise. Then roll a die to randomly determine which unit
from that section is activated next. Ambush: AI units with Ambush must always be kept in reserve, and
must always deploy following the AI deployment rules at the start
Shaken Units: Shaken AI units only activate after all non-shaken AI
of the second round.
units have activated, and always stay idle to stop being Shaken.

Enemies in the way: When the AI units activate, draw a path AP: AI units with AP weapons always target enemies with the best
between them and their objective. Enemy units within 6” of the defensive value first.
path count as being in the way (even if they are in the opposite Caster: AI units always cast spells after moving (before attacking),
direction of the objecive). selecting a random spell by rolling D3+X, where X is their caster
Controlling Objectives: When making AI decisions, objectives level. If there is no valid target for that spell, or they don’t have
count as under the AI’s control if the AI already seized them, or if enough tokens to cast it, they must cycle through the list until there
more non-shaken AI units than enemy units are within 3” of it. is a valid spell, or else don’t cast anything.
When AI units move to seize objectives, they must be placed within Counter: AI units with Counter are always activated after all other
3” of the objective so that they are as close as possible to their next friendly non-Counter units in their section have been activated.
objective or target.
Deadly: AI units with Deadly weapons always target single-model
Advancing: Shooting and Hybrid AI units that use Advance actions
units with Tough first, and units with Tough second, prioritizing
to move toward objectives must always do so whilst also trying to
those with the lowest total remaining Tough.
stay as far from enemy attack range as possible. If they are not
moving toward objectives, they must always try to move away from Entrenched: AI units with Entrenched must deploy in the highest
the closest enemy unit just enough to still be in range to shoot. position with most line of sight of the table as possible regardless
of distance from objectives. If they are in range of enemies, they
Shooting: AI units always shoot at the nearest valid target,
always use Hold and shoot.
prioritizing units that haven’t activated yet. If the nearest target is
in cover but there is another valid target in the open, the AI must Flying: AI units with Flying treat difficult and dangerous terrain as
prioritize the target in the open. open terrain when choosing where to move next.

Melee: AI units always charge the nearest valid target, prioritizing Indirect: AI units with Indirect weapons that are in range of
units that haven’t activated yet, and they must always strike back enemies always use Hold and shoot.
whenever they are charged.
Lock-On: AI units with Lock-On weapons always target enemy
Aircraft first.

Cover Terrain: AI units must always move into or behind cover Relentless: AI units with Relentless that have weapons that are in
terrain, unless it is also difficult terrain, and they are moving to an range of enemies always use Hold and shoot.
objective. Shooting and Hybrid AI units that are not moving to an Scout: AI units with Scout must always be deployed after all other
objective must always stay in cover and shoot, instead of moving
units, following the AI deployment rules.
away from the closest enemy unit.
Sniper: AI units with Sniper weapons always target heroes first,
Difficult Terrain: AI units only ever move into difficult terrain if an
and models with upgrades second, prioritizing those with the most
objective is inside of it, if they are in charge range of a unit inside of
expensive upgrade.
it, or if they have a special rule that ignores its effects. Else they
must always move around it. Strider: AI units with Strider treat difficult terrain as open terrain
when choosing where to move next.
Dangerous Terrain: AI units only ever move into dangerous terrain
if an objective is inside of it, or if they have a special rule that Transport: When using transports, the AI must always place
ignores its effects. Else they must always move around it. random units in each, trying to fill up its cargo limit. AI units with
transport always activate before their cargo on the first round, and
units inside of them must always disembark on their first activation
(if possible).

55
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.

Campaign Structure: Campaigns are played with the following


Mission Length: Missions are played using the standard rules,
structure:
however if after 4 rounds there is no winner, the game continues
1. Mission Setup onto the next round until there is one winner.
2. Play Mission
Conceding: At the beginning of any round players may concede,
3. Check for Casualties
removing all of their units from the table, which don’t count as
4. Earn Experience
casualties for this mission.
5. Upgrade Armies
6. Recruit Units Random Events: At the beginning of each round players must roll
one die, and on a 5+ a random event happens.
Each step must be followed in this order and once all steps have
been completed you start from the first again. Mission Goals: The winning army gets 2 VP and 150pts, whilst all
losing armies get 300pts.

56
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.

57
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.

Shooter: The hero expertly handles all sorts of weapons and


equipment.

Result Skill Trait


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

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


intel.

Result Skill Trait


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

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

Result Skill Trait


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

58
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.

11 - P.O.W. 23 - Rigged to Blow


A unit was captured by a local militia and is now being held as Sometimes you might just walk into a ridiculous amount of
prisoners of war. explosives...
Select one random unit, and remove it from play. At the end of the Select one random player, who may note down one piece of terrain
mission it may be bought back for D3 * 50pts or else it‘s disbanded. in secret. The first unit to enter that terrain takes D3+3 automatic
hits with AP(2).
12 - Bring me their Heads
24 - Earthquake
A local warlord wants one of the armies dead, and is willing to pay
for it. A sudden earthquake makes everything crumble, burying units in the
rubble.
Select one random army. Enemy armies get 25pts at the end of the
mission for every unit from it that they destroyed. All units within terrain must take a dangerous terrain test.

13 - Fragile Guns 25 - Dark Clouds


After walking through a psychic field some weapons suddenly start Psychic clouds cover the area, reducing visibility to a minimum.
breaking.
Select one random table quarter. All of the units within that table
Select D3 random units, which can‘t use one random ranged quarter get -6“ range when shooting.
weapon or upgrade until the end of the mission.
26 - Finish Them!
14 - Monstrous Spawn
The armies are eager to finish the fight at all cost, even if it means
A unit accidentally walks into a beast’s nest and is brutally mauled. killing the enemy with their bare hands.
Select one random unit, which takes D3+3 automatic hits with All units get +1 attack in melee and earn +D3 XP when destroying
AP(1). enemies in melee until the end of the round.

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.

59
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.

Place an intel marker at the center of a random table quarter. Units


can pick it up by moving into contact with it, and they drop it if they
are destroyed or shaken. If a unit with it manages to exit the table
through an opponent‘s table edge its army gets 1 VP.

60
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.

61
ARMY NAME: VP:

Unit Name: Unit Name:


Notes: Notes:

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


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

Unit Name: Unit Name:


Notes: Notes:

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


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

Unit Name: Unit Name:


Notes: Notes:

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


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

Unit Name: Unit Name:


Notes: Notes:

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


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

Unit Name: Unit Name:


Notes: Notes:

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


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

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

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

Fixed Deck Games: Pick one of the following game types to play Players compete in completing the same set of objective cards
with the deck of 36 cards: before the game ends, racing to be the first to complete them.
• Battle of Wits Shared Deck: Both players share a single deck of 36 mission cards.
• Total Domination
Generating Missions: At the beginning of each round, draw cards
Custom Deck Games: Pick one of the following game types to play from the shared deck until there are 3 in total, which are placed
with customized player decks of 18 cards: face up on the table.
• Direct Challenge Scoring Cards: At the end of each round, players check if they have
• Strategic Ruse completed at least one condition on any of the cards. If they did,
• Planned Gambit then they must score the one worth most victory points, and
• Coordinated Recovery discard that card. In case of a tie neither player scores it.
• Logistical Supremacy
Discarding Cards: At the end of each round, the player with the
• Tactical Paragons
lowest total score may discard one of the remaining cards.

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


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

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


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

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

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


VP for each objective that they seized.

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

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

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


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

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

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


drawing 5 cards, players may opt to mulligan. The cards are then The players may force their opponent to change their active
shuffled back into the deck, and the player draws a new hand of 4 mission cards.
cards.
Special Rules: At the beginning of each round, after cards have
been placed on the table, each player may select one of their
opponent’s cards, and return it to their hand. The opponent must
then place another one of their cards on the table to replace it.

The players may shuffle discarded missions back into their deck.

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


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

The winning player may hold additional mission cards in their


hand.

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

The players may pick specific missions to be completed by their


heroes.

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


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

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