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Core Rules

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0% found this document useful (0 votes)
22 views2 pages

Core Rules

Uploaded by

basvossen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CORE RULES v1.0.

General Principles Movement Skill actions


The most important rule: Whenever the Units may only be within 1” of other units Heroes may only attempt each skill action
rules are unclear, use common sense and when charging, and may only charge if at and hero skill once per round.
personal preference. Have fun! least one charging model is within charge
Discover: The hero may reveal one search
distance of the target unit.
Stat Tests: Roll one six-sided die, and if you token in line of sight and within 6” by passing
score the model’s stat value or higher, then it a Wil test, or may reveal it and pick it up
Shooting
counts as a success. Whenever a hero fails a without needing to roll if within 1” of it.
Str/Dex/Wil stat test, it may suffer 3 stress to Models in range and line of sight may fire all
Push: Pick one enemy unit within 3" and take
count as having passed it instead. ranged weapons. Shooting models take one
a Str test. If passed, the target is pushed
Qua test per attack, and each success is a hit.
Modifiers: Regardless of modifiers, rolls of 6 directly away by 2”.
For each hit defending units roll one die
always succeed, and rolls of 1 always fail.
trying to score their Def value or higher to Scurry: The hero may move by up to D3” by
block, and each fail causes one wound. Once passing a Dex test.
Preparation
a model has taken as many wounds as its Tou
Hero Skills: When using hero skills, take a
Campaigns & Missions: The game is played value, it is killed (remove from play).
test of that skill’s stat. If passed the hero may
using either a narrative campaign book, or
Unconscious: If a hero would be killed, it is resolve its effect, and if failed it first suffers 1
the campaign builder, which tell you how to
unconscious instead, must remain idle until stress and may then resolve its effect.
set up your missions.
revived, and is ignored by AI. At the end of
The Party: The game is played solo or co-op, each round until it is revived, the hero takes 1 Terrain
with 2-4 player controlled heroes. bleeding marker, and if it has 3 markers it is
Cover Terrain: Units with most models fully
killed (remove from play). Heroes within 3”
The Enemies: Before the game begins, you inside cover terrain or behind sight blockers,
may use a skill action and suffer 3 stress to
will need to prepare a collection of enemy or that are mostly inside cover terrain or
revive the hero, and it restores 3 wounds.
models for the AI to control. behind sight blockers (for single-model
units), get +1 to Defense rolls when blocking
The Battlefield: The game is played on a 4’x4‘ Melee
hits from shooting.
area, with 20+ pieces of terrain. The game
Charging models must move into base
can be also played on a smaller 2’x2’ area, by Difficult Terrain: Units moving through
contact with targets, or as close as possible,
halving all distances used. difficult terrain at any point can’t move more
and then defenders must do the same by
than 6” at a time in total.
moving up to 3”. Models within 2”
Playing the Game
horizontally and 4” vertically of enemies Dangerous Terrain: Models moving across
Each round, players activate all heroes first, must strike with all melee weapons, which dangerous terrain, or that activate in it, must
and then the AI activates all units in order works like shooting. Then defenders must roll one die (or as many as their Tou value),
from the closest to a hero to the furthest. strike back, and if neither unit is killed, and for each roll of 1 the unit takes a wound.
chargers must move back and separate by 1”
ACTIVATION (if possible). AI Activations
Heroes may take any one action plus one Fatigue: At the end of an activation in which When AI units activate, follow these steps:
Skill action (in any order), and may suffer 2 they charged, or after striking back, units hit
1. Are any enemies in line of sight?
stress to take any one additional action. on unmodified rolls of 6 in melee until the
end of the round. • Yes – Go to step 2
Action Move Notes • No – Go to step 3
Rest 0” Restore stress Morale 2. If you move, will any enemy be in range
Hold 0” Can shoot to shoot or charge?
Advance 6” Can shoot after move At the end of an activation where wounds • Yes - Advance only as much as
Rush 12” Can’t shoot leave a unit with half or less of its total size or needed and shoot closest, else
Charge 12” Moves into melee Tou value (for single-model units), the unit Charge closest
Skill 0” Use skill action must take a morale test. To take a morale • No - Rush to closest
test, take a Qua test, and if failed the unit is 3. Are you within 3” of an AI Goal?
Resting Shaken. Heroes may suffer 2 stress to ignore • Yes – Skip activation
being Shaken from failed morale tests.
• No - Rush to nearest AI Goal
Heroes taking a rest action restore 6 stress,
but must stay idle, and can’t take any actions Shaken: Must stay idle, counts as fatigued,
AI Groups: Group members must stay within
for that round (before or after resting). always fails morale tests, and can’t contest or
1” of at least one other member, and within
seize objectives. Shaken units must spend
3” of all other members.
Endurance: If a hero suffers stress which one full activation idle to stop being shaken.
brings it over its End value, then it takes that Enemies with Tou 9+ can’t be Shaken, but
many wounds instead. take D3 wounds instead.

1 | Copyright © OPR Games. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com
CORE RULES v1.0.1

Furious: When charging, unmodified rolls of


SPECIAL RULES REFERENCE Status conditions
6 to hit in melee deal one extra hit (only the
Ambush: May be set aside before original hit counts as a 6 for special rules). When activated, heroes may suffer D3+3
deployment. At the start of any round after stress to remove all status conditions.
Immobile: May only use Hold actions.
the first, may be placed anywhere over 9”
Afflicted: When activated, must pass a Str
away from enemy units. Impact(X): Roll X dice when attacking after
test to remove status. If failed, the model
charging, unless fatigued. For each 2+ the
Ambush [AI Units]: Only deploys D3 rounds takes 1 wound.
target takes one hit.
afters its wave is deployed, and at the start of
Crippled: When activated, must pass a Dex
the round it's placed at the centre of a Indirect: Gets -1 to hit rolls when shooting
test to remove status. Crippled models halve
random table quarter. after moving. May target enemies that are
their movement distance.
not in line of sight as if in line of sight, and
AP(X): Targets get -X to Def rolls when
ignores cover from sight obstructions. Diseased: When activated, must pass a Wil
blocking hits from this weapon.
test to remove status. Diseased models take
Lance: When charging, gets +1 to hit rolls
Blast(X): Ignores cover, and after resolving as many wounds as stress they suffer.
and AP(+1) in melee.
other special rules, each hit is multiplied by
Impaired: When activated, may suffer D3+1
X, where X is up to as many hits as enemy Limited: May only be used once per mission.
stress to remove status. Impaired models get
models in the target unit and within 3” of it.
Poison: Ignores Regeneration, and the target -1 to all stat rolls.
Hits must be split evenly between all enemy
must re-roll unmodified Defense rolls of 6
units within 3” of any model from the target
when blocking hits. Special movement
(players pick how).
Regeneration: When taking a wound, roll Jumping: Heroes may cross 1” gaps or drop
Caster(X): Gets X spell tokens at the start of
one die. On a 5+ it is ignored. off 3” of elevation as regular movement, but
each round, but can’t hold more than 6
they must jump to cross gaps or drop off
tokens at once. At any point before attacking, Relentless: When using Hold actions and
elevation of up to 6”. Take X+1 Dex tests,
spend as many tokens as the spell’s value to shooting, unmodified rolls of 6 to hit deal one
where X is one die for every full 3” the hero
try casting one or more spells (only one try extra hit (only the original hit counts as a 6
wants to move. If all rolls are successes, then
per spell). Roll one die, on 4+ resolve the for special rules).
the hero may cross the distance, without
effect on a target in line of sight. Heroes may
Reliable: Attacks at Quality 2+. counting it towards its move. If any roll is
spend any number of spell tokens before
failed, then the hero falls instead.
rolling to get +1 to the roll per token, or to Rending: Ignores Regeneration, and
give an enemy caster within 18” and in line of unmodified rolls of 6 to hit get AP(4). Falling: If a model falls or is pushed off an
sight -1 to their roll per token. Whenever a elevated position at least 2” tall, it takes 1 hit
Scout: This model may move by up to 12”
hero fails to cast a spell, it may suffer X*2 with AP(X), where X is AP(1) for every full 3”
after being deployed.
stress to count as having cast it instead, it fell. Then place the model within 2” of the
where X is the spell’s casting value. Slow: Moves -2” when using Advance, and -4” bottom, and its activation ends immediately.
when using Rush/Charge. For units with multiple models, falling kills
Caster(X) [AI Units]: Follows same rules as
the model instead, until only one last model
heroes, picking one random spell to cast, and Stealth: Enemies get -1 to hit rolls when
remains, which falls normally. Whenever a
spending all tokens to cast it when activated. shooting at units where all models have this
hero would fall, it may suffer 3 stress to stop
If the chosen spell can’t be cast for any rule from over 9" away.
within 1” of the ledge instead, and
reason, then the model doesn’t cast.
Strider: May ignore the effects of difficult immediately ends its activation.
Counter: Strikes first with this weapon when terrain when moving, and only needs 2+ to
charged, and the charging unit gets -1 total pass jumping rolls.
Impact rolls per model with Counter.
Villain: AI units within 12” may take morale
Deadly(X): Assign each wound to one model, tests using the Villain’s Qua if it is better than
and multiply it by X. Hits from Deadly must their own, as long as the Villain isn’t Shaken.
be resolved first, and these wounds don’t
carry over to other models if the original Command Groups
target is killed.
Sergeant: This model gets +1 to hit rolls.
Fast: Moves +2” when using Advance, and +4”
when using Rush/Charge. Musician: This unit and up to 3 friendly units
that are within 12” at the beginning of the
Fear(X): This model counts as having dealt round get +1” when using move actions. This
+X wounds when checking if the target must effect lasts until the end of the round.
take morale test in melee (must deal at least
one wound). Banner: This unit and up to 3 friendly units
that are within 12” at the beginning of the
Fearless: When failing a morale test, roll one round get +1 to morale test rolls. This effect
die. On a 4+ it’s passed instead. lasts until the end of the round.
Flying: May move through units and terrain,
and ignores terrain effects whilst moving,
and automatically passes jumping rolls.

2 | Copyright © OPR Games. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com

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