CORE RULES v3.3.
General Principles Activation Wound Effects
The most important rule: Whenever the The player picks one unit that hasn’t Whenever a model takes one or more
rules are unclear, use common sense and activated yet, and it must take one action: wounds, place one marker next to it for each.
personal preference. Have fun! Then roll one die, and add the number of
Action Move Notes
markers to the result to see what happens:
Quality Tests: Roll one six-sided die, and if Hold 0” Can shoot
you score the unit‘s quality value or higher, Advance 6” Can shoot after move • 1-5: Shaken
then it counts as a success. Rush 12” Can’t shoot • 6+: Knocked Out
Modifiers: Regardless of modifiers, rolls of 6 Charge 12” Moves into melee
Knocked Out: Remove from play.
are always successes, and rolls of 1 are
always fails. Movement Shaken: Must stay idle, counts as fatigued,
always fails morale tests, and can’t contest or
Preparation Unit members must stay within 1” of at least seize objectives. Shaken units must spend
one other member, and within 6” of all other one full activation idle to stop being Shaken.
The Armies: The players put together two members. Units may only move within 1” of
Groups & Wounds: Whenever a unit with
armies of equal points before the game other units when charging, and may only
multiple models takes wounds, each wound
begins (we recommend 150pts to start, and charge if at least one charging model can
kills one model, until only one last model
250pts for a full match). reach base contact with the target unit.
remains. Only the last model then
Force Org. (optional): Players may only
Shooting accumulates wounds and rolls to see if it’s
bring up to 1 hero per 125pts in their army, Shaken or Knocked Out.
and only 1+X copies of the same unit, where Models in range and line of sight may fire all
X is 1 per 125pts in their army. No single unit ranged weapons, and may fire at up to two Morale
may be worth over 35% of total points, and different targets with different weapon types.
At the end of each round, if an army is down
armies may only have max. 1 unit per 25pts, Shooting models take one quality test per
to half or less of its starting units, then all of
and max. 1 model per full 15pts. attack, and each success is a hit. For each hit
its units must take a morale test. To take a
defending units roll one die trying to score
The Battlefield: The game is played on a 4‘x4‘ morale test, take a quality test, and if failed
their Defense value or higher to block, and
area, with 20+ pieces of terrain. The game the unit is Shaken, and if the unit was already
each fail causes one wound. Then check the
can be also played on smaller areas, as long Shaken, then it routs instead (remove from
wound effects section to see what happens.
as armies deploy at least 24" apart. play as destroyed).
Mission: Place D3+2 objectives. Players roll- Melee
off to go first, and then alternate in placing
Terrain
one marker each outside of deployment Charging models must move into base
Cover Terrain: Units with most models in or
zones, and over 9” away from each other. At contact with targets, or as close as possible,
behind cover get +1 to Defense rolls when
the end of each round, if a unit is within 3” of and then defenders must do the same by
blocking hits from shooting.
a marker while enemies aren’t, then it’s moving up to 3”. Models within 2” of enemies
seized. Markers stay seized even after may strike with all their melee weapons, Difficult Terrain: Units moving through
leaving, but if units from both sides are which works just like shooting. Then the difficult terrain at any point can’t move more
contesting a marker, then it becomes neutral defending unit may choose to strike back, but than 6” at a time in total.
again. The game ends after 4 rounds, and the doesn’t have to. If one of the two units is
Dangerous Terrain: Models moving across
player that controls most markers wins. destroyed, the other may move by up to 3”,
dangerous terrain, or that activate in it, must
else the charging unit must move back and
Deployment: Players roll-off, and the winner roll one die (or as many as their tough value),
separate by 1” (if possible).
picks a table edge as their deployment zone, and for each roll of 1 the unit takes a wound.
with their opponent taking the opposite. Fatigue: After charging or striking back,
Then the players alternate in placing one unit models hit on unmodified rolls of 6 in melee
each within 12” of their table edge, starting until the end of that round.
with the player that won the deployment roll.
Playing the Game
Each round, players alternate in activating
one unit each, starting with the player that
won the deployment roll-off. Each new
round, the player that finished activating first
on the last round gets to go first.
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CORE RULES v3.3.1
Hero: Friendly units within 12” may take Tough(X): This model only rolls to check
SPECIAL RULES REFERENCE
morale tests using the hero’s Quality, as long wound effects once it has taken at least X
Ambush: May be set aside before as the hero isn’t Shaken. wounds, and is only Knocked Out on rolls of
deployment. At the start of any round after 5+X or more.
Immobile: May only use Hold actions.
the first, may be deployed anywhere over 9”
Example: A model with Tough(3) only rolls for
away from enemy units. If both players have Impact(X): Roll X dice when attacking after
wound effects once it has taken 3 wounds or
Ambush, roll-off to see who goes first, and charging (may not be fatigued), for each 2+
more, and is Knocked Out on rolls of 8+.
then alternate deploying units. Units that the target takes one hit.
deploy via Ambush can’t seize or contest
Indirect: May target enemies that are not in Command Groups
objectives on the round they deploy.
line of sight, and ignores cover from sight
Each army may only have one model with
AP(X): Targets get -X to Defense rolls when obstructions, but gets -1 to hit rolls when
one of the following upgrades.
blocking hits from this weapon. shooting after moving.
Sergeant: This model gets +1 to hit rolls.
Blast(X): Ignores cover, and after resolving Lance: Gets AP(+2) when charging.
other special rules, each hit is multiplied by Musician: This model and up to 3 friendly
Limited: May only be used once.
X, where X is up to as many hits as enemy units within 12” move by +1” when taking
models in the target unit and within 3” of it. Poison: Ignores Regeneration, and the target move actions.
Hits must be split evenly between all enemy must re-roll unmodified Defense rolls of 6
Banner: This model and up to 3 friendly units
units within 3” of any model from the target when blocking hits.
within 12” get +1 to morale test rolls.
(defender picks how).
Regeneration: When taking a wound, roll
Caster(X): Gets X spell tokens at the start of one die. On a 5+ it is ignored. Special Movement
each round, but can’t hold more than 6
Relentless: When using Hold actions and Pushing: Whenever a model rolls a Shaken
tokens at once. At any point before attacking,
shooting, unmodified rolls of 6 to hit deal one result, the attacker may try to push it. Roll
spend as many tokens as the spell’s value to
extra hit (only the original hit counts as a 6 one die, and on a 4+ the attacker may move
try casting one or more spells (only one try
for special rules). the model by up to 2” in any direction.
per spell). Roll one die, on 4+ resolve the
effect on a target in line of sight. This model Reliable: Attacks at Quality 2+. Jumping: Models may cross 1” gaps or drop
and other casters within 18” in line of sight off 3” of elevation as regular movement, but
Rending: Ignores Regeneration, and
may spend any number of tokens at the same they must jump to cross gaps or drop off
unmodified results of 6 to hit get AP(4).
time before rolling, to give the caster +1/-1 to elevation of up to 6”. Roll X+1 dice, trying to
the roll per token. Scout: May be set aside before deployment. score 3+, where X is one die for every full 3”
After all other units finish, must be deployed the model wants to move. If all rolls are
Counter: Strikes first with this weapon when
and may move by up to 12”, ignoring terrain. successes, then the model may cross the
charged, and the charging unit gets -1 total
If both players have Scout, roll-off to see who distance, without counting it towards its
Impact rolls per model with Counter.
goes first, and then alternate deploying units. move. If any roll is failed, then the model
Deadly(X): Assign each wound to one model, falls instead.
Slow: Moves -2” when using Advance, and -4”
and multiply it by X. Hits from Deadly must
when using Rush/Charge. Falling: If a model falls or is pushed off an
be resolved first, and these wounds don’t
elevated position at least 2” tall, it takes 1 hit
carry over to other models if the original Stealth: Enemies get -1 to hit rolls when
with AP(X), where X is AP(1) for every full 3”
target is killed. shooting at units where all models have this
it fell. Then place the model within 2” of the
rule from over 9" away.
Fast: Moves +2” when using Advance, and +4” bottom, and its activation ends immediately.
when using Rush/Charge. Strider: May ignore the effects of difficult For units with multiple models, falling kills
terrain when moving, and only needs 2+ to the model instead, until only one last model
Fear(X): Counts as having dealt +X wounds
pass jumping rolls. remains, which falls normally.
when checking wound effects in melee (must
deal at least one wound).
Fearless: Whenever a unit where most
models have this rule fails a morale test, roll
one die. On a 4+ it counts as passed instead.
Flying: May move through obstacles, ignores
terrain effects when moving, and
automatically passes jumping rolls.
Furious: When charging, unmodified rolls of
6 to hit in melee deal one extra hit (only the
original hit counts as a 6 for special rules).
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