Grimdark Future Advanced Rulebook PDF

Summary

Grimdark Future is a tabletop wargame set in a war-torn sci-fi future, played using 32mm miniatures. This document provides advanced rules for the game, and also includes additional content for use on the official website.

Full Transcript

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 space born vessels creep over the horizon...

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 space born 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 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 Introduction Contents Grimdark Future is a miniature wargame set in a war-torn sci-fi future, which is played using 32mm miniatures. Welcome to Grimdark Future .................................................... 2 Introduction & Contents ............................................................ 3 The game mechanics are designed to be easy to learn but hard to master, bringing engaging sci-fi battles for new and experienced players alike. Basic Rules ...............................................................................4 General Principles........................................................ 4 Preparation .................................................................. 6 This rulebook is divided into 4 sections: • • • • Game Structure & Movement ...................................... 8 Basic Rules - Everything you need to play the game, with plenty of diagrams and examples. Advanced Rules - Extra rules that you can use on top of the basic rules to spice up the game. Total Conversions - Rules that radically modify the base rules and provide a new experience. Additional Content - Extra content that is available on our website, added here for your convenience. Shooting ....................................................................... 9 Melee ...........................................................................10 Melee Resolution & Morale......................................... 11 Terrain ......................................................................... 12 Special Rules ............................................................... 13 We recommend that you start off by playing with just a few advanced rules first, and then gradually add more as you get more comfortable with them. Advanced Rules ....................................................................... 15 Terrain Placement ......................................................15 Deployment Styles ......................................................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 radically different experience from the base rules. Extra Missions ............................................................. 17 Side-Missions ..............................................................18 About OPR Extra Actions ...............................................................19 OPR (www.onepagerules.com) is the home of many free games which are designed to be fast to learn and easy to play. Solid Buildings ........................................................... 20 Random Events ........................................................... 21 This project was made by gamers for gamers and it can only exist thanks to the support of our awesome community. Battlefield Conditions ................................................. 22 Terrain & Objective Effects ........................................ 23 If you want to help us in making more awesome content, you can support us on Patreon: www.patreon.com/onepagerules Total Conversions .................................................................... 24 Thank you for playing! Fog of War .................................................................. 24 Brutal Damage ........................................................... 25 Command Points ........................................................ 26 Suppression ............................................................... 27 Multiplayer Games ..................................................... 28 Apocalyptic Games ..................................................... 29 Kitchen Table Games ................................................. 30 Small-Scales & Multi-Basing .....................................31 Additional Content ................................................................... 32 Tournament Guidelines .............................................. 32 Solo & Co-Op Rules .................................................... 33 Campaign Rules ......................................................... 35 Mission Cards ............................................................. 42 Created By: Gaetano Ferrara Game Design: Gaetano Ferrara Illustrations: Fran Fernandez, Joao Fiuza, Brandon Gillam 3 The Most Important Rule When playing a complex game there are going to be occasions where a situation is not covered by the rules, or a rule does not seem quite right. When that is the case use common sense and personal preference to resolve the situation. Dice To play the game you are going to need some six-sided dice, which we will refer to as D6. Depending on how many models you are playing with, we recommend having at least 10 to 20 dice to keep things fast. If you and your opponent cannot agree on how to solve a situation, use the following method in the interest of time. Additionally, we recommend having dice of multiple colors so that you can combine them for faster rolling. Whenever a unit is using multiple weapons, you can use different colors for each weapon, and then roll them all at once. Roll one die. On a result of 1-3 player A decides, and on a result of 4-6 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 finer details of the rules. Sometimes the rules will refer to different types of dice, for example D3, 2D6 and D6+1. There are many types of dice, but the notation remains the same, so just apply the following explanations to all types of weird dice you come across. Scale Conventions This game was written to be played with 32mm scale models in mind, which are mounted on round bases. These bases come in various sizes, and we recommend that you always mount miniatures on the bases they come with. • • Here are some rough guidelines for model and base sizes: • • • • • • Infantry: 32mm tall on 20mm/32mm round bases Large Infantry: 50mm tall on 40mm/50mm round bases Bikes: 40mm tall on 60mm oval bases Monsters: 70mm tall on 60mm round bases Large Walkers: 100mm tall on 120mm oval bases Vehicles: Various sizes and not mounted on a base • Re-Rolls Whenever a rule tells you to re-roll a dice result, simply pick up the number of dice you have to re-roll, and roll them again. The result of the second roll is the final result, even if it’s worse than the first. A die roll may only be re-rolled once, regardless of how many rules apply to it. Note that the base size that you use doesn’t matter, as long as you keep base sizes consistent across all models. Models & Units Roll-Offs In the rules, individual miniatures are referred to as models, whilst groups of one or more models are referred to as units. Whenever a rule tells you to roll-off, all players involved in the roll-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. This means that when a rule applies to a unit it applies to all miniatures within that unit, whilst if a rule applies to a model it only applies to one individual miniature. Quality Tests Unit Stats During the game you will be required to take Quality tests in order to see if a unit succeeds at doing various things such as hitting its targets or passing morale tests. Units come with a variety of statistics that define who they are and what they can do. • • • • • • 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 results of both dice. D6+1: To use these dice, simply roll a D6 and add 1 to the result. Name [Size]: The unit name and number of models. 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. Whenever a rule states that a unit must take a Quality test, roll one die. If you score the unit’s Quality value or higher, then it counts as a success, else it counts as a fail. 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 model gets two successes (the 4 and the 5), and one fail (the 3). 4 Modifiers Measuring Movement Throughout the game there are going to be rules that apply modifiers to your die rolls. These will usually raise or lower the value of a unit’s roll results by either +1 or -1, but the exact number may vary. When measuring how far a model moves always measure so that no part of its base moves further than the total distance. 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. Because of the modifier the final result is a 2, a 3 and a 4. This means that the model gets one success (the 4), and two fails (the 2 and the 3). Weapons 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. Note that whilst all examples here show round bases, these movement restrictions apply in the same way to models on bases of different shape or models without a base. Weapons profiles are represented like this: • Name (Range, Attacks, Special Rules) Example: Heavy Rifle (24”, A1, AP(1)) Line of Sight (LoS) Measuring Distances When playing the game, line of sight is used to determine if a model can see another model for any purpose. To play the game you are going to need a ruler marked in inches, which you may use to measure distances at any time. Depending on how strict players want to be with line of sight, they need to agree on using one of the following methods before the game begins: Distances are usually measured from a model’s base, however if a model has no base, then all distances are measured from its hull or torso, depending on the model. • • • When measuring the distance between two models you always measure from/to the closest point of their bases. Basic Line of Sight (aka True LoS) Top-Down Line of Sight (aka 2D LoS) Volumetric Line of Sight (aka 3D LoS) Each one of these methods is more complex than the other, and we recommend playing with basic line of sight for your first match, and only switch to another more complex method if you find it not to be precise enough for your needs. When measuring the distance between two units you always measure from/to the closest model in each unit. Note that no matter which method you use, the following rules always apply to line of sight: • • • • 5 Models can always see in all directions, regardless of where the miniature is actually facing. Models may always ignore friendly models from their own unit for the purpose of line of sight. Models may not see through solid obstacles, including the perimeter of other units (friendly or enemy). Models always have line of sight to themselves, and may target themselves (unless stated otherwise). Basic Line of Sight (aka True LoS) Volumetric Line of Sight (aka 3D LoS) When playing with basic line of sight, models can see targets based on the actual line of sight of the physical miniature. When playing with volumetric line of sight, models can see targets by drawing lines between imaginary volumes, with heights defined by their base sizes. To determine line of sight, simply get down to the eye level of the miniature, and check if it can see the target. If the target is visible, then the model has line of sight. Before the game begins, players must assign a height value in inches to all units. Each model occupies a volume of space of that height above its base, determined by its base size. As a guideline, height can be defined based on the typical size of models that are mounted on those base types. When using this method, we recommend that models should see at least 10% of the target in order to have line of sight, to avoid discussions over ambiguous edge cases. For models without a base, measure their actual height and define an area around their centre as being their base size for determining how large their volume is. Top-Down Line of Sight (aka 2D LoS) When playing with top-down line of sight, models can see targets by drawing lines between their bases, and obstructions block sight based on their assigned height. Whilst not an exhaustive list, here are some pre-set heights you can use to speed up preparation: Before the game begins, players must assign a height value to all units and terrain. As a guideline, height can be defined as a value of X+1, where X is the actual height of the physical item. • • • • • • Example: A 2” high building counts as being height 3. The same guidelines apply to models, but you can also use the following pre-set heights to speed up preparation: • • • • • • 25mm Base - Height 1” 32mm Base - Height 1.25” 40mm Base - Height 1.5” 50mm Base - Height 2” 60mm Base - Height 3” 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 volume. If the line doesn’t pass through any obstacles or unit volumes, then the model has line of sight. Height 1 - Swarms Height 2 - Infantry, Artillery Height 3 - Large Infantry, Cavalry, Chariots Height 4 - Large Cavalry, Monsters, Vehicles Height 5 - Large Monsters, Giants Height 6 - Titans When using this method, we recommend building simple paper cylinders with the volume of each base size before playing, which can be used during the game in place of models to determine line of sight more easily. When standing on top of terrain, units add its height to their own, and the total counts as their new height value. Example: A height 2 infantry models standing on a height 3 building counts as being height 5. To determine line of sight, simply draw a straight line from any point of the model’s base to any point of the target’s base. If the line doesn’t pass through any obstacles or units of same height or higher than both models, then the model has line of sight. When using this method, we recommend counting all models and terrain pieces of the same type as being the same height, to avoid having to constantly have to measure heights. 6 Preparing the Battlefield Force Organisation (Optional) You are going to need a flat 6’x4’ surface to play on, which is usually referred to as “the battlefield” or “the table”. Note that the game can be also played on smaller surfaces, as long as armies deploy at least 24" apart. Optionally you and your opponent may agree to use the force organisation rules, which help make army composition more consistent and balanced. The armies must follow these limitations: Whilst we recommend playing on a table, you can of course play on the floor, on a bed, or wherever else you have space. • • Once you have found a space to play, you are going to have to place at least 10 pieces of terrain on it, though we recommend using 15 or more to keep things interesting. Whilst it’s always nice to play with great looking pieces of terrain, you can simply use household items such as books or cups as terrain pieces. • • Only 1 hero per 500pts Only 1+X copies of the same unit, where X is 1 per 1000pts (combined units count as one) No single unit worth over 35% of total points Only 1 unit per 200pts Example: At 2000pts, players may bring max. 4 heroes, max. 3 copies of each unit, no unit worth over 700pts, and max. 10 units in total. 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 provide a balanced playing field for everyone involved. Ideally you want to place enough blocking terrain that you can’t draw clear line of sight from edge to edge across the table, as well as place a variety of cover and difficult terrain so that there are no gaps bigger than 12” between terrain pieces. Combined Units When preparing your army, you may combine two copies of the same multi-model into a single big unit, as long as any upgrades that are applied to all models are bought for both. Example: A unit of Battle Brothers with Assault Rifles cannot be merged with a unit of Battle Brothers with Pistols and CCWs, because they have two different upgrades that are applied to all models in the unit. Placing Objectives After the table has been prepared, you and your opponent must set up D3+2 objective markers on the battlefield. Deploying Armies The players roll-off and the winner picks who places the first objective marker. Then the players alternate in placing one marker each outside of the deployment zones, and over 9” away from other markers (note that markers can’t be placed in unreachable position, like impassable terrain). Once the mission has been set up, the players roll-off and the winner must start deploying their army first. The winning player first chooses one long table edge to deploy on and then places one unit fully within 12” of their table edge. The Mission Once they are done, then the opposing player places one unit fully within 12” of the opposite table edge. At the end of each round, if a unit is within 3” of a marker whilst no enemies are, then it counts as being seized. Then the players continue alternating in placing one unit each, until all units have been deployed. Markers remain seized even if the unit moves away, however Shaken units can’t seize or stop others from seizing them. If units from both sides contest a marker at the end of a round then it becomes neutral. After 4 rounds have been played, the game ends, and the player that controls most markers wins. Preparing your 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 together, simply select units and upgrades from your army’s list, and sum together their total point cost. There are no limitations as to how many units you can take, as long as their total point cost doesn’t go over the agreed limit. 7 Game Structure Holding The game is structured into game rounds, player turns and unit activations. Here is the breakdown of what these mean: When taking a Hold action, the models in the unit may not move or turn in any direction. • • • 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. Advancing When taking an Advance action, all models in the unit may move by up to 6”. Models may move and turn in any direction regardless of their facing, as long as no part of their bases move further than the total movement distance. Game Structure After both players have deployed their armies, the game starts with the first round and the player that won the deployment roll-off takes the first turn. Models may not move within 1” of models from other units (friendly or enemy), unless they are taking a Charge action. Note that models may never move through other models or units, even if they are taking a Charge action. During their turn, the player picks a unit that has not been activated yet, and activates it by performing an action. Rushing 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 round the player that finished activating first on the last round gets to activate first. When taking a Rush action, all models in the unit may move by up to 12”. The same rules about turning, facing and keeping 1” distance apply to Rush actions. Charging After 4 full rounds have been played the game ends, and players determine who won, by checking if they completed their mission objectives. When taking a Charge action, all models in the unit may move by up to 12”. Models taking a Charge action may ignore the 1” distance restriction, however since this is a little more complex it will be explained in detail in the Melee section. Activating Units Players may activate one unit that has not been activated yet and take one action. Note that units may only take a Charge action if their move would bring at least one model into base contact with another model from the target unit. Here are all available actions and what they allow a unit to do: • • • • Unit Coherency 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. All models in a unit must always stay within 1” of at least one other model, and must stay within 9” of all other models (or as close as possible), forming an uninterrupted chain of models in 1” coherency with each other. 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. 8 Picking Targets 1. Determine Attacks When taking a Shooting action, a unit must pick one valid target and all models in the unit may shoot at it. Sum the Attack value from the weapons of all models that can 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 enemy is a valid target. Example: A unit of five Battle Brothers is shooting at a unit of Orcs. Three Battle Brothers with Assault Rifles (Attack 1) are within range and line of sight of the Orcs, which means the unit has a total of 3 attacks for this shooting. Who Can Shoot 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 units when determining line of sight. 2. Roll to Hit 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 Battle Brothers (Quality 3+) are shooting at the Orcs. They take three Quality tests and roll a 2, a 3 and a 4. This means that they score a total of 2 hits. 3. Roll to Block 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 Orcs (Defense 5+) has taken two hits. They roll two dice and get a 4 and a 5. This means that the Orcs have blocked 1 hit and taken 1 wound. 4. Remove Casualties For each wound that the unit has taken, the defending player must remove one model as a casualty. Example: In the image above only the three Battle Brothers in the middle can shoot at the Orcs. The model at the top is in range but has no line of sight, whilst the model at the bottom has line of sight but is out of range. The defending player may remove models from the target in any order, keeping unit coherency in mind. Multiple Weapon Types 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 Battle Brothers is armed with Assault Rifles and a Missile Launcher. Since it has two weapon types, the Battle Brothers can fire all the Assault Rifles at a nearby Orc squad and the Missile Launcher at a distant Battle Truck. The Shooting Sequence Shooting is done in a simple sequence which has to be followed separately for each weapon group: 1. 2. 3. 4. Determine Attacks Roll to Hit Roll to Block Remove Casualties 9 Picking Targets The Melee Sequence When taking a Charge action, a unit must pick one valid target and all models in the unit must charge it. Melee is done in a simple sequence which has to be followed separately for the charging unit and the target unit: If at least one model in the unit is within charge distance of one model from the target unit, and has a clear path to reach it, then that enemy is a valid target (no line of sight is needed). 1. 2. 3. 4. Charge Moves Determine Attacks Roll to Hit Roll to Block Remove Casualties 1. Determine Attacks 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, whilst still maintaining unit coherency (charge moves don’t have to be in a straight line). Sum the Attack value from the weapons of all models that can strike at the target to determine how many attacks the unit has in total for this melee. Example: A unit of five Battle Brothers is charging a unit of Orcs. Three of the Battle Brothers armed with CCWs (Attack 1) are in range of the Orcs, which means the unit has a total of 3 attacks for this melee. Once all charging models have moved, all models from the target unit that are not in base contact with a charging model must move by up to 3” to get into base contact with a charging model, or as close as possible, maintaining unit coherency. 2. Roll to Hit 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 Battle Brothers (Quality 3+) are striking at the Orcs. They take three Quality tests and roll a 2, a 3 and a 4. This means that they score a total of 2 hits. 3. Roll to Block 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 Orcs (Defense 5+) has taken two hits. They roll two dice and get a 4 and a 5. This means that the Orcs have blocked 1 hit and taken 1 wound. Who Can Strike All models in a unit that are in base contact with an enemy model from the target unit, or that are within 2” of a model from the target unit, may attack it. 4. Remove Casualties For each wound that the unit has taken, the defending player must remove one model as a casualty. Models may strike with all of their melee weapons, and may only strike at models from the target unit. The defending player may remove models from the target in any order, keeping unit coherency in mind. Return Strikes 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 its activation, and activated units may strike back. Fatigue After attacking in melee for the first time during a round, either by charging or by striking back, models only hit on unmodified rolls of 6 in any subsequent melee until the end of the round. 10 Melee Resolution Morale & When to Test Once the defender has struck back (or not if they chose not to strike back), you need to determine who won the melee. As units take casualties, they will be pinned by enemy fire or flee from the battlefield entirely. Sum the total number of wounds that each unit caused, and compare the two. If one unit caused more wounds than the other, then it counts as the winner, and the opposing unit must take a morale test. Note that in melee only the loser takes a morale test, regardless of casualties. Whenever a unit takes wounds that leave it with half or less of its starting size or tough value (for units with a single model), or whenever it loses a melee, then it must take a morale test. Note that starting size is counted at the beginning of the game. Example: A unit of Battle Brothers shoots at a unit of Orcs that started the game with 10 models, and manages to kill 5. Since half of the Orcs 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. Taking Morale Tests This means that if a unit didn’t strike back in melee, then it must only take a morale test if it suffered at least one wound. To take a morale test, the affected unit must simply take one regular Quality test, and see what happens: Example: A unit of Battle Brothers charges a unit of Orcs. The Battle Brothers inflict 2 wounds in that melee, whilst the Orcs only inflict 1 wound. Since the Battle Brothers caused more wounds the Orcs have lost and must take a morale test. • • If the roll is successful, nothing happens. If the roll is unsuccessful, the unit is Shaken. Melee Morale Tests Consolidation Moves After determining who won the melee and taking morale tests, the units must make consolidation moves. Units in melee don’t take morale tests from wounds, but must compare the number of wounds each unit caused instead. The unit with the lowest total loses, and must take a morale test. If one of the two units was destroyed (by removing all models as casualties, or by routing due to a failed morale test), then the other unit may move by up to 3”. Note that units that are destroyed in melee always count as having lost, and their opponent doesn’t have to take a morale test, even if it dealt less wounds. If neither of the units was destroyed, then the charging unit must move back by 1” (if possible), to keep the separation between units clear, and show they are not locked in melee. To take a morale test, the affected unit must simply take one regular Quality test, and see what happens: • • Note that players may agree not to separate units by 1” for simplicity, as long as they remember that units can still freely activate, move, shoot, charge, etc. despite being in contact. • If the roll is successful, nothing happens. If the roll is unsuccessful, and the unit still has over half or more of its starting size or tough value (for units with a single model), then the unit is Shaken. If the roll is unsuccessful, and the unit only has half or less of its starting size or tough value (for units with a single model), then the unit Routs. Shaken Units Shaken units count as being Fatigued, and automatically fail morale tests as long as they are shaken. They must still be activated normally, but must spend their activation being idle and may do nothing, which stops them from being Shaken at the end of their activation. Routed Units 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 Orcs has lost 5 models in melee and must take a morale test. The unit takes a morale test and fails it, so it routs (because it only has half as many models left as it started the game with). 11 Terrain Rules 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. Open Terrain Examples: Grass Fields, Dirt Roads, Streets, etc. Any surface that is not specifically defined as a type of terrain (like forests, buildings, rivers, etc.) counts as open terrain. Cover Terrain Examples: Forests, Ruins, Sandbags, etc. Open terrain does not have any special rules, and any rules that affect terrain do not apply to open terrain. Terrain features that models can hide in or behind, or that could stop projectiles, count as cover terrain. Impassable Terrain If the majority of models in a unit are in or behind a piece of cover terrain, they get +1 to Defense rolls when blocking hits from shooting attacks. Examples: Mountains, Canyons, Deep Water, etc. Any surface that would stop models from moving through it counts as impassable terrain. Difficult Terrain Units may not move through impassable terrain, unless they have any rules that allow them to ignore it. Examples: Woods, Mud, Rivers, etc. Terrain features that hinder a model’s movement, or force them to slow down, count as difficult terrain. Blocking Terrain Examples: Walls, Buildings, Rocks, etc. Any piece of terrain that models can’t see or shoot through counts as blocking 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. Units may not draw line of sight through blocking terrain, unless they have any rules that allow them to ignore it. Dangerous Terrain Examples: Quicksand, Razor Wire, Mine Fields, etc. Terrain features that could harm models, or outright kill them, count as dangerous terrain. If a model moves in or through dangerous terrain, or is activated in it, then it must take a dangerous terrain test. To take a dangerous terrain test, roll one die, and if the result is 1 the unit takes one automatic wound. If there are models with the Tough(X) rule in the unit, then you must roll X dice for them instead of only 1 die. Elevated Terrain Hills, Rooftops, Cliffs, etc. Terrain that is over 3” tall, and any gaps that are over 1” wide, count as elevated terrain, and are impassable. Any terrain piece that is up to 3” tall can be climbed as part of a unit’s regular movement, and units may move across gaps up to 1” wide as if they were solid ground. 12 Rules Priority & Stacking Effects Caster(X) Most units have one or more special rules that affect the way they behave, and that sometimes go against the standard rules. Models with this rule get X spell tokens at the beginning of each round, but can’t hold more than 6 tokens at once. Whenever you come across one of these situations, the special rule always takes precedence over the standard rules. At any point before attacking, you may try casting one or more spells (may only attempt to cast each spell once), by picking them from this model’s army list, and spending as many tokens as the spell’s value (in brackets). Note that effects from multiple instances of the same special rule or spell don’t stack, unless it is a rule with (X) in its name, or unless it is specified otherwise. Then roll one die, and on a 4+ you may resolve the effects on a target in line of sight. This model and other casters within 18” in line of sight may spend any number of tokens at the same time before rolling, to give the caster +1/-1 to the casting roll per token spent. Counter Whenever a model with this weapon is charged, it may strike before the charging unit with it, and the charging unit gets -1 total Impact attacks (per model with this rule). Deadly(X) Whenever a model takes wounds from a weapon with this special rule, multiply the amount of wounds suffered by X. Hits from Deadly must be resolved first, and wounds suffered by the target don’t carry over to other models if it is killed. Aircraft This model must be deployed before all other units. Entrenched Since it flies far above the battlefield, this model ignores all units and terrain when moving and stopping, it can’t seize objective markers, and it can’t be moved in contact with. Enemies get -2 to hit when shooting at models with this special rule from over 12” away, as long as this model hasn’t moved since the beginning of its last activation. This model may only use Advance actions, moving in a straight line by 30”-36” without turning at any point. If this move makes it go off-table, its activation ends, and you must deploy it on any table edge at the beginning of the next round. Aircraft must always complete their mandatory move, even if Shaken. Fast Models with this special rule move +2” when using Advance actions, and +4” when using Rush or Charge actions. Fear(X) Units targeting Aircraft get -12” range and -1 to hit rolls. Ambush Units with this special rule count as having dealt +X wounds when determining who won in melee. You may choose not to deploy a model with this special rule with your army, but instead keep it off the table in reserve. Fearless At the beginning of any round after the first, you may place the model anywhere on the table, over 9” away from enemy units. Whenever models with this special rule fails morale test, roll one die. On a 4+ the test is passed instead. If both players have units with Ambush, they must roll-off to see who deploys first, and then alternate in placing them. Flying Models with this special rule may move through units and terrain, and may ignore terrain effects when moving. Note that units that deploy from Ambush on the last round can’t seize of contest objective markers. Furious AP(X) Whenever a model with this rule charges, hits from unmodified rolls of 6 are multiplied by 2, but only the original hit counts as a 6 for special rules. Enemy units taking hits from weapons with this special rule get -X to Defense rolls. Blast(X) Each attack from weapons with this rule ignores cover and multiplies its hits by X, however it can’t deal more hits than models in the target unit. 13 Hero Scout Heroes with up to Tough(6) may be deployed as part of one other friendly multi-model unit without another Hero at the beginning of the game. Models with scout may be deployed after all other units, and may immediately be moved by up to 12”, ignoring any terrain. If both players have units with Scout, they must roll-off to see who goes first, and then alternate in placing them. When taking morale tests the hero may take them on behalf of the unit, but when rolling to block it must use the unit’s Defense until all other models are killed. Slow Models with this special rule move -2” when using Advance actions, and -4” when using Rush or Charge actions. Immobile Models with this special rule may only use Hold actions. Sniper Impact(X) Whenever a model with this special rule charges, it gets X attacks that hit on a 2+. Models firing weapons with this special rule count as having Quality 2+ when rolling to hit, and the attacker may pick one model from the target unit as its target. Indirect Note that shooting is resolved as if the target was a unit of 1. Weapons with this special rule may shoot at enemies that are not in line of sight, and ignore cover from sight obstructions, however they get -1 to hit when shooting after moving. Stealth Enemies targeting units where all models have this special rule get –1 to hit when shooting at them from over 12” away. Lance Strider Whenever a model with a weapon with this special rule charges, this weapon gets AP(+2). Models with this special rule treat Difficult Terrain as Open Terrain when moving (may move more than 6”). Lock-On Tough(X) Weapons with this special rule ignore cover and all negative modifiers to hit rolls and range. Models with this special rule must accumulate X wounds before being removed as a casualty. Poison Units may deploy inside transports at the beginning of the game, or may embark by moving into contact with them, and embarked units may use any move action to disembark (including charging), but must stay within 6” of the transport. Enemy units taking hits from weapons with this special rule get -1 to Regeneration rolls, and must re-roll unmodified Defense rolls of 6 when blocking hits. Whenever this model takes wounds, roll one die for each. On a 5+ the wound is ignored. When a transport is destroyed, units inside of it must take Dangerous Terrain test, are immediately Shaken, and surviving models must be placed within 6” of the transport before it is removed from play. Relentless Note that heroes must still be assigned wounds last. Whenever a model with this rule uses a Hold action and shoots, hits from unmodified rolls of 6 are multiplied by 2, but only the original hit counts as a 6 for special rules. Transport(X) Regeneration Models with this special rule may transport up to X models or heroes with up to Tough(6), and non-Heroes with up to Tough(3) which occupy 3 spaces each. Reliable Units may deploy inside transports at the beginning of the game, or may embark by moving into contact with transports, and embarked units may use any action to disembark (including charging), but may only move by up to 6”. Models attacking with weapons with this special rule count as having Quality 2+ when rolling to hit. Rending Enemy units taking hits from weapons with this special rule get -1 to Regeneration rolls, and whenever you roll an unmodified to hit result of 6, that hit counts as having AP(4). If a unit is inside of a Transport 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 transport before it is removed from play. Note that units in transports don’t have line of sight to the outside, and can’t target outside units for shooting, spells, etc. 14 Terrain Placement Styles 1. Random When preparing the game, you can either pick one of the placement styles below, or select it randomly. Divide the table into six 2’x2’ sections. For each piece of terrain, roll one die to place it at the center of one random section, and then move it 2D6” toward the center of another randomly selected section, stopping to be at least 6” away from other pieces of terrain. To select a random placement style, roll one die: 1. 2. 3. 4. 5. 6. Random Alternating (Free) Alternating (Restricted) Full Table Two Halves Six Squares If it’s impossible to place the terrain piece, simply remove it. 2. Alternating (Free) Players roll-off, and then alternate in placing one terrain piece each, starting with the player that won. Terrain Selection Terrain pieces must be placed at least 6” away from each other, and if it’s impossible to place them they are removed. Once you have decided what placement style to use, you may either pick 10-15 pieces of terrain that you want to play with, or else use the method below to generate terrain. 3. Alternating (Restricted) To generate balanced terrain follow these steps: • • Roll one die to select a random restriction, and then follow the same rules as the “Alternating (Free)” placement style: Take 6 pieces of terrain: o 2 impassable o 2 forests or ruins (any combination) o 2 hills or ruins (any combination) Take 4D3 more pieces of terrain, determining their type by rolling 2D6 for each: o 2-4 = hill o 5 = lake o 6 = field o 7 = ruins o 8 = forest o 9-10 = barricade o 11-12 = impassable 1. 2. 3. 4. 5. 6. Terrain Guidelines Whilst there is no limit to what type of terrain features you can use for your games, we recommend that each terrain feature be somewhere between 4”x4” and 8”x8” in size. 4. Full Table Players roll-off, and the winner places all pieces of terrain on the table, at least 6” away from each other and the table edge. For each terrain feature you’ll also have to define some basic rules for how they work in the game. Whilst you can always pick what rules to use by personal preference, here are some guidelines on basic terrain types: • • • • • • • No pieces of terrain may be placed within 12” of the center of the table. No pieces of terrain may be placed within 12” of the edge of the table. 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. 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. Place the first 4 pieces each within 12” of a different table corner. The rest can be placed anywhere. Place the first 4 pieces each in a different table quarter. The rest can be placed anywhere. Then the player that lost the roll-off gets to pick which side they wants to deploy on. 5. Two Halves Fields - difficult terrain + cover terrain Forests - difficult terrain + cover terrain + units can see into it and out of it, but not through Hills - difficult terrain when going up + cover terrain + units on top can ignore one unit or terrain piece in the way when measuring line of sight Barricades - cover terrain Ruins - cover terrain + dangerous terrain when crossing with rush or charge actions Lakes - difficult terrain Rivers - dangerous terrain when crossing with rush or charge actions Players roll-off, and the winner may draw a straight line from one corner of the battlefield to the opposite, and pick which table half they place terrain on. Then the players alternate in placing one piece of terrain each on their own table half, at least 6” away from other pieces of terrain and the table edge. 6. Six Squares Divide the table into six 2’x2’ sections. Players roll-off, and then alternate in placing one terrain piece each in a random section, starting with the player that won. Terrain pieces must be placed at least 6” away from each other, and if it’s impossible to place them they are removed. 15 Random Deployment Style 4. Ambush Whilst you can simply pick one deployment style of your choice, it can be interesting to have it be randomly selected before the game begins, to keep things fresh. To select a random deployment style, simply roll one die: 1. 2. 3. 4. 5. 6. Frontline Long Haul Side Battle Ambush Spearhead Flank Assault 1. Front Line Note that this is the standard deployment from the core rules. 5. Spearhead 2. Long Haul 6. Flank Assault 3. Side Battle 16 Random Mission Selection 1. Duel Whilst you can simply pick one mission of your choice, it can be interesting to have a mission be randomly selected before the game begins, to keep players on their toes. After the table has been prepared, the players must set up a total of D3+2 objective markers on the battlefield. After 4 rounds have been played the game ends, and the player that controls most markers wins. To select a random mission, simply roll one die: 1. 2. 3. 4. 5. 6. Note that this is the standard mission from the core rules. Duel Seize Ground Relic Hunt Sabotage Breakthrough King of the Hill 2. Seize Ground After the table has been prepared, the players must set up a total of 4 objective markers on the battlefield. Divide the non-deployment zone area of the table into 4 equal quarters, and place one marker at the center of each. After 4 rounds have been played the game ends, and the player that controls most markers wins. 3. Relic Hunt After the table has been prepared, the players must set up a total of 3 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 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. 4. Sabotage After the table has been prepared, the players must set up 1 objective marker each 12” away from their table edge. Each objective marker belongs to the player that placed it, and if at any point a unit seizes the enemy objective marker, then the marker is destroyed and removed from play. Mission Objectives 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, the following rules are common for all missions: • • Placing Objectives: The players roll-off, and the winner picks who places the first objective marker. Then the players alternate in placing one marker each outside of the deployment zones, and over 9” away from other objective markers. Seizing Objectives: At the end of each round, if a unit is within 3” of a marker whilst no enemies are, then it counts as being seized. Markers remain seized even if the unit moves away, however Shaken units can’t seize or stop others from seizing them. If units from both sides contest a marker at the end of a round, then it becomes neutral. 5. Breakthrough After the table has been prepared, the players must set up 1 objective marker each on the battlefield. The objective markers must be placed at the center of each player’s deployment zone, 12” away from the table edge. After 4 rounds have been played the game ends, and the player that controls most markers wins. 6. King of the Hill After the table has been prepared, the players must set up only 1 objective marker on the battlefield. Note that if you are using the random deployment styles rules, you must first roll to see which deployment style you will use, then roll for mission objectives, and only after you roll-off to see who picks where to deploy. The objective marker must be placed over 9” away from the deployment zones and the table edges. After 4 rounds have been played the game ends, and the player that controls the marker wins. 17 Playing with Side-Missions Categories When playing with side-missions, the scoring at the end of the game is done using a Victory Points (VP) system, instead of winning based on the mission’s conditions. There are 3 different categories to choose from, each with their own twists and strategies: 1. 2. 3. At the end of the game, players earn VPs for completing the main mission objective, as well as 1 VP for each side-mission that they completed: • • • • • • 1. Combat Mastery Duel - 1 VP per controlled marker Seize Ground - 1 VP per controlled marker Relic Hunt - 1 VP per controlled marker Sabotage - 1 VP for destroying the enemy marker and 1 VP for keeping own marker alive Breakthrough - 1 VP per controlled marker King of the Hill - 2VP for controlling the marker 1. 2. 3. 4. 5. 6. 1. 2. 3. Shared Hidden Shared + Hidden 4. Additionally, you must pick one of the following selection methods, or roll a D3 to randomly get one: 1. 2. 3. 5. Free Limited Randomized 6. 1. 2. 3. 4. 5. There are 3 different playstyles you can use, each providing a different level of competition: 2. 3. Shared - Each player selects 1 side-mission openly, both players can complete any of the side-missions Hidden - Each player selects 1 side-mission in secret, players can only complete their own side-mission Shared + Hidden - Players roll-off, and the winner selects 1 side-mission openly, which both players can complete. Then each player selects 1 side-mission in secret, which only they can complete. 6. Selection Methods There are 3 different selection methods you can use, each giving the players a different degree of control: 1. 2. 3. Dominate - Enemy controls no objectives. Ground War - No enemy units within 6” of the center. Overrun - At least one friendly unit fully inside each table quarter. Defend - No enemy units fully inside friendly deployment zone. Invade - At least one friendly unit with 3+ models fully inside enemy deployment zone. Seize - Control most objective markers. 3. Heroic Intervention Playstyles 1. Conserve - At least 50% of friendly units alive. Linebreaker - All enemies without Tough killed. Obliterate - Killed 3+ enemy units in one round. Terrify - Enemy unit routs in melee. Onslaught - Won melee by 3+ wounds. Attrition - At least 50% of enemy units killed. 2. Tactical Genius Before the game begins, pick one of the following playstyles, or roll a D3 to randomly get one: 1. 2. 3. Combat Mastery Tactical Genius Heroic Intervention Free - Players may freely select any side-mission from any of the categories. Limited - Players must roll a D3 to get a category, and may then freely select any side-mission. Randomized - Players must roll a D3 to get a random category, and then roll a D6 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. 18 Slay - Enemy hero with highest Tough value killed. Sacrifice - Most expensive friendly hero killed. Head Hunter - Most expensive enemy hero killed. Sorcerer Supreme - Enemy hero killed by spell. Ancient Heirlooms - Friendly hero within 6” of the center of the table. Secret Mission - Friendly hero within 3” of enemy table edge inside deployment zone. Using Extra Actions Before the game, players can agree to use any or all of the following extra actions in the game: • • • • • • • Hunker Down Defensive Stance Covering Fire Focused Fire Heavy Charge Stealth Move Overwatch 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. Hunker Down Units can hit the ground and take cover in order to increase their survivability when under enemy fire. 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. Heavy Charge Defensive Stance Units can strengthen their melee prowess by making short but brutal charges that devastate enemy lines. Units can brace themselves for melee by adopting a defensive stance and preparing for brutal combat. When taking a Heavy Charge action, the unit makes a regular Charge action, and gets +1 to hit in melee, but only if the total charge distance is over 3” and under 6”. 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. Stealth Move Units can try to make it harder for enemies to shoot at them by moving carefully and sticking close to the ground. Shaken units may take Defensive Stance actions to get this bonus as well as stopping to be Shaken. When taking a Stealth Move action, the unit may move by its regular move distance, may not shoot, and enemies shooting at it get -1 to their hit rolls until its next activation. Covering Fire Units can try to pin down the enemy by shooting wildly so that they keep their heads down. Overwatch When taking a Covering Fire action, the unit may not move, and may shoot only hitting on rolls of 6+. Roll one die per hit, and if you roll at least one 4+, then the target must take a morale test (regardless of casualties). All hits are then discarded. Units can hold off from doing anything and prepare to shoot at charging enemies or engage in deadly firefights. When taking an Overwatch action, the unit stays idle, and until its next activation it may react once to an enemy unit as it moves or shoots. Focused Fire Units can increase their shooting precision by staying put and adjusting their aim for that perfect headshot. The unit may react to two things: • When taking a Focused Fire action, the unit may not move, and gets +1 to hit when shooting at targets within 12”. • 19 Movement: The unit may shoot at an enemy at any point during movement, however it gets -1 to hit rolls. Shooting: The unit may shoot back at an enemy within 24” that shot at it, however it gets -1 to hit rolls. Open vs Solid Buildings Building Destruction The difference is simple: Optionally, solid buildings may be targeted for all types of attacks as if they were any other unit. • • Open buildings have one or more openings which can be used to place models inside. Solid buildings consist of one solid block which cannot be opened or reached into. All buildings count as having Defense 2+ and a Tough(X) value, which you are going to set yourself, however here are some guidelines that you can use: • • • Usually, solid buildings would be treated as a piece of sight blocking and impassable terrain, however with these rules your units will be able to enter and defend them. Using Solid Buildings Wood Buildings: Tough(6) Brick Buildings: Tough(12) Concrete Buildings: Tough(18) 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 is removed. Solid buildings may hold up to X models inside of them, which must be from the same army. Units may enter by moving into contact with the building, and units inside may exit by using any action but only move up to 6”, however units may not both enter and exit a building as part of the same activation. Collateral Damage Since buildings come in different sizes, you have to decide how many models can be inside by yourself, however here are some guidelines that you can use: Whenever a unit targets an enemy inside of a building with a ranged attack, roll one die for every attack that misses. On a 4+ that attack hits the building instead, which is resolved after all regular hits have been resolved. • • • Optionally, solid buildings may also take collateral damage when units inside of them are attacked. Small Sheds: 6 models Medium Houses: 11 models Large Fortifications: 21 models Note that failing to cast a spell targeting a unit inside of a building does not count

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