Turns |
When a player creates a warband the player has 100 points to spend on purchasing their unit templates. The unit templates will become what the player will be able to purchase when they purchase future units.
The group of template units a player brings to the table is the players first warband. Players have 50k to spend on equipment, which can be divided among their unit in any combination. Starting with the attacker, players alternate taking turns until the scenario has played out. Each turn has four phases:
Movement: The player whose turn it is may move each unit up to the number of inches equal to its movement stat. A movement into contact with an opposing unit indicates that the two units are engaged in a melee, outlined below. Attack: The attack phase involves 3 steps:
End of Turn: The units of each player may use End of Turn abilities, starting with the player whose turn it is. |
Combat Rules
Melee Attacks |
Magic Seven: All melee combat rolls are a stat added to a d6 roll. If the sum is at least 7, you succeed!
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Engaging In Melee |
When a unit comes into contact with another unit, it begins a melee. Once units are engaged in a melee, a unit may melee attack a unit that moves out of it's melee range. Melees block line of sight as obstacles. The clustered units are affected normally by templates, but it is impossible to make accurate ranged attacks.
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Facing Rules
Quick Attacks |
Units with quick attacks strike and resolve their melee attacks first, in a phase that occurs before non-quick attacks. Units killed by quick attacks are removed before they have a chance to make their normal attacks.
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Assigning Attacks |
A unit making an attack in a melee may choose which enemy in contact to attack. If a unit has multiple attacks, it may assign and roll for attacks individually rather than assigning all attacks to one opponent.
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Following Up |
Starting with the player whose turn it is, all units who were engaged at the start of the phase but are now unengaged may move up to their Speed in any direction. This may cause them to be engaged again, in which case they are not considered charging. These units do not immediately attack again, but will act in melee as normal in the next Attack Phase.
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Templates |
There are three area effect templates: A teardrop template (7" long and 2" wide), a small blast template (3" diameter) and a large blast template (5" diameter). Rerolls and explosions do not apply to template attacks.
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Close Template Attacks |
Close attack templates originate from any point on the base of the attacking unit. All units whose bases are fully or partially covered by the template are hit.
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Ranged Template Attacks |
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Measuring Ranged Distances |
A unit is considered within range of a template, ranged attack, or other effect if some or part of its base is within range. Overhanging parts of the miniature are not considered.
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Line Of Sight |
Units can only attack with ranged weapons if their target is within line of sight. A target is within line of sight if an imaginary line can be drawn between any two points on the attacker and the target's bases. Enemy units and obstacles block line of sight, friendly units do not.
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Terrain |
Before using a piece of terrain, players should agree on its traits. A given terrain piece can be any combination of obstacle, fortification, and rough terrain:
Obstacles are solid structures like hills which block line of sight. Units cannot fire ranged weapons through obstacles. Obstacles shorter than twice a unit's height can be climbed by spending movement points to travel upwards. Taller obstacles cannot be climbed or crossed. Fortifications are solid defensive points such as short walls, ruins, or palisades. A unit on or up to 2" behind a fortification is said to be in cover. In addition, a unit that initiates a melee with an enemy unit in or behind a fortification may not attack in the first round of combat. Rough Terrain (RT) such as woods and swamps impede movement. Units move through these terrain types at half speed. Cover and Concealment: If you can draw a line from the attacker to the defender that passes through solid terrain, the defender has Cover and the Ranged attack roll is reduced by 4. If you can draw a line through something that just obscures sight (like a garbage mound or smoke) then the defender has Concealment and the Ranged attack roll is reduced by 2. |
Forward Deployment |
Units with this ability deploy in a separate phase after all other units have deployed, and may deploy anywhere on the board other than in the opponent's deployment zone or within 8" of an enemy unit.
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Banners |
A banner is an inspirational battle standard held by a unit. The banner contains an aspect and confers the aspect's effect on all friendly units within 4”. The cost of a banner is 4 times the cost of the aspect it carries. If the unit holding the banner falls, the banner's power is lost for the remainder of the game.
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Exploding Dice |
If an attack roll explodes, count it as a hit and roll a bonus attack die. This bonus roll may also explode In this way, exploding attacks can cause multiple hits, representing especially lethal attacks or a furious combination.
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