House rules

Added content that was missing from core rules, strongly inspired by Advanced rules.

Actions

Action Move Notes
Defensive stance 0" +1 to cover and morale test.
Focused fire 0" +1 to hit within 12" when shooting. Can shoot.
Advance 6" Can shoot.
Rush 12" -
Charge 12" Moves into melee.
Assault 12" Gets -1 modifier. Can shoot and charge a single unit.
Last stand (when shaken) * Gets -1 modifier and Slow. May take another action then roots.
  • Both "Defensive Stance" and "Focused fire" count as "Hold" actions.
  • "Assault" can only be used on units with Quality 5+ or better after modifiers.
  • "Last stand" can only be used if enemy units are within 12" range and line of sight.

Line of sight

  • Friendly units do not block sight or movement.
  • If more than half of the models in a unit are within range, then the entire unit may attack it.
  • When taking more wounds than models in range, overflow is still passed to remaining models in that unit.
  • If at least 25% of the unit's models are obscured, the unit gains +1 cover.
  • If more than 50% of the unit's models are obscured, the unit gains +2 cover.
  • Models within 2" of a window can see unobscured from the window and receive +2 cover from enemies shooting through the window over 2" away.

Modifiers and Conditions

Panic - If a unit already Shaken fails a morale test, it becomes Panicked.

Roll a die: on a 1-3 the unit is Routed and removed from the game. On a 4-6 the opponent may move the unit 2".

  • Buffs and debuffs stack and remain on a unit until the condition is met or the unit is shaken.
  • -1 Modifier gives a -1 modifier to shoot, -1 modifier to hit, and -1 modifier to defense. They are removed on the respective roll or at round end.
  • If a units has both a -1 and +1 modifier, the modifiers cancel each other out.
  • A shaken unit can't receive buffs and debuffs; causes Panic.

Casters

  • Casters can cast any number of spells at any point during activation before melee.
  • Each individual caster gains individual Mana (Spell Tokens).
  • Each individual caster can also use Mana to modify Casters within 18" success chance when casting spells.

Balance adjustments

  • Strider: When no difficult terrain is present, all models with Strider gain +1 to movement when moving.

Game modes

Cumulative Objectives

  • Each non shaken model may claim an objective within 3" if uncontested at the end of their activation.
  • Uncontested claimed objectives generate 1 point at the end of round 1-3 and 2 points at the end of round 4.

Relic Hunt

  • Each objective marker claimed uncontested is picked up by that unit at the end of their activation.
  • A unit can only hold one objective and that objective is dropped when unit is shaken or routed.
  • After 4 rounds have been played the game ends, and the player that controls most Objectives wins.

Command points (optional)

At the start of each turn, gain 1 Command point.

Commands may only be used before any activations and must target your own units.

Each Command costs 1 point and can only be used once per game, but you may use multiple different Commands each round.

Actions

Command Notes
Invigorate Remove debuffs and Shaken on unit.
Mana Give Caster 3 Mana.
Carnage Target unit inflicts and takes double wounds next melee combat.
Experience Target unit gets a +1 modifier
Mobilize Move up to two units (not immobilized or shaken) 3".
Reinforce Target unit heals D6 wounds.
Terror A unit with Fear(X) forces X enemy units within 6" (without Fearless) to take a Morale test. X equals the unit's Fear value.