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. |