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Attacker
Defender
House rules
Added content that was missing from core rules, strongly inspired by Advanced rules.
Actions
Action | Move | Effect |
---|---|---|
Defensive stance | 0" | Gain a +1 modifier. |
Focused fire | 0" | +1 to hit within 12" when shooting. Can shoot. |
Advance | 6" | Can shoot. |
Rush | 12" | - |
Charge | 12" | Moves into melee (base contact with enemy). |
Assault | 12" | Gain a -1 modifier. Can shoot and charge a single unit. |
Last stand (when shaken) | * | Gain a -1 modifier and Panics. |
- 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" is the risky alternative to just remove the shaken condition.
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 see trough it 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.
Fearless units rolls two dice and picks the highest roll.
Roll a die | Panic effects |
---|---|
1 | Unit is removed from play. |
2 | Unit takes 3 wounds (does not trigger new tests). |
3 | Unit takes 1 wound (does not trigger new tests). |
4 | Shot with the first listed weapon able of targeting the closest unit regardless of team. |
5 | Unit moves and the opponent choses direction and distance up to 3". |
6 | Unit is no longer shaken. |
- Buffs and debuffs remain on a unit until the condition is met or the unit is shaken.
- If a units has both a -1 and +1 modifier, the modifiers cancel each other out and both are removed instantly.
- A shaken unit can't receive buffs and debuffs also triggers a Panic roll on that unit.
- +1/-1 Modifiers gives a +1/-1 modifier to shoot, +1/-1 modifier to hit, +1/-1 to morale tests, and +1/-1 modifier to defense. They are removed at the end of the round.
Casters
- Casters can cast any number of spells, not already cast, at any point during activation before melee.
- Each individual caster gains individual Mana (Spell Tokens).
- Rolling a 7 or more when casting a spell regains one mana spend and rolling a 1 or less causes Panic, after modifiers are applied.
- Each individual caster can also use their Mana to modify Casters within 24" success chance before casting spells.
Each mana spend increases or decreases roll.
Balance adjustments
- Strider: When no difficult terrain is present, all models with Strider gain +1 to movement when moving.
- Multiple Melee: Similar to shooting each weapon may only target a single unit, but each unit may strike back with everything.
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. |
Reckless | Instantly disband a hero model from its unit and active it, this does not count as normal activation. |
Terror | A unit with Fear(X) forces X enemy units within 6" to take a Morale test. X equals the unit's Fear value. |
Generic Spells (optional)
Any Caster may cast the following spells as if it was faction spells.
Spell and Mana cost | Effect |
---|---|
Spark (1) | Target enemy unit within 18" take X damage, where X Caster level. |
Infuse (2) | Transfer up to 3 spell tokens to another Caster within "12". |
Ignite (3) | Units within 3" of target Objective takes 1 hit AP(3) with Blast. Objective must be within 12" of Caster. |
Dread (4) | Target damaged unit within 12" takes a morale test. |
Modify (5) | Target unit within 12" gets a +1 or -1 modifier. |
Vaporize (6) | Target enemy unit within 12" takes hits equal its remaining wounds and AP equals Caster level. |
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