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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" | Energize (gain a +1 modifier). |
| Focused fire | 0" | +1 to hit within 9" when shooting. Can shoot. |
| Advance | 6" | Can shoot. |
| Rush | 12" | - |
| Charge | 12" | Moves into melee (base contact with enemy). |
| Assault | 12" | Exhaust then may shoot and charge a single unit. |
| Last stand (when shaken) | * | Exhaust (gain a -1 modifier) and then 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.
Modifiers and Conditions
Exhausted & Energized
Exhaust applies a -1 modifier, while Energize applies a +1 modifier. These affect To Hit rolls, Defense rolls, and Morale tests.
At the end of each round, remove one modifier of each type. If a unit is both Exhausted and Energized, the effects cancel out as both modifiers are removed.
Panic - If a unit already Shaken fails a morale test or becomes debuffed it becomes Panicked.
To panic - remove all buffs on unit and roll a single die without modifiers a consult table below
| Roll a die | Panic effects |
|---|---|
| 1 | Unit is removed from play. |
| 2 | Unit takes 3 unpreventable wounds (does not trigger new tests). |
| 3 | Unit takes 1 unpreventable wound (does not trigger new tests). |
| 4 | Shot with the first listed weapon able to target the closest unit regardless of team. |
| 5 | Unit moves and the opponent chooses direction and distance up to 3". |
| 6 | Unit is no longer shaken. |
*If a panic effect can't resolve, resolve the panic effect above it.
*Fearless units roll two dice and pick the highest roll.
Casters, spells and mana
- Each individual caster gains individual mana (spell tokens) and may cast any number of spell not already cast during activation before melee.
- Rolling a 7 or more when casting a spell regains one mana spend and rolling a 1 or less causes Panic.
- 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
- In melee combat, defending units do not need to move in order to strike back.
- Fatigue is replaced with Exhaust. Shaken units become exhausted, and any unit that strikes back becomes exhausted after combat.
- When no difficult terrain is present, all models with Strider gain +1 to movement when moving.
- When a unit charges multiple enemies, it may attack all engaged units. Each weapon must be assigned to a single unit, and every engaged unit may strike back.
Line of sight and attacking
- Friendly units never block line of sight or movement.
- If the majority of models in a unit are within range of a target, the entire unit may shot, otherwise only models in range may shot.
- If at least 25% of a unit’s models are obscured, it gains +1 cover. If more than 50% are obscured, it instead gains +2 cover instead.
- Models within 2" of a window can see through it, and they gain +2 cover from attacks made through that window by enemies more than 3" away.
- When a unit suffers more wounds than the number of models in range, any excess wounds are carried over to the remaining models in the unit.
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 unclaimed objective marker 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 removed from play.
- The player that controls the most Objectives wins after 4 rounds wins.
Command points (optional)
Draw and reveal 5 Command cards at the very end of every turn.
Players roll-off, and the winner gets to choose who picks first. Whoever picks last gets to remove a card from the drawn cards if they choose.
*Commands can only target your own units unless stated otherwise.
Actions
| Command | Notes |
|---|---|
| Invigorate | Remove debuffs and shaken on unit. |
| Mana | Give a Caster 3 mana. |
| Energize | Energize target unit (gets a +1 modifier) |
| Mobilize | Move up to two units 3". |
| Reinforce | Target unit heals 3 wounds. |
| Reckless | Disband a hero model from its unit, exhaust and activate it, this does not count as normal activation. |
| Terror | A model with Fear(x) forces X enemy units within 6" to take a morale test. x equals the models fear value. |
| Carnage | Target unit inflicts and takes double wounds next melee combat. |
| Relocate | Move an objective 3". |
| Level | Remove a piece of terrain from the game, that does not have units on it. |
| Warp | Remove all modifiers and half the model in unit rounded up. Repdeploy remaining unit. |
| Reach | Claim and unclaimed objective within 6" of a model you control. |
| Sorcery | A model you control gets Caster(1). |
| Reload | Reroll all dice in a single attack roll. (Can be used any time on your turn) |
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 mana to another Caster within "18". |
| 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) | Exhaust or Energize target unit within 18". |
| Vaporize (6) | Target enemy unit within 12" takes hits equal its remaining wounds and AP equals Caster level. |