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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.
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