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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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