The most important rule: Whenever the rules are unclear use common sense and personal preference. Have fun!
Quality Tests: Roll one six-sided die and if you score the unit‘s quality value or higher it‘s a success.
The Battlefield: The game is played on a flat 4‘x4‘ surface, with at least 10-15 pieces of terrain on it.
The Armies: The players must put together two armies of 150pts each.
Deployment: Players roll-off and the winner picks one of the table corners as his deployment zone with his opponent taking the opposite. Then the players alternate in placing one unit each within 18” of their table corner, starting with the player that won the deployment roll-off.
Mission: The game ends after 4 rounds and players sum the point value of all enemy units they destroyed. The player with most points wins.
The player picks one unit and it may do one of the following:
- Hold: Move 0”, can shoot.
- Hunker: Move 0”, can’t shoot, counts as being in cover.
- Guard: Move 0”, can shoot in reaction to the enemy.
- Advance: Move 6”, can shoot only after moving.
- Rush: Move 12”, can’t shoot.
- Charge: Move 12” into melee.
Units may move and turn in any direction regardless of the model‘s facing, and they may only move within 1“ of others if they are charging.
Models in range and line of sight may fire. Shooting models take one quality test and a success is a hit. Defending models then take a quality test and if they fail they take one wound.
Guard Actions: Units that are on guard may not move or shoot, but may react to enemy units that move into their line of sight by shooting. The player may stop enemy units at any point of their move to shoot, but the target counts as being in cover.
Charging models must move into base contact with the target and then attack in melee, which works like shooting. Then the defending model may strike back, and if one of the units is destroyed the other may move by up to 3“, else the charging model must move back by 1“.
When a model takes one or more wounds place a wound marker next to it for each. Then roll one die and add the number of markers to the result:
- 2-5: Stunned
- 6+: Killed
Killed: Remove from play.
Stunned: The model is Stunned until the end of its next activation (place the model on its side to show this). Stunned models must stay. If a Stunned model takes any hits from shooting or is charged again then it is immediately killed.
If at the end of any round an army is down to half of its starting size or less, then it must take a morale test. Pick one model that is not stunned and take a quality test, if failed all models from his army are killed. Note that if there are only stunned models left in the army then the test is failed.
Cover Terrain: Whenever units within or behind cover terrain take hits roll one die, on a 5+ the hits are ignored.
Difficult Terrain: Units moving through difficult terrain halve their move distance.
Dangerous Terrain: Units moving across dangerous terrain must roll one die, on a 1 they take one wound.
Elevated Terrain: Units taking shots from lower elevation count as being in cover.
The game can be played with up to 4 players by modifying the rules a little:
- Deployment: Players roll-off and then pick table corners and deploy one unit each in order
- Playing the Game: In the first round players take turns in the same order as deployment. In each new round players roll-off to set a new order of activations for that round.
When preparing armies you have to create units based on your models by picking their quality value and special rules. Each unit may have up to three special rules and always costs at least 5pts.
For more rules on how to build units, visit WarStuff on OnePageRules.
Pushing: Whenever a model rolls a Stunned result the attacker may try to push it away. Roll one die, on a 4+ the attacker may move the model by up to 2” in any direction.
Falling: If a model is pushed off an elevated position at least 2” tall it takes X+1 hits, where X is 1 hit for every full 3” it fell. Then place the model Stunned within 2” of the bottom of the elevation.
Dropping: Models may drop off steep elevation up to 6” high instead of climbing down. Roll X+1 dice trying to score 3+, where X is one die for every full 3” it drops. If all rolls are successes you may place the model within 2” of the bottom of the elevation and continue moving without counting elevation. If any roll is failed the model falls down instead.
Jumping: Models may cross gaps up to 1” wide as if they were solid ground, however they must jump to cross gaps up to 6” wide. Roll X+1 dice trying to score 3+, where X is one die for every full 3” it jumps. If all rolls are successes the model may move across the gap as if it was solid ground. If any roll is failed the model falls down instead.