CORE RULES v1.0.
The most important rule: Whenever the rules Units may only be within 1” of other units when Heroes may only attempt each skill action and
are unclear, use common sense and personal charging, and may only charge if at least one hero skill once per round.
preference. Have fun! charging model is within charge distance of the
Discover: The hero may reveal one search token
target unit.
Stat Tests: Roll one six-sided die, and if you in line of sight and within 6” by passing a Wil
score the model’s stat value or higher, then it test, or may reveal it and pick it up without
counts as a success. Whenever a hero fails a needing to roll if within 1” of it.
Str/Dex/Wil stat test, it may suffer 3 stress to Models in range and line of sight may fire all
ranged weapons. Shooting models take one Qua Push: Pick one enemy unit within 3" and take a
count as having passed it instead.
test per attack, and each success is a hit. For Str test. If passed, the target is pushed directly
Modifiers: Regardless of modifiers, rolls of 6 each hit defending units roll one die trying to away by 2”.
always succeed, and rolls of 1 always fail. score their Def value or higher to block, and each Scurry: The hero may move by up to D3” by
fail causes one wound. Once a model has taken passing a Dex test.
as many wounds as its Tou value, it is killed
Campaigns & Missions: The game is played (remove from play). Hero Skills: When using hero skills, take a test of
using either a narrative campaign book, or the that skill’s stat. If passed the hero may resolve its
Unconscious: If a hero would be killed, it is effect, and if failed it first suffers 1 stress and
campaign builder, which tell you how to set up
unconscious instead, must remain idle until may then resolve its effect.
your missions.
revived, and is ignored by AI. At the end of each
The Party: The game is played solo or co-op, round until it is revived, the hero takes 1
with 2-4 player controlled heroes. bleeding marker, and if it has 3 markers it is
Cover Terrain: Units with most models fully
killed (remove from play). Heroes within 3” may
The Enemies: Before the game begins, you will inside cover terrain or behind sight blockers, or
use a skill action and suffer 3 stress to revive the
need to prepare a collection of enemy models that are mostly inside cover terrain or behind
hero, and it restores 3 wounds.
for the AI to control. sight blockers (for single-model units), get +1 to
Defense rolls when blocking hits from shooting.
The Battlefield: The game is played on a 4’x4‘
area, with 20+ pieces of terrain. The game can be Charging models must move into base contact Difficult Terrain: Units moving through difficult
also played on a smaller 2’x2’ area, by halving all with targets, or as close as possible, and then terrain at any point can’t move more than 6” at a
distances used. defenders must do the same by moving up to 3”. time in total.
Models within 2” horizontally and 4” vertically of Dangerous Terrain: Models moving across
enemies must strike with all melee weapons, dangerous terrain, or that activate in it, must roll
Each round, players activate all heroes first, and which works like shooting. Then defenders must one die (or as many as their Tou value), and for
then the AI activates all units in order from the strike back, and if neither unit is killed, chargers each roll of 1 the unit takes a wound.
closest to a hero to the furthest. must move back and separate by 1” (if possible).
Fatigue: At the end of an activation in which
they charged, or after striking back, units hit on When AI units activate, follow these steps:
Heroes may take any one action plus one Skill unmodified rolls of 6 in melee until the end of
action (in any order), and may suffer 2 stress to 1. Are any enemies in line of sight?
the round.
take any one additional action. • Yes – Go to step 2
• No – Go to step 3
Action Move Notes 2. If you move, will any enemy be in range to
Rest 0” Restore stress At the end of an activation where wounds leave a shoot or charge?
Hold 0” Can shoot unit with half or less of its total size or Tou value • Yes - Advance only as much as
Advance 6” Can shoot after move (for single-model units), the unit must take a needed and shoot closest, else
Rush 12” Can’t shoot morale test. To take a morale test, take a Qua Charge closest
Charge 12” Moves into melee test, and if failed the unit is Shaken. Heroes may • No - Rush to closest
Skill 0” Use skill action suffer 2 stress to ignore being Shaken from failed 3. Are you within 3” of an AI Goal?
morale tests. • Yes – Skip activation
Shaken: Must stay idle, counts as fatigued, • No - Rush to nearest AI Goal
Heroes taking a rest action restore 6 stress, but always fails morale tests, and can’t contest or AI Groups: Group members must stay within 1”
must stay idle, and can’t take any actions for seize objectives. Shaken units must spend one of at least one other member, and within 3” of all
that round (before or after resting). full activation idle to stop being shaken. Enemies other members.
with Tou 9+ can’t be Shaken, but take D3
Endurance: If a hero suffers stress which brings
wounds instead.
it over its End value, then it takes that many
wounds instead.
1 | Copyright © OPR Games. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com
CORE RULES v1.0.0
Furious: When charging, unmodified rolls of 6 to
hit in melee deal one extra hit (only the original
Ambush: May be set aside before deployment. hit counts as a 6 for special rules). When activated, heroes may suffer D3+3 stress to
At the start of any round after the first, may be remove all status conditions.
placed anywhere over 9” away from enemy Immobile: May only use Hold actions.
Afflicted: When activated, must pass a Str test
units. Impact(X): Roll X dice when attacking after to remove status. If failed, the model takes 1
Ambush [AI Units]: Only deploys D3 rounds charging, unless fatigued. For each 2+ the target wound.
afters its wave is deployed, and at the start of takes one hit.
Crippled: When activated, must pass a Dex test
the round it's placed at the centre of a random Indirect: Gets -1 to hit rolls when shooting after to remove status. Crippled models halve their
table quarter. moving. May target enemies that are not in line movement distance.
AP(X): Targets get -X to Def rolls when blocking of sight as if in line of sight, and ignores cover
from sight obstructions. Diseased: When activated, must pass a Wil test
hits from this weapon.
to remove status. Diseased models take as many
Blast(X): Ignores cover, and after resolving other Lance: When charging, gets +1 to hit rolls and wounds as stress they suffer.
special rules, each hit is multiplied by X, where X AP(+1) in melee.
Impaired: When activated, may suffer D3+1
is up to as many hits as enemy models in the Lock-On: Ignores cover and all negative stress to remove status. Impaired models get -1
target unit and within 3” of it. Hits must be split modifiers to hit rolls and range. to all stat rolls.
evenly between all enemy units within 3” of any
model from the target (players pick how). Limited: May only be used once per mission.
Caster(X): Gets X spell tokens at the start of Poison: Ignores Regeneration, and the target
must re-roll unmodified Defense rolls of 6 when Jumping: Heroes may cross 1” gaps or drop off
each round, but can’t hold more than 6 tokens at
3” of elevation as regular movement, but they
once. At any point before attacking, spend as blocking hits.
must jump to cross gaps or drop off elevation of
many tokens as the spell’s value to try casting Regeneration: When taking a wound, roll one up to 6”. Take X+1 Dex tests, where X is one die
one or more spells (only one try per spell). Roll die. On a 5+ it is ignored. for every full 3” the hero wants to move. If all
one die, on 4+ resolve the effect on a target in
rolls are successes, then the hero may cross the
line of sight. Heroes may spend any number of Relentless: When using Hold actions and
distance, without counting it towards its move. If
spell tokens before rolling to get +1 to the roll shooting, unmodified rolls of 6 to hit deal one
any roll is failed, then the hero falls instead.
per token, or to give an enemy caster within 18” extra hit (only the original hit counts as a 6 for
and in line of sight -1 to their roll per token. special rules). Falling: If a model falls or is pushed off an
Whenever a hero fails to cast a spell, it may elevated position at least 2” tall, it takes 1 hit
Reliable: Attacks at Quality 2+.
suffer X*2 stress to count as having cast it with AP(X), where X is AP(1) for every full 3” it fell.
instead, where X is the spell’s casting value. Rending: Ignores Regeneration, and unmodified Then place the model within 2” of the bottom,
rolls of 6 to hit get AP(4). and its activation ends immediately. For units
Caster(X) [AI Units]: Follows same rules as
with multiple models, falling kills the model
heroes, picking one random spell to cast, and Scout: This model may move by up to 12” after
instead, until only one last model remains,
spending all tokens to cast it when activated. If being deployed.
which falls normally. Whenever a hero would
the chosen spell can’t be cast for any reason, Slow: Moves -2” when using Advance, and -4” fall, it may suffer 3 stress to stop within 1” of the
then the model doesn’t cast. when using Rush/Charge. ledge instead, and immediately ends its
Counter: Strikes first with this weapon when activation.
Stealth: Enemies get -1 to hit rolls when
charged, and the charging unit gets -1 total shooting at units where all models have this rule
Impact rolls per model with Counter. from over 9" away.
Deadly(X): Assign each wound to one model, Strider: May ignore the effects of difficult terrain
and multiply it by X. Hits from Deadly must be when moving, and only needs 2+ to pass
resolved first, and these wounds don’t carry over jumping rolls.
to other models if the original target is killed.
Villain: AI units within 12” may take morale tests
Fast: Moves +2” when using Advance, and +4” using the Villain’s Qua if it is better than their
when using Rush/Charge. own, as long as the Villain isn’t Shaken.
Fear(X): This model counts as having dealt +X
wounds when checking if the target must take
morale test in melee (must deal at least one
wound).
Fearless: When failing a morale test, roll one die.
On a 4+ it’s passed instead.
Flying: May move through units and terrain, and
ignores terrain effects whilst moving, and
automatically passes jumping rolls.
2 | Copyright © OPR Games. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com