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SEQUENCE OF PLAY
• At the beginning of each turn, a deck of playing cards is shuffled (alternately, numerical chits can be used). Each side is dealt a number of cards equal to the number of “units” on their side. The side with the least number of units draws a number of cards equal to its number of units or ¾ of the opposing units, whichever is greater.
• Additionally, each side will get a number of cards equal to the leadership bonus of that side’s FIELD COMMANDER.
• Selecting which unit gets which card, the players place one “activation” card FACE DOWN next to each unit in his command. This represents WHEN in the turn a unit will perform its actions. Unused activation cards will be discarded.
• The priority sequence for activation will be “ace” through “king”, with suit priority being hearts-spades- diamonds-clubs. Units will then activate in this sequence until all have gone, thus representing a TURN. (For example: Ace of hearts, two of hearts, three of hearts all the way through jack of clubs, queen of clubs, and king of clubs.)
• All units are assumed to have one primary weapon “prepped” at the start of the game.
ACTIVATION
When activated, a unit may do one of the following for each ACTION point the unit has available to it:
• Rally – Morale check roll. (see Section 2 – MORALE)
• Overwatch – reserving a unit’s actions until a later time
• Move – (see Section 4 - MOVEMENT)
• Combat – (see Section 5 – COMBAT)
• Special Action – aim, prep a weapon, casting, special ability, etc. (see below)
If a side has multiple units “in sequence,” or has “held” units, their actions may be combined and performed simultaneously. The results of a unit’s actions are applied immediately. Excess action points do not carry over from turn to turn, though special actions may require multiple turns to complete (see below).
UNIT ACTIONS:
• A unit is allowed to split up to half of its models’ actions for one action, including which targets that unit engages in combat. No model may split its BALLISTIC fire upon multiple units as targets in the same action.
• A unit cannot be split into half of the unit activating and the other half OVERWATCHing. For any part of a unit to go into OVERWATCH, THE ENTIRE UNIT MUST BE ON OVERWATCH.
RALLY
1. Any activating unit which was Routed in a previous phase must spend an activation point to rally back from the effects of a failed morale check as its FIRST action. Make a modified morale check using all applicable modifiers.
2. Figures that were Routed and rally may turn to face the battle, and are placed on OVERWATCH. If the check fails, they immediately ROUT and move their normal distance x2 away from the enemy towards/ into LOS blocking cover, towards the unit’s Rally Point, or towards its starting board edge, in that order, and their remaining actions for the turn are forfeited.
3. Units at their board edge which fail their rally check are eliminated.
OVERWATCH
1. A Unit with at least HALF (rounded up) its actions remaining may be put on OVERWATCH. This type of action enables a unit to synchronize with other nits, interrupt the actions of another unit, or respond to the actions of another unit.
2. A unit on OVERWATCH gets ONE remaining action to be used at any point in the turn.
3. There is no limit to the number of units that can be on OVERWATCH.
4. An activating unit may be put on OVERWATCH at any time as long as the FIRST OVERWATCH condition applies (see above).
5. Place a marker with any unit put on OVERWATCH.
MOVE
1. An activating unit may move up to its move rate (modified by terrain) for each point of activation spent in this manner.
2. Charge
• Defined as at least 8" of uninterrupted linear movement, or TWO consecutive movement actions in a straight line to an enemy unit, and making contact with that enemy.
• If a unit qualifies by distance alone, the unit qualifies for the +1 charge bonus but not the free action.
• If a unit qualifies by expending at least two consecutive movement actions, the charge awards a free melee action for the unit in addition to the +1 combat modifier.
3. Movement as a result of a ROUT is free, costing no actions. A ROUT move is a unit’s normal movement x2 away from the enemy towards/into LOS blocking cover, towards the unit’s Rally Point, or towards its starting board edge, in that order.
MELEE
1. The activating unit, for one action, may perform one melee attack for each melee attack die it has available against any enemy in base-to-base contact with it, and within its weapon arc.
2. There is a -1 penalty incurred for each action previously performed by the attacking unit at the time of the melee attack.
3. Roll for saves, remove all casualties, and resolve any required morale checks. Routing figures must run away immediately. If the activating unit still has action points to spend, they may attack again, move, or perform other actions.
BALLISTICS
1. The activating unit, for one action, may perform one missile attack for each ballistic attack die it has available. An eligible target is any target within the firing figure’s arc of fire, with a line of sight between the firing figure and the target figure, and within its
weapon’s range.
2. Some weapons have a “PREP,” value, which is equal to the number of actions that must be spent prior to the next “ballistic” action.
3. There is a -1 “to hit” penalty for every 6” (after the first 6”) of linear movement by the target unit. If the target has not activated this turn, use the movement from the PREVIOUS turn.
4. There is a -1 penalty incurred for each action previously performed by the firing unit at the time of the missile attack.
SPECIAL
1. Radio equipped troops wishing to call for artillery fire may attempt to do so.
2. Any figures wishing to attempt special actions (prepping or un-jamming weapons, cutting wire, healing the “wounded,” etc.) may attempt to do so.
3. Cast Power: Costs of certain castings may require cumulative actions spent over several turns (ex. Hand o’ God is a 5 action power. A action caster with only 2 actions would take 2.5 turns to cast the power). Costs of certain castings may require cumulative actions spent over several turns (see above).
4. Prep/Set Up a Device: Prepare an explosive, set up a machine gun, open a draw gate, etc.
5. AIM
CONTINUE
Continue all the above steps until all units have activated and their actions are resolved. This constitutes one TURN. At the end of the turn, collect all the activation cards. Remove or add cards based on the addition or removal of units, or the replacement of Commanders.
BATTLE ON
Shuffle the cards and start the next turn in the same manner continuing until a pre-agreed upon condition or time is
reached. Enjoy!
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