In retrospect I think I may have used forces that were slightly too big of a simple demonstration.
The rules…
Set Up and Deployment
Players roll off to determine which is A and which is B, this stays the same for the whole game.
Player A picks a battlefield edge, and places all of their models within 6” of that edge, then Player B places all of their models within 6” of the opposite edge.
The Game Round
The game is played in rounds (most games lasting 6). Each round goes through the following phases, always in the following order:
- A Moves/Melees
- B Moves/Melees
- A Shoots/ Runs
- B Shoots/ Runs
- A End Phase
- B End Phase
Movement
Everyone gets a standard 6” move (unless a special rule states otherwise). Models with enemies in base to base contact cannot move away, but must stay in contact (unless a special rule states otherwise). During the movement phases, any models that move into contact with enemies can make melee attacks. Opponents do not get to automatically hit back, but must wait for their own Moves/ Melees phase.
Instead of shooting during a shooting phase, a model can run. A run move is D6”. A model does not get to make a melee attack if they move into an enemy by making a run move, but must wait until their own Moves/ Melees phase.
Attacking
During the shooting phases models can only shoot. Models in contact with enemy models cannot shoot or be shot at (unless a special rule states otherwise).
To melee attack a model must be in contact with their target.
To shoot/melee attack, check range, if target is within range, a hit is scored on a:
4+ for targets in the open and melee attacks
5+ for targets in soft cover
6 for targets in hard cover
Natural 1s always miss, natural 6s always hit.
If a hit is scored, compare attack and defence factors. Players make an opposed roll, the attacker rolls a die per point of attack factor (RAF for enemies at range, MAF for enemies in melee – base to base contact), the defender then rolls a number of dice equal to their defence factor. Each die rolled by the defender will block all dice rolled by the attacker that are the same number. So a single 3 rolled by the defender will block all 3s rolled by the attacker.
If the attacker has any dice left, the defender suffers 1 damage per unblocked die (unless a special rule states otherwise).
Once a model has suffered an amount of damage equal to their lives stat, they are dead and removed from play.
End Phases
Typically during an end phase a faction may have a special rule, or the scenario that you are playing may have special rules that apply.
Missions
Before setting up, select one of the missions below. You can always play a simple game where you try and kill the entire enemy force, however the missions below should make things more interesting.
Demolition – Played on a 4’x4’ battlefield, after deployment, Player B can place 5 markers on the battlefield. Each marker should be 12” from each other marker and cannot be within 6” of Player B’s starting edge.
At the end of an end phase (after any end phase abilities have been resolved), if Player A has any models within 3” of a marker, and none of Player B’s models are within 3” of the same marker, then that marker is destroyed and removed from play. At the end of the 6th round if Player B has 3 or more markers still in play then they win, otherwise Player A wins.
Army Lists
THE PIRATES OF SKULL COAST
Ancient Curses – The Pirates are undead. Whenever a Pirate model is killed instead of removing them from play, lie them on their side. On each of their subsequent End Phases roll a die for each model lying down. On a 6 they get back up, and can then fight on as normal, returning to their full number of starting lives. On a roll of 1-5 the model stays lying down. For the purpose of missions, any Pirate model still lying down at the end of the battle counts as dead.
Captain (29pts) 6BV
1 Captain is allowed per Pirate army.
RNG 12”, RAF 3, MAF 5, DF 4, LV 5
Inspiring – Any allied models within 12” of this model (including this model) get a +1 modifier to their hit rolls.
Musketeer (13pts) 3BV
RNG 24”, RAF 1, MAF 1, DF 2, LV 2
Fighter (11pts) 2BV
RNG 0”, RAF 0, MAF 3, DF 2, LV 2
Grappler (17pts) 4BV
RNG 6”, RAF 3, MAF 3, DF 2, LV 2
Grapple – If this model scores a hit on a target, they can move that target 3”.
Grenadier (25pts) 5BV
RNG 12”, RAF 4, MAF 1, DF 2, LV 2
Boom – If this model hits a target, any models within 3” of the target are also hit. Make RAF vs DF rolls for each one.
Skeleton Musketeer (18pts) 4BV
RNG 24”, RAF 1, MAF 2, DF 3, LV 3
Skeleton Fighter (16pts) 3BV
RNG 0”, RAF 0, MAF 4, DF 3, LV 3
SCI-CORPS
Startillery – The Sci-Corps starships provide powerful supporting fire. During each end phase the Startillery can make a single shooting attack against any enemy model in play. The shot always on a 5 regardless, is RAF 5, and has the ‘Boom’ rule: Boom – If this attack hits a target, any models within 3” of the target are also hit. Make RAF vs DF rolls for each one.
Commander (33pts) 7BV
1 Commander is allowed per SCI-CORPS army.
RNG 24”, RAF 3, MAF 3, DF 4, LV 5
Inspiring – Any allied models within 12” of this model (including this model) get a +1 modifier to their hit rolls.
Assaulter (19pts) 4BV
RNG 24”, RAF 2, MAF 1, DF 3, LV 2
Shockgunner (24pts) 5BV
RNG 12”, RAF 3, MAF 2, DF 3, LV 2
Lethal (Ranged) – Each unblocked hit from a ranged attack from this model deals 2 damage.
Minigunner (42pts) 8BV
RNG 24”, RAF 5, MAF 2, DF 3, LV 2
Full Auto – If this model hits a target with a ranged attack, they can make an additional hit roll after the initial hit has been resolved. Keep going until they miss.
Missile Launcher (44pts) 9BV
RNG 24”, RAF 4, MAF 2, DF 3, LV 2
Boom – If this model hits a target, any models within 3” of the target are also hit. Make RAF vs DF rolls for each one.
Sniper (60pts) 12BV
RNG 48”, RAF 4, MAF 2, DF 3, LV 2
Lethal (Ranged) – Each unblocked hit from a ranged attack from this model deals 2 damage.
Wardog APC (95pts) 19BV
RNG 24”, RAF 4, MAF 3, DF 6, LV 6
Fast – Each time this model moves, they can move up to 12” instead of 6”.
Full Auto – If this model hits a target with a ranged attack, they can make an additional hit roll after the initial hit has been resolved. Keep going until they miss.
Transport – This model can carry 1 infantry model inside itself per Life it has. Friendly infantry models can get inside this model, or get out in any of it, in any of its own movement phases that it does not move. When this model is killed, any models inside it must immediately get out and those models only move 3”. When models get in or out, they should use whatever doors are on the model. Models inside this model cannot be attacked.
THE SHINING BROTHERHOOD
Skilled Warriors – The Shining Brotherhood are experts in hand to hand combat. Each time they make a melee attack, they get a +1 modifier to their hit roll.
Archknight (36pts) 7BV
1 Archknight is allowed per Shining Brotherhood army (mounted or otherwise).
RNG 0”, RAF 0, MAF 8, DF 5, LV 5
Blade Master – After the attack dice for this model, and the defence dice for their target have been rolled, any number of attack dice for this model can be rerolled, before damage is determined.
Inspiring – Any allied models within 12” of this model (including this model) get a +1 modifier to their hit rolls.
Archknight (Mounted) (54pts) 11BV
1 Archknight is allowed per Shining Brotherhood army (mounted or otherwise).
RNG 0”, RAF 0, MAF 8, DF 5, LV 5
Blade Master – After the attack dice for this model, and the defence dice for their target have been rolled, any number of attack dice for this model can be rerolled, before damage is determined.
Inspiring – Any allied models within 12” of this model (including this model) get a +1 modifier to their hit rolls.
Fast – Each time this model moves, they can move up to 12” instead of 6”.
Swordsman (22pts) 4BV
RNG 0”, RAF 0, MAF 6, DF 4, LV 4
Spearman (26pts) 5BV
RNG 0”, RAF 0, MAF 5, DF 4, LV 4
Lethal – Each unblocked hit from this model deals 2 damage.
Bowman (31pts) 6BV
RNG 24”, RAF 3, MAF 3, DF 4, LV 4
THE DINOSAUR EMPIRE
Stampede – If a Dinosaur makes contact with an enemy at any point they can make a melee attack against that enemy, they do not have to wait for their own Moves/ Melees phase. The Dinosaur must be the one making contact. If an enemy moves into contact with the Dinosaur they do not get this extra attack.
Call of Nature – You can have a maximum of 2 of each dinosaur per Dinosaur Empire army.
Saurophaganax (51pts) 10BV
RNG 0”, RAF 0, MAF 10, DF 4, LV 8
Fast – Each time this model moves, they can move up to 12” instead of 6”.
Ceratosaurus (47pts) 9BV
RNG 0”, RAF 0, MAF 9, DF 4, LV 8
Fast – Each time this model moves, they can move up to 12” instead of 6”.
Triceratops (57pts) 12BV
RNG 0”, RAF 0, MAF 6, DF 5, LV 8
Lethal – Each unblocked hit from this model deals 2 damage.
Fast – Each time this model moves, they can move up to 12” instead of 6”.
Ankylosaurus (24pts) 5BV
RNG 0”, RAF 0, MAF 6, DF 6, LV 12
Sweep – If this model hits a target with a melee attack, any models within 3” of the target are also hit (not including this model). Make MAF vs DF rolls for each one.
Slow – Each time this model moves, they can move up to 3” instead of 6”.
Stegosaurus (46pts) 9BV
RNG 0”, RAF 0, MAF 6, DF 5, LV 12
Sweep – If this model hits a target with a melee attack, any models within 3” of the target are also hit (not including this model). Make MAF vs DF rolls for each one.
Pachycephalosaurus (45pts) 9BV
RNG 0”, RAF 0, MAF 4, DF 5, LV 6
Lethal – Each unblocked hit from this model deals 2 damage.
Fast – Each time this model moves, they can move up to 12” instead of 6”.
Parasaurolophus (53pts) 11BV
RNG 12”, RAF 6, MAF 3, DF 5, LV 6
Head Crest – This model cannot make normal ranged attacks. Instead it must target an ally which it automatically hits. Instead of rolling against its ally’s defence factor it scores a success for each 4+ rolled. Then the target can move 1” per success. This model can do this even if in base contact with an enemy model.
Fast – Each time this model moves, they can move up to 12” instead of 6”.