DEPLOYMENT
The game is played on a 4’x4′ or 6’x4′ table. Player’s roll off and the higher roller chooses a table edge, their opponent then takes the opposite side. The player that chose their table edge then places all their units on the table within 6″ of their chosen edge, their opponent then places all of their units within 6″ of their edge. Then the higher roller takes their first turn.
TURN ORDER
Players take turns. The player whose turn it is is referred to as the Active Player. The other player is referred to as the Enemy Player.
During the Active Player’s turn they can attempt activate each of their units once. To activate a unit they roll 2D6, if the unit is Elite they will activate on a 4 or higher, if the unit is Regular on a 5 or higher and if the unit it Basic they will activate on a 6 or higher.
The dice roll is reduced by 1 for each casualty the unit suffered in the Enemy Player’s previous turn. So if a unit took 2 casualties a roll of 7 would equal 5. If a unit’s modified roll is equal to or less than 0 the unit is broken and is removed from play.
If the player successfully makes the roll then the unit can move once and can attack an enemy unit if possible. If the roll is failed the unit does not activate this turn. If the player rolls snake eyes the unit does not activate and their turn is immediately over.
MOVEMENT
A unit can move up to their movement value in inches and shoot in the same activation, or attack an enemy in Close Assault. Or move up to double but they cannot shoot. If a unit moves up to double they can fight an enemy in Close Assault. In any case a unit moves and then attacks, they cannot attack and then move, or move attack move.
| Infantry | Beasts, Light Vehicles | Monsters, Heavy Vehicles |
| 6” | 12” | 9” |
Use common sense to modify movement values in regards to terrain. For example -1” for clearing a low obstacle. Discuss movement modifiers with your opponent before beginning.

SHOOTING
A unit must have line of sight to shoot at another unit.
A weapon cannot hit a target that is outside of its range.
The number of dice rolled for a weapon is equal to its ‘Shots’ stat.
| WEAPON | RANGE | SHOTS |
| Pistol | 6” | 1 |
| Rifle | 24” | 1 |
| Repeater | 12” | 1 |
| Grenade | 6” | 3 |
| Medium Repeater | 24” | 6 |
| Heavy Repeater | 36” | 6 |
| Destroyer | 36” | 3 |
| Vehicle Destroyer | 48” | 3 |
A single hit is scored on a 6 regardless of weapon. The number of hits required to cause a casualty are as below:
| In the Open | Soft Cover | Hard Cover | |
| Infantry, Beasts | 1 | 2 | 3 |
| Light Vehicles | 1 | 2 | 3 |
| Monsters | 2 | 3 | 4 |
| Heavy Vehicles | 2 | 3 | 4 |
Light Vehicles, Heavy Vehicles and Monsters can only be harmed by Grenades, Destroyers or Vehicle Destroyers and when they would be taken as a casualty instead roll a die:
| Roll | Effect |
| 1 | No Effect |
| 2-3 | Immobilised, the unit cannot move for the rest of the battle. |
| 4-5 | Killed |
| 6 | Explodes/ Rampage – The unit is killed, and each unit within D6” takes D6 hits. |
Any hits scored on a unit that were not enough to cause a casualty remain on the unit and are added to the hits of the next unit that fires on them. Any next unit must score at least one hit to take advantage of the remaining hits. Any remaining hits are removed at the end of the turn.

CLOSE ASSAULT
When two units come into within 6” a bout of Close Assault is fought between them. Players take it in turns to select one figure, perform a 3” move and then make an attack. This continues until all figures have had the opportunity to do so other than those that are killed before they get the chance. The Active Player counts as the attacker and so selects a figure first.
Shooting attacks in Close Assault are as below:
| WEAPON | ATTACKS | TO KILL |
| Pistol | D3 | 4+ |
| Rifle | 1 | 4+ |
| Repeater | 3 | 4+ |
| Grenade | D3 | 4+ |
| Medium Repeater | D6 | 5+ |
| Heavy Repeater | D3 | 5+ |
| Destroyer | 1 | 5+ |
| Vehicle Destroyer | 1 | 5+ |
Attacks is the number of times a figure can shoot with their weapon when activated in Close Assault. ‘To Kill’ is the die roll required to kill their targets. A figure must always target their closest enemy first. The die roll to kill is modified as follows and a natural 6 always kills:
+1 Attacker Elite, -1 Attacker Basic, -1 Target has Hard Cover.
Heavy Vehicles and Monsters can only be harmed by Grenades, Destroyers or Vehicle Destroyers in this instance, and roll on their damage table as with normal shooting.
If a figure moves into base to base contact with an enemy they can instead make a melee attack against that enemy.
Roll a die for each figure and the higher roller kills their target, reroll ties. Die rolls are modified as below:
| TYPE | Elite | Regular | Basic |
| Infantry | +1 | +0 | -1 |
| Beasts | +2 | +1 | +0 |
| Light Vehicle | +1 | +0 | -1 |
| Monster | +4 | +3 | +2 |
| Heavy Vehicle | +3 | +2 | +1 |
If the activated figure kills their target they can make a 3” move and attack another enemy. They can keep going until they fail to make it into base to base contact with an enemy. If killed by a melee attack a vehicle or monster is just killed.
After the Close Assault is fought the side that took the most casualties is destroyed. Remove any remaining figures from play.
If a unit comes within 6” of multiple enemy units they select one enemy unit and resolve Close Assault against that unit first, then the Enemy Player can choose either to move their other units away, so they are further away than 6”, or continue the Close Assault. If the Enemy Player chooses to continue the Active Player chooses another enemy unit within 6” and resolves Close Assault against them. Each figure in the assaulting unit can attack again, even if they attacked in the previous Close Assault.
FORCE MORALE
If a player loses half of the units they started the battle with then they immediately lose the game as their entire force routs.