Paste your army-forge GFF export and play solo — no opponent needed.
Enter the 4-letter code your opponent shared, then paste your own army list.
Paste your army-forge GFF export and play solo — no opponent needed.
Enter the 4-letter code your opponent shared, then paste your own army list.
No skirmishes recorded yet.
The most important rule: Whenever the rules are unclear, use common sense and personal preference. Have fun!
Quality Tests: Roll one D6 — score the model's Quality value or higher = success. Rolls of 6 always succeed, rolls of 1 always fail.
Armies: Equal points. We recommend 200pts to start, 300pts for a full match.
Battlefield: 4'×4'. 20+ terrain pieces. Armies deploy at least 24" apart.
Mission: Place D3+2 objectives. Roll-off to go first, then alternate placing markers outside deployment zones, 9"+ apart. At end of each round, a unit within 3" of a marker while enemies aren't seizes it. Stays controlled even after leaving; contested = neutral. Game ends after 4 rounds — most markers wins.
Deployment: Roll-off, winner picks table edge. Alternate placing units within 12" of your edge.
Players alternate activating one unit. Each unit takes one action:
| Action | Move | Notes |
|---|---|---|
| Hold | 0" | Can shoot |
| Advance | 6" | Can shoot after move |
| Rush | 12" | Can't shoot |
| Charge | 12" | Moves into melee |
Models in range + line of sight fire all ranged weapons (up to 2 different targets with different weapon types). One Quality test per attack — each success = hit. Defender rolls per hit, scores Defense or higher = block, else = 1 wound.
Chargers move into base contact; defenders may move up to 3" toward them. Models strike enemies within 2" horizontally / 4" vertically (works like shooting). Defenders may strike back but don't have to. Fatigue: After charging or striking back, only hit on unmodified 6s until end of round.
For each wound taken, place a marker. Defender rolls 1D6 + number of markers:
| Roll | Effect |
|---|---|
| 1–5 | Shaken — +1 to future wound rolls, must stay idle (can strike back counting as fatigued), always fails morale, can't contest/seize. Spend one full idle activation to recover. |
| 6+ | Knocked Out — removed from play. |
Groups: Multi-model units — each wound kills one model until one remains; only that last model accumulates markers.
At end of each round, if an army is at half or fewer starting units, all units take a morale test (Quality test). Fail = Shaken. Already Shaken = routed (removed).
Cover: Most models inside/behind = +1 Defense vs shooting.
Difficult: Can't move more than 6" total while passing through.
Dangerous: Roll 1D6 per model (or Tough value); each 1 = wound.
Strike Teams: Each player builds a strike team of up to 300pts with a maximum of 3 Hero units. All fighters carry their XP, traits, and injuries between missions.
Campaign Type: Agree on a type before starting:
Available Points: Points earned from levelling up that haven't been spent yet. Tracked per roster — spend them on upgrades or recruits between missions.
Each mission follows these 6 steps in order:
Each player rolls D6 before the game and keeps their objective secret. Score the stated VP on top of the standard mission VP.
| D6 | Objective | Condition |
|---|---|---|
| 1 | Casting | Score 1 VP if more of your units are in the enemy deployment zone than the enemy has in yours at the end of the game. |
| 2 | Domination | Score 1 VP if you control more objective markers than your opponent at the end of the game. |
| 3 | Decimation | Score 1 VP if you KO'd more enemy units than you lost. |
| 4 | Raid | Score 1 VP if at least one of your units is within 3" of the enemy's starting zone at game end. |
| 5 | Rage | Score 1 VP if your Hero is still active (not KO'd) at the end of the game. |
| 6 | Survival | Score 1 VP if you have more models still standing than you did at the end of Round 1. |
After the game, roll D6 for each unit that was KO'd:
| Roll | Regular Units | Hero Units |
|---|---|---|
| 1 | Dead — removed from the roster permanently. | Serious Injury — roll on the Injury Traits table; must also sit out next mission. |
| 2–5 | Recovered — ready for the next mission. | Recovered — ready for the next mission. |
| 6 | Natural Talent — gains +1 XP. | Talent Revealed — roll on the Talent Traits table and gains +1 XP. |
Permadeath optional: Groups can agree that dead fighters instead sit out D3 missions rather than being removed permanently.
Award XP after each mission to surviving and active fighters:
| XP | Condition |
|---|---|
| +1 | Took part in the mission and was not KO'd. |
| +1 | KO'd at least one enemy unit during the mission. |
| +2 | KO'd an enemy Hero unit. |
Every 5 XP triggers a level-up (see below). XP accumulates — a fighter at 10 XP has levelled up twice.
When a regular fighter hits a 5-XP threshold, roll D6 on the Traits table. Their current points cost increases by +5pts. If they already have the rolled trait, re-roll.
| D6 | Trait | Effect |
|---|---|---|
| 1 | Agile | May move through other units without penalty. |
| 2 | Headstrong | May re-roll failed Morale tests. |
| 3 | Specialist | +1 to hit with this unit's primary weapon. |
| 4 | Resilient | Gains a 6+ save against all wounds. |
| 5 | Elite | May re-roll one die per activation. |
| 6 | Fast Learner | Gains +1 bonus XP after each mission (stackable). |
When a Hero hits a 5-XP threshold, their cost increases by +15pts. On their first level-up, choose a Skill Set. All subsequent Hero level-ups roll D3 on that set's skills.
| Set | Skill 1 | Skill 2 | Skill 3 |
|---|---|---|---|
| Captain | Leader | Instigator | Tactician |
| Support | Vanguard | Scavenger | Mastermind |
| Fighter | Duellist | Fanatic | Berserker |
| Shooter | Hunter | Destroyer | Suppressor |
| Pathfinder | Runner | Prowler | Climber |
| Healer | Chemist | Herbalist | Warden |
Rolled for Heroes on a casualty result of 1 (Injury) or 6 (Talent). If the fighter already has the rolled trait, re-roll.
| D6 | Injury Trait | Effect |
|---|---|---|
| 1 | Chest Wound | Reduce Tough by 1 permanently (minimum 1). |
| 2 | Blinded Eye | -1 to hit rolls with ranged weapons. |
| 3 | Arm Injury | Cannot use AP weapons in melee. |
| 4 | Traumatized | Must pass a Quality test to activate if a friendly unit was KO'd last round. |
| 5 | Smashed Leg | Reduce Move by 1" permanently. |
| 6 | Scarred | No mechanical effect — a badge of hard survival. |
| D6 | Talent Trait | Effect |
|---|---|---|
| 1 | Motivated | +1 to all Morale tests. |
| 2 | Crazed | Always counts as having Furious in melee. |
| 3 | Bitter Rivalry | Pick one enemy unit before the game — +1 to hit against it. |
| 4 | Horrible Scars | Enemies within 6" must re-roll successful Morale tests. |
| 5 | Toughened | Increase Tough by 1 permanently. |
| 6 | Battle-Hardened | Immune to Shaken effects from all sources. |
Upgrades: Spend available points to improve existing fighters (better weapons, equipment). Changes must be reflected in the fighter's army-forge profile.
New Recruits: Add fresh fighters by spending available points. New fighters start with 0 XP. One recruit per campaign may start with 5 XP for an extra +10pts cost.
Disbanding: Remove any fighter from the roster for free at any time. They take all their XP and traits with them into retirement — gone for good.
Hero Cap: A strike team may never exceed 3 Heroes. You cannot recruit a new Hero if already at the cap.
Rolled when a player scores 5+ on their round-start D6. Roll 2D6 — read each die separately (e.g. a 2 and a 5 = 25). Apply the effect immediately. Both players see the event.