For the table · Rulebook Part 12
16Quick reference
Everything you look up mid-game on a single page. It does not replace the full rules, but answers almost everything without searching.
Key numbers
Pre-game§12.1
Protocol
- Draft: 1 Mission Card and 1 Deployment Card.
- Table size, Entry Edges and Zones of Influence.
- Terrain (balanced by quarters) and Mission Markers.
- Roll-Off: the winner assigns the First Player Marker for Round 1.
Round sequence
- Start of Round: STATIONARY, BURROWED → HIDDEN, “Start of the Round” effects.
- Phase 1 Movement: Deploy / Move / Disengage / Hold.
- Phase 2 Assault: Ranged Attack / Charge / Run / Hold.
- Phase 3 Combat: Close Combat Attack (mandatory if Engaged).
- Phase 4: markers → VP → end of game → end of round → cleanup → initiative.
The phases§12.3–12.6
Phase 1 · Movement
- Move: Leading Model up to Speed; rest In Coherency.
- Deploy: from your edge; needs Available Supply; never ends in the enemy Zone of Influence or Out of Coherency.
- Disengage: get beyond 1"; no shooting or charging next Assault unless Supply exceeds the Engaged enemies.
- Available Supply = Supply Pool − Friendly Supply on the table.
- First to Pass → First Player Marker in Phase 2.
Phase 2 · Ranged Attack
- Target: Visible, in Range, right tag, not Engaged (or the one Engaging you).
- Attack Pool: RoA of models in Range + modifiers + Surge Die.
- Hit: ≥ Hit → Armour Pool.
- Surge: if the tag matches, that many dice jump to the Damage Pool.
- Armour: ≥ Armour is saved; failures → Damage Pool.
- Evade (if eligible): ≥ Evade is removed.
- Damage: dice × DMG + existing; remove Visible casualties.
Phase 2 · Charge
- Declare Ground targets (no LoS needed).
- Distance = Speed + 1D6 along the real path.
- Success if the Leading Model ends within 1" of all targets; rest: base contact → 1" → Coherency.
- Fail: no move, activation ends.
Phase 3 · Combat
- Close Ranks (optional): Leading Model up to 3", ending closer.
- Fighting Rank (within 1") and Supporting Rank (touching a Fighting Rank model) strike.
- Roll like a Ranged Attack, with Combat weapons.
- Casualties by Engaged priority (1 → 2 → 3).
Phase 4 · Scoring
- Control: sum eligible Supply within 3" of each marker; higher controls; tie = no change.
- VP per the mission.
- End of game?
- End of the Round effects.
- Cleanup: remove tokens/markers (except STAY IN PLAY, Damage, Mission Markers and control indicators); refresh cards.
- Initiative: fewer VP takes the First Player Marker; tie = Roll-Off.
Casualty removal
- Unengaged: at most as many as Visible models; excess damage is lost.
- Engaged: 1) not within 1" of enemies, 2) within 1" without contact, 3) in base contact.
- Do not break an Engagement if another valid casualty exists.
Templates§12.8
Dispute resolution§12.9
ImportantIf you cannot settle a rule quickly: Roll-Off (2D6), the winner decides how it applies this one time, and play on. Check the rule after the game. It exists to keep the game moving, not as a loophole.
