Muster 100 points. Deploy. Take the objectives in six rounds. Hexes, dice, eight rounds.
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Battle
Opponent
BATTLE SEED same seed, same dice
Muster
MUSTER
MISSIONDEPLOYMENT
ROUND–
0YOU
0ENEMY
OBJECTIVE
DEPLOY
YOUR FORCE
SELECTED
Nothing selected.
ENEMY THINKING…
ENEMY FORCE
DICE LOG
HOW TO PLAY
Build an army under the points cap.
Deploy every unit inside your zone. The board is hexes — six directions, and range is counted in hexes.
Each round both sides roll for initiative, then alternate single-unit activations.
An activated unit may move, then take one action: Attack, Dash (move again) or Hold (+1 Save).
Heavy beats Skirmisher — wound one step easier.
Skirmisher beats Missile — +1 to Hit.
Missile beats Heavy — +1 Armour Piercing.
From round 2, each objective you control at the end of a round (most Objective Control in and around it) is worth 1 VP. Round 1 is the march — no ground is scored.
Attrition: every 10 points of enemy you destroy is also worth 1 VP, the moment they die — a whole enemy army is worth 10.
Eight rounds. Highest score wins — or wipe the enemy out entirely, which wins on the spot.
Outnumbered: gang up — if a unit has two or more enemies around it and more enemies than friends, its attackers get +1 to Hit.
Press V (or ISO VIEW) to tilt the table into an isometric view from your own edge.
DICE. Roll to Hit, roll to Wound (Power vs Toughness), the defender rolls its Save. Every failed save costs the weapon's Damage. Natural 1 always fails. Cover gives +1 Save against shooting.