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To begin a game you will need some figures representing your army, a ruler and some polyhedral

dice. We recommend buying a few sets of Chessex RPG dice, one for each player should suffice.
Your forces should have roughly the same Power Rank (the total combined score of all the models
in one force Power Levels.) If the Power Ranks are exactly the same then a quick match of Rock
Paper Scissors can decide who will go first. In any other case the lowest Power Ranked Player goes
first for the beginning round.
Take it in turns to place models on the table (on your side and at least 8 Strides away from the
centre line) until all of the models for both forces have been placed. Then the lowest Power Ranked
player begins with Moving;
Moving.
Movement is the first phase. It is measured in S for Stride. As this game can be played at different
scales Strides can mean different things. To simplify things we have decided a Stride is half a
model's height rounded to the nearest 10mm. So for a 90mm toy figure 1 stride would be 50mm or
5cm. For a 54mm figure such as an Army Man it would be 30mm or 3cm. If you prefer to use
Inches you may convert the centimetres or round the length in cm to the nearest 0.54cm
It helps to have a model on a base to standardise measuring. We recommend measuring the stride
from the front of the base when the model starts to the back of the base when the model finishes.
This way you cover as much distance as possible and can get right in to smashing skulls and hewing
necks! (Not literally.)
After Player one has moved their models the desired length it is time for combat.
Fighting.
Fighting is the second phase, it takes place after moving. To attack you must view your model's
RANGE score, if there is an enemy model within that distance (measured in Strides) then Player
One may attack it. To attack Player One views the attacking model's ATTACK D. An attack D is a
die, usually with more than six faces. For example: ATTACK D: 1d8= Roll 1 eight sided die. After
Player One has rolled the attack, Player Two rolls for defence. He does this by referring to the
attacked model's DEFENCE D and rolls the appropriate sided die in the same manner. Refer to the
following chart to see what to do when comparing the two results:
DEFENCE D higher: Attacking Model is moved back 2 Strides.*
ATTACK D higher: Attacked Model takes one wound and is moved back 2 Strides.**
Results Equal: Both Models moved back 1 Stride.
* The attacking model is not moved back if it's Range is 4 Strides or more.
**If the Attacked Model is a 1 wound model then it is removed as it died.
If a Model cannot be moved back because there is an enemy model in the way then it automatically
takes another wound, if there is a friendly model in the way then said model can be allowed out of
the way
Taking a wound.
Taking wounds is an important part of fighting. A model takes a wound when it's defence roll is

beaten. Some models have more than one wound and will go on fighting longer. However when all
wounds are depleted from a model it is removed from play, having died a glorious death in combat.
After Player One has moved and fought with all of the models they desire, they pass the turn to
Player Two, who proceeds to do exactly the same in the same order. After both Players have had
their turns they roll 1d6 each and whoever gets highest goes first the next round. If the results are
equal then the player who went second before goes first.
The game ends after four Rounds, the player with the most remaining models wins, if the players
have the same amount of models left then they add up their remaining Power Levels and the player
with the highest remaining Power Level wins, if it is still the same you MUST engage in a full on
fist fight with the other player until they admit that you are the true winner.

Game Order:
1.Lowest Power Ranked/RPS winner/Roll of Winner (Player One) moves all their models.
2.Player One Attacks by rolling Attack D.
3.Player Two Defends by rolling Defence D.
4.Player Two moves with all their models.
5.Player Two Attacks by Rolling Attack D.
6.Player One Defends by Rolling Defence D.
END OF ROUND
Both Players roll of to see who goes first next round.
Repeat steps 1-6 for three more rounds, the player with the most models left wins!

MODEL REFERENCE CARDS:


Name: Soldier with hand weapon(s).
Max Movement: 6 Strides
RANGE: 1 Stride
ATTACK D: 1d8
DEFENCE D: 1d8
Wounds: 1
Power Level: 23
Name: Soldier with ranged weapon(s).
Max Movement: 6 Strides
RANGE: 5 Strides
ATTACK D: 1d8
DEFENCE D: 1d8
Wounds: 1
Power Level: 27
Name: Knight with ranged weapon(s).
Max Movement: 5 Strides
RANGE: 6 Strides
ATTACK D: 1d8
DEFENCE D: 1d10
Wounds: 1
Power Level: 29
Name: Knight with hand weapon(s).
Max Movement: 5 Strides
RANGE: 1 Stride
ATTACK D: 1d10
DEFENCE D: 1d10
Wounds: 1
Power Level: 26
Name: Knight on mount with hand weapon(s).
Max Movement: 10 Strides
RANGE: 1 Stride
ATTACK D: 1d8
DEFENCE D: 1d10
Wounds: 2
Power Level: 58
Name: Knight on mount with ranged weapon(s).
Max Movement: 10 Strides
RANGE: 8 Strides
ATTACK D: 1d8
DEFENCE D: 1d10
Wounds: 2
Power Level: 72

Name: King
Max Movement: 6 Strides.
RANGE: 2 Strides
ATTACK D: 1d10
DEFENCE D: 1d10
Wounds: 1
Power Level: 28
Name: King on mount.
Max Movement: 11 Strides
RANGE: 2 Strides
ATTACK D: 1d10
DEFENCE D: 1d10
Wounds: 2
Power Level: 66
Name:
Max Movement:
RANGE:
ATTACK D:
DEFENCE D:
Wounds:
Power Level:

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