A skirmish game for two players. Each commands a small warband—called a kill team—fighting across terrain-filled battlefields. This rulebook is fully self-contained.
All dice are six-sided (D6). D3 = roll D6 ÷ 2, round up. 2D6 = roll two and add. D6+1 = roll D6 and add 1. Fractions always round up unless stated otherwise.
Roll D6. If the result is equal to or below the relevant characteristic, the test passes. A roll of 6 always fails regardless of the characteristic's value.
Leadership Tests use 2D6. Add both dice; if the total is equal to or lower than the fighter's Leadership, the test passes.
When a re-roll is granted, pick up the relevant dice and roll again. The second result stands even if worse. A single die cannot be re-rolled more than once. If re-rolling a multi-dice result, all dice must be re-rolled.
Apply all modifiers after rolling. A natural 1 on a To Hit roll always misses regardless of modifiers.
Every fighter is defined by numerical characteristics. Higher is better in all cases. Penalties cannot reduce any characteristic below 1 (or below 2 for Leadership)—except Wounds, which can reach 0.
| Characteristic | Abbr. | Description |
|---|---|---|
| Move | M | Base movement in inches per Walk action |
| Weapon Skill | WS | Close combat ability. Added to highest Attack die in melee |
| Ballistic Skill | BS | Ranged accuracy. Determines To Hit target number |
| Strength | S | Physical power. Compared against Toughness when wounding |
| Toughness | T | Resistance to injury. Compared against Strength when being wounded |
| Wounds | W | How many times a fighter can be wounded before collapsing |
| Initiative | I | Reaction speed. Used in activation order, hiding, falling, and pinning tests |
| Attacks | A | Number of Attack dice rolled in hand-to-hand combat |
| Leadership | Ld | Courage and resolve. Used for break tests and bottle tests |
NewSpeed: (base Move × 1.6), rounded to nearest whole number.
AP Pool: ⌈(NewSpeed ÷ 2) + (Initiative ÷ 2)⌉. Determines how many action dice the fighter rolls each activation.
Example: Scout has Move 5" and Initiative 4. NewSpeed = 8". AP Pool = ⌈4 + 2⌉ = 6.
Each round: 1. Initiative Bid → 2. Alternating Activations (descending Initiative order) → 3. Recovery Phase.
Both players roll 1D6 + highest Initiative of living models. Higher total chooses who activates first. Ties: player who went second last round wins.
Models activate in descending order of their Initiative score. If multiple models share the same Initiative, their controlling player may choose the order among those tied.
If one faction outnumbers the other by 1.75× or more (e.g. 7 vs 4), the larger faction activates 2 models per turn during each of their activation slots instead of 1.
After all activations, all Down models attempt to recover. Roll D6 for each:
When rules trigger simultaneously during an activation, the activating player chooses resolution order. Outside activations, players roll off.
When a model activates, its player declares a chain of up to 5 AP worth of actions (e.g. "Walk, Aim, Shoot"). The maximum AP in one chain is 5.
After declaring, roll a number of D6 equal to the model's full AP Pool. Count every 4+ as a success. Successes are applied to declared actions in order. If the roll produces fewer successes than needed for the next action, that action and all subsequent actions are lost.
A model may insert a Breathing Action mid-chain as a tactical pause. Once all actions declared before it are resolved, the player may freely declare the model's remaining actions based on the current board state.
| Action | AP | Notes |
|---|---|---|
| Walk | 1 | Move up to NewSpeed. -1 BS on subsequent Shoot this activation |
| Run | 2 | Move up to 2× NewSpeed. Cannot use Heavy Weapons |
| Aim | 1 | Negates Walk penalty. Allows Shoot after a Run (at -1 BS, cannot negate) |
| Shoot | 2 | Ranged attack. Limit once per activation unless a skill permits otherwise |
| Charge | 2 | Move up to 2× NewSpeed into base contact with an enemy, then fight in melee |
| Strike | 2 | Melee attack while already in base contact (not via Charge this turn) |
| Parry | 1 | Force opponent to re-roll one of their highest Attack dice (requires sword; see H-t-H rules) |
| Interact / Pick Up Weapon | 1 | Interact with an object or pick up a weapon within base contact |
| Recovery | 2 | Attempt to revive an ally in base contact who is Down or KO'd (see Injuries) |
| Drag Body | 2 | Move half NewSpeed and bring one unconscious/KO'd unit in base contact with you |
| Breathing Action | 1 | Pause and re-evaluate. Declare remaining actions after preceding actions resolve |
Move up to NewSpeed in any direction, including up and down ladders. A fighter may face any direction at the end of their move. Fighters who do not move are considered stationary.
Move up to 2× NewSpeed. A running model cannot use Heavy Weapons. Place a Run counter beside the fighter — enemy shooting at them suffers an additional -1 To Hit modifier.
A Run made directly toward an enemy, ending in base-to-base contact. Declare the Charge and indicate the target before moving. A fighter is aware of any enemies they can see, and unhidden enemies within twice their Initiative in inches. Fighters cannot enter base-to-base contact with an enemy except via a Charge. A model may Charge multiple enemies simultaneously if it can reach all of them in one move.
A unit may move up to half their NewSpeed and bring one unit that is currently in base-to-base contact with them along. The unit being dragged must be unconscious or KO'd. The dragged unit moves with the active unit, remaining in base contact at the end of the move.
Open Ground: Unimpeded movement. Battlefield surface, building floors, walkways, and ladders.
Difficult Ground: Every 1" of movement costs 2" of allowance (steep slopes, dense obstacles, shallow pools).
Very Difficult Ground: Every 1" of movement costs 4" (tar pits, deep pools, crawlholes).
Impassable Ground: Cannot move across or through (walls, corrosive pools, collapsed tunnels).
Barriers: Under 1" high/deep: cross freely. 1"–2" high: costs half movement to climb. Over 2": impassable.
Declare hiding if behind a wall, pillar, or similar cover. Place a Hidden counter. A hiding fighter cannot be seen or targeted. A hiding fighter who shoots, moves into the open, Runs, or Charges immediately loses Hidden status. Enemy fighters auto-detect hidden fighters within a distance equal to their Initiative in inches.
Silent Weapons: After firing while hidden, roll D6: 1–3 spotted, 4+ remain hidden.
A fighter within 1" of an edge who is Pinned or goes Down must take an Initiative test or fall. Falling inflicts an automatic hit at Strength equal to fall height in inches. Up to 3": 1 wound. More than 3": D6 wounds. Over 7": High Impact rules apply. Over 10": Out of Action automatically.
Fighters cannot normally move off the battlefield. Some missions allow or require it — the mission description will specify when permitted.
A model may take a Shoot action (2 AP) once per activation, unless a skill or rule specifies otherwise. A model in base-to-base contact with an enemy cannot shoot.
| Condition | Penalty |
|---|---|
| Shoot after Walk | -1 BS |
| Shoot after Run (requires prior Aim) | -1 BS (cannot be negated) |
| Heavy Weapon after any movement | -2 BS |
| Heavy Weapon after Aim following movement | -1 BS |
| Aim with no prior movement | Negates Walk penalty entirely |
Stoop to the model's level and physically check whether any part of the target's body is visible. Fighters block LoS just as terrain does. If in genuine doubt after checking both perspectives, roll D6: 1–3 no sight, 4–6 confirmed.
A fighter must shoot at the closest visible enemy. May target a more distant enemy if that target is easier to hit, or if the nearest is Down or engaged in hand-to-hand combat.
Roll D6. Minimum score needed = 7 minus shooter's BS. A roll of 1 always misses.
| Modifier | Condition |
|---|---|
| -1 | Target in Partial Cover (up to half obscured) |
| -2 | Target in Cover (more than half obscured) |
| -1 | Shooter on Overwatch |
| -1 | Shooter fired after a Walk (negated by Aim) |
| -1 | Shooter fired after a Run (cannot be negated; Aim required to shoot at all) |
| -1 | Target Ran last activation |
| -1 | Target is Charging the shooter |
| +1 | Large Target (at least 2" tall or wide) |
Compare weapon Strength (S) to target Toughness (T). Roll D6: on equal S/T you need a 4+. Higher S = lower target number. 'N' means the wound cannot be inflicted.
Roll D6. If the result meets or exceeds the armour's save value (after applying save modifier from the weapon), the wound is ignored. An unmodified 1 always fails. Invulnerable saves ignore all weapon save modifiers.
A fighter hit by a shooting attack is immediately Pinned — lay the model face up. Pinned fighters automatically stand up at the start of their next activation (missing that activation). A fighter with at least one friendly model within 2" may attempt an Initiative test to recover early from pinning.
Instead of shooting during their own activation, a model may go on Overwatch by spending their entire activation doing nothing else. While on Overwatch, the model may shoot at any enemy appearing within their 90° front arc. Overwatch shots suffer -1 To Hit. Overwatch ends at the start of the model's next activation or if the model is hit or forced to move.
When the To Hit roll shows a natural 6, roll 2D6. If the total is below the weapon's Ammo Roll rating, the weapon malfunctions and cannot be used for the rest of the game.
Fighters can only enter base-to-base contact via a Charge (2 AP) or a Follow-up move. Once in base contact, they are Engaged. Fighters in H-t-H cannot shoot. Pinned fighters are no longer Pinned once in base-to-base contact.
Melee is triggered automatically when a Charge successfully brings a model into base contact. No additional AP is spent.
A model already in base contact may spend 2 AP to make a Strike — a standard melee attack not tied to a Charge.
Both players roll a number of D6 equal to their fighter's Attacks. Each player picks their single highest die, adds their Weapon Skill (WS), and applies any modifiers — this total is their Combat Score. Higher Combat Score wins. In a tie, higher Initiative wins and scores 1 hit. If Initiative is also tied: a stand-off, no hits.
| Modifier | Condition |
|---|---|
| +1 | For each of the opponent's fumbled dice (rolls of 1) |
| +1 | For each extra 6 rolled beyond the first |
| +1 | Charger: your fighter charged into combat this turn |
| +1 | Higher Ground: your fighter stands on a higher level |
| -1 | Encumbered: carrying a heavy weapon or heavy equipment |
| -1 | Obstacle: charged an enemy sheltering behind cover (charge turn only) |
The margin between Combat Scores is added to the weapon's Strength for the Injury roll, and also equals the number of hits scored.
A fighter armed with a sword may force an opponent to re-roll one of their highest-scoring Attack dice before Combat Scores are calculated, but only if the opponent's highest die is greater than the parrying fighter's highest die. If both fighters carry swords, both parry abilities cancel out. A fighter with two swords may force up to two re-rolls.
| Existing Wound | New Wound | Result |
|---|---|---|
| Minor | Minor | Serious Wound |
| Minor | Serious | Critical Wound |
| Critical | Minor | Down (non-revivable via normal Recovery) |
Triggered by the first Critical Wound, or the second Serious Wound. First check: 4+. Each subsequent check in the same game adds +1 to the required roll.
A fighter armed exclusively with pistols and/or hand-to-hand weapons, one in each hand, rolls one extra Attack die. A pistol that has run out of ammo may not be used this way.
If two or more fighters attack a single enemy, the outnumbered fighter fights each one at a time (in the outnumbering player's chosen order). Each successive fight grants the outnumbering fighter +1 Attack die and +1 Combat Score (cumulative).
If all of a fighter's opponents go Out of Action, the fighter may immediately move up to 2" as a special Follow-up move — to engage another enemy, get behind cover, or move in any direction. This does not affect the fighter's normal activation.
Whenever a fighter suffers their last remaining wound, roll D6:
| Roll | Result | Effect |
|---|---|---|
| 1 | Flesh Wound | -1 WS and BS for rest of game. Left face up. Restore Wounds to 1. |
| 2–5 | Down | Lay model face down. Roll in Recovery Phase. |
| 6 | Out of Action | Remove from play. Roll on Serious Injuries table after mission. |
Each Flesh Wound subtracts a further 1 from WS and BS. If either reaches 1 and the fighter suffers another Flesh Wound, they are taken Out of Action.
A Down fighter may crawl up to 2" during an activation (their only available action). At the end of each Recovery Phase, roll D6:
An ally in base contact with a Down or KO'd fighter may spend 2 AP to attempt to revive them. The ally makes a Recovery roll; the downed fighter must succeed a Consciousness Check (Leadership test using 2D6) to regain consciousness. On success, the fighter stands up (suffering a Flesh Wound as normal). On failure, they remain Down.
Weapons with Strength 7+ are High Impact. When a High Impact weapon causes an Injury Roll during a shooting attack, the fighter goes Out of Action on a roll of 5 or 6 (not just 6). This does not apply to Injury Rolls made in the Recovery Phase.
A fighter may be required to take a Break Test when a friendly model within 2" goes Down or Out of Action. Roll 2D6 against the fighter's Ld. On a failure, the fighter's nerve breaks.
A Broken fighter dashes up to 2D6" away from all enemies, toward nearest cover. A Broken fighter cannot shoot or take other actions — only run to cover. At the start of their activation, a Broken fighter may attempt to recover if in cover and not seen by any enemy: take a Leadership test.
A kill team that has taken 25% or more casualties (Down or Out of Action, rounded up) must take a Bottle Test at the start of their turn. Roll 2D6 against the kill team leader's Ld. Failure means the kill team bottles out — the game ends and surviving fighters retreat.
If charged by an enemy that causes Fear, take a Leadership test (Fear Test). Failure means the fighter Breaks. If the fighter declares a Charge against a Fear-causing enemy, they must also take a Fear Test — failure transfixes them for the rest of their turn, unable to act.
Terror is a more powerful form of Fear. At the start of every turn in which a Terror-causing creature is within 8" of a fighter, that fighter must take a Terror Test (Leadership test). Failure causes the fighter to Break. All Fear rules also apply.
Fighters with Hatred for a specific enemy treat their Ld as 10 for break/fear/terror tests while they can see that enemy. In the first turn of any melee engagement against the hated enemy, the fighter may re-roll any of their Attack dice.
A frenzied fighter must always Charge the closest visible enemy, doubles their Attacks, cannot Parry, must use Follow-up to engage an enemy, and cannot be affected by Fear, Terror, or Hatred. If the fighter Breaks, Frenzy ends. A player may attempt to take control with a Leadership test at the start of the frenzied fighter's activation.
Nominate a target and make a normal To Hit roll. On a hit, centre the template directly over the target. Fighters wholly under the template are hit automatically; those partially under are hit on a D6 roll of 4+. On a miss, scatter the template using the scatter and artillery dice.
Throwing a grenade counts as a Shoot action. Roll To Hit using the thrower's BS. A fighter can throw a grenade up to 3× their Strength in inches. Exploding grenades apply only -1 To Hit against a fighter in cover; no penalty against partial cover.
Place the template with its narrow end touching the shooter's base. No To Hit roll is made. Cover and range modifiers do not apply to flamer weapons.
Roll a number of D3 up to the weapon's sustained fire rating. The total is the number of separate shots fired. The first shot must target the original target; subsequent shots may target any fighter within 4" of the original target.
Skills are earned through campaign play. When a fighter earns a skill, select an available skill category, roll 2D6, and choose one of the two results. A fighter cannot gain the same skill twice. New Recruits cannot gain skills.
| # | Skill | Effect |
|---|---|---|
| 1 | Catfall | Take an Initiative test before resolving falling damage. On a pass, suffer no damage (still Pinned). May voluntarily jump down from heights >3" without triggering full falling rules. |
| 2 | Dodge | 6+ invulnerable save against all hits from shooting. If passed, not Pinned. |
| 3 | Jump Back | At the start of any H-t-H combat, take an Initiative test. If passed, move 2" directly away from all opponents, leaving combat. |
| 4 | Great Leap | When jumping across a gap, jump 3+D3" rather than D6". |
| 5 | Catch Grenade | If targeted by a grenade (non-template), roll D6. On 5+, the grenade is hurled clear with no effect. |
| 6 | Sprint | When taking a Run or Charge action, may move up to 3× NewSpeed rather than 2×. |
| # | Skill | Effect |
|---|---|---|
| 1 | Combat Master | Enemy fighters do not gain multiple-combat bonuses when attacking this fighter in H-t-H. |
| 2 | Disarm | At the start of H-t-H, take an Initiative test. If passed, opponent may only fight with a knife for the remainder of that combat. |
| 3 | Feint | Sacrifice one Attack die to add 2 to Combat Score. Cannot combine with Berserk Charge. |
| 4 | Block | Once per H-t-H combat, after both players roll Attack dice, select one of the opponent's Attack dice and force it to be re-rolled. |
| 5 | Counter-attack | In any H-t-H combat in which this fighter was charged this activation, roll one additional Attack die. |
| 6 | Step Aside | 4+ invulnerable save against all hits struck in H-t-H combat. |
| # | Skill | Effect |
|---|---|---|
| 1 | Berserk Charge | Charging Combat Score bonus is +2 instead of +1. |
| 2 | Impetuous | Follow-up move may be up to 4" instead of 2". |
| 3 | Iron Will | Re-roll any failed Leadership tests including break, fear, and terror tests. |
| 4 | Killer Reputation | This fighter causes Fear. |
| 5 | Nerves of Steel | May always spend 1 AP to attempt early Pinning recovery, even without friendly fighters within 2". |
| 6 | True Grit | Subtract 1 from Injury Roll results during Recovery Phase (minimum 1). |
| # | Skill | Effect |
|---|---|---|
| 1 | Armourer | Re-roll the first failed Ammo Roll of the mission, regardless of which fighter triggered it. |
| 2 | Scavenger | If not OOA during the mission, gain 50 extra SR on your post-battle Recruit/Rearm action. |
| 3 | Hunter | If not suffering from an injury, re-roll the Hunt in the Promethium Sprawl roll before a mission. |
| 4 | Medic | If not OOA during the mission, re-roll one Serious Injury Roll for any fighter after the mission. |
| 5 | Destined for Greatness | Re-roll any Advance rolls made for this fighter. |
| 6 | Survivor | Re-roll any result on the Serious Injury Table for this fighter. |
| # | Skill | Effect |
|---|---|---|
| 1 | Bodycheck | If charged this activation, reduce one opponent's WS by 1 for the duration of combat. |
| 2 | Burly | Claim bonus Attack die for two-weapon fighting even while carrying a basic, special, or heavy weapon. |
| 3 | Crushing Blow | When inflicting hits in H-t-H, the armour save modifier of each hit is improved by 1. |
| 4 | Headbutt | If Combat Scores are equal, this fighter wins automatically (does not compare Initiative). |
| 5 | Hurl Opponent | In place of inflicting hits after winning, take a Strength test. If passed, throw opponent up to D6" in any direction. |
| 6 | Iron Jaw | Whenever wounded in H-t-H, take a Toughness test (+1 to roll). If passed, wound is ignored. |
| # | Skill | Effect |
|---|---|---|
| 1 | Crack Shot | Re-roll the Injury Roll when a shooting attack causes a wound (initial roll only). |
| 2 | Fast Shot | Any pistol or basic weapon gains Sustained Fire: 1 die, allowing a second Shoot action in the same activation. |
| 3 | Gunfighter | When shooting with a pistol in each hand, make one additional shooting attack using the second pistol. |
| 4 | Hip Shooting | May take a Shoot action in the same activation as a Run without requiring an Aim action first (-1 BS). |
| 5 | Marksman | Re-roll any To Hit rolls for this fighter when making shooting attacks. |
| 6 | Ammo Hound | Re-roll any Ammo Rolls for this fighter. |
| # | Skill | Effect |
|---|---|---|
| 1 | Ambush | May declare hiding in the same activation as going on Overwatch, provided those are the only actions that activation. |
| 2 | Dive | May both Run and declare hiding in the same activation. |
| 3 | Escape Artist | Can never be captured. If a Serious Injury roll would result in capture, treat as What Doesn't Kill You instead. |
| 4 | Evade | Enemies shooting from short range suffer -2 To Hit; from long range -1 To Hit (when in the open, not benefiting from cover). |
| 5 | Infiltration | Before the mission begins, take two free Run actions, each up to 2× NewSpeed (cannot end within 8" of an enemy). |
| 6 | Sneak Up | Halve the distance at which this fighter is automatically spotted while hiding. |
This campaign system simulates prolonged conflict in an Imperial warzone. Kill Teams earn Strategic Requisition (SR) to buy gear and recruits, while fighters gain experience and suffer lasting injuries.
After every game, complete these steps in order:
| Roll | Result | Effect |
|---|---|---|
| 11–15 | Dead | Removed from roster permanently |
| 16–24 | Multiple Injuries | Roll D6 times on this table (rerolling Dead/Full Recovery) |
| 25–31 | Leg Wound | -1 NewSpeed permanently |
| 32–34 | Arm Wound | -1 To-Hit penalty in Melee permanently |
| 35–41 | Chest Wound | -1 Toughness permanently |
| 42–44 | Head Wound | Permanent Frenzy |
| 45–51 | Eye Wound | -1 Ballistic Skill permanently |
| 52–54 | Old Battle Wound | Before every game, roll D6. On a 1, the model sits out |
| 55–61 | Horrible Scars | The model now causes Fear |
| 62–65 | Full Recovery | No ill effects |
| 66 | Survives Against Odds | Full recovery + Gain D6 XP |
After totaling income, subtract SR based on kill team size:
| Situation | Penalty |
|---|---|
| Shoot after Walk | -1 BS (negated by Aim) |
| Shoot after Run | Requires Aim first; -1 BS (cannot negate this one) |
| Heavy Weapon + movement | -2 BS |
| Heavy Weapon + movement + Aim | -1 BS |
| Overwatch | -1 BS |
| Condition | Result |
|---|---|
| S < T | Minor Wound |
| S ≥ T | Serious Wound + Pinned |
| S ≥ 2×T | Critical Wound + Pinned |
| Minor + Minor | → Serious |
| Minor + Serious | → Critical |
| Critical + Minor | → Down (KO, non-revivable via Recovery Phase) |
Triggered by first Critical Wound, or second Serious Wound. First check: 4+. Each subsequent check adds +1 to difficulty.
All actions a fighter may declare in their activation chain, with AP cost.
| Action | AP Cost | Notes |
|---|---|---|
| Walk | 1 | Move up to NewSpeed. -1 BS on subsequent Shoot this activation. |
| Aim | 1 | Negates Walk penalty. Allows Shoot after a Run (at -1 BS, cannot negate). |
| Breathing Action | 1 | Pause and re-evaluate; declare remaining actions after preceding actions resolve. |
| Parry | 1 | Force opponent to re-roll one of their highest Attack dice (requires sword; see H-t-H rules). |
| Interact / Pick Up Weapon | 1 | Interact with an object or pick up a weapon within base contact. |
| Run | 2 | Move up to 2× NewSpeed. Cannot use Heavy Weapons. Enemy shots at you suffer -1 To Hit. |
| Charge | 2 | Move up to 2× NewSpeed into base contact with an enemy; fight triggers automatically. |
| Shoot | 2 | Ranged attack. Limit once per activation unless a skill permits otherwise. |
| Strike | 2 | Melee attack while already in base contact (not entered via Charge this turn). |
| Recovery | 2 | Attempt to revive a Down or KO'd ally in base contact. Ally must pass Consciousness Check (2D6 vs Ld). |
| Drag Body | 2 | Move half NewSpeed and bring one unconscious/KO'd unit in base contact along with you. |