Complete and faithful rules
Authentic rank-and-file wargame system, errata applied, strict rules-as-written.
Strategy, dice, lore. Your decisions matter — and your armies remember.
Authentic rank-and-file wargame system, errata applied, strict rules-as-written.
Tutorial mode on by default, tooltips on every rule, AI rules assistant in the Rules tab.
XP, traits, persistent wounds, legendary items that grow in story, rivalries against named AI commanders.
A turn is six phases in this order. You play yours, your opponent plays theirs. A standard battle lasts 6 turns.
Command effects (inspiring presence, hold your ground, rallying cry), preparatory conjurations, stupidity tests, frenzy tests, automatic rally of fleeing units within general's range.
Wheels, forced marches (×2 with no enemy within 8″), free redresses, in-move reformations, swiftstride charges (+D6″), give ground, dangerous terrain tests, flee/pursuit movement.
Shooting modifiers (long range −1, moving −1, light cover −1, heavy cover −2), line of sight per base, spherical templates and D6 + dispersion scatter, war machines (9 types), misfire tables with consequences for the machine.
Initiative orders attacks, 2D6 to-hit table by WS vs WS, impact hits on charge, stomp for monsters and large creatures, character challenges, look out sir for heroes within a unit, pursuit or overrun after winning combat, multiple combats with support distribution.
Dice pools generated at start of turn (2D6 split between power and dispel), wizard levels 1 to 4, persistent spells maintained each turn, miscast on double 1, dispel via opposed dice, dwarf magic resistance, single-use dispel scrolls.
Morale tests if losses ≥25%, insane courage for heroes, cleanup of temporary markers, victory points (objectives held, units destroyed, table held), pass the turn to the opponent.
15 figurines in a 5×3 formation. All share one profile. Shoot and fight as a block.
One figurine, one name, a unique profile. May join a unit or operate alone. Priority target.
Every profile fits on a row of 9 values. Learn them once — you'll read them for the rest of your gaming life.
| Code | Name | Low end | High end |
|---|---|---|---|
| M | Movement | 4 = a human footman | 8 = a galloping rider |
| CC | Weapon Skill | 3 = a man-at-arms | 6 = a duke of Albion |
| CT | Ballistic Skill | 3 = a peasant archer | 5 = a veteran arquebusier |
| F | Strength | 3 = average human | 7 = a trebuchet |
| E | Toughness | 3 = unarmoured human | 6 = a dragon |
| PV | Wounds | 1 = base trooper | 5 = a monstrous lord |
| I | Initiative | 3 = human | 10 = an elf assassin |
| A | Attacks | 1 = basic spear | 4 = a hero |
| Cd | Leadership | 7 = average unit | 10 = inspiring |
Every attack follows this flow. Always. It's the rhythm of the game.
Roll 1D6 per attack. WS vs WS → find the needed score on the table.
For each hit: 1D6. S vs T → find the wound score.
The opponent rolls their save (armour, ward, magic). Failed = wound taken.
Physical losses kill; morale loses battles. A unit that fails its Ld test flees, abandons the field, and may panic neighbouring regiments. A general who dies removes their Command aura from the entire army — one fallen character can collapse a whole line. Learn to target enemy commanders. Learn to protect yours.
Every battle leaves a mark: definitive losses, fresh recruits, gear gained or destroyed.
Unique objects that grow in power and history with each deed. A sword has a name, scars, a record.
Per-faction grudge systems: dwarven (Book of Grudges), Albion (honour vengeance), vampire (blood spilt).
Named AI opponents with their own army, history, defeats to avenge.
Distinct phases, to-hit / to-wound / save rolls, charges and pursuits, morale and psychology tests, magic in several traditions, war machines, character challenges, charge impact, pursuit and overrun. Every mechanism is treated seriously, with no cuts or shortcuts.
“If you know the genre, you will be on familiar ground.”
No digital mechanic that sacrifices depth for speed. When a detail matters on the table of a regiment battle, it matters here too. When a decision rests on calculated risk, you are still the one taking it.
Dice remain at the heart of the experience. We do not try to abstract chance behind invisible calculation: a roll is a roll, and its result is seen, lived, commented. The narration of a battle passes through it.
A free, off-campaign battle. Any list, no persistent consequences. Ideal for testing a composition, playing a quick duel, or facing a friend with no commitment.
This is where your armies live. XP, traits, scars, legends: every battle leaves a mark. Territory conquest on the map of Aldémoros, narrative events, alliances and betrayals.
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