RulesPal
Chat
Rulebook
Freeblades thumbnail

Freeblades

Freeblades Rulebook

Table of Contents

Table of Contents

  • Components and Setup
  • How These Quickstart Rules Work
  • The Tiered Dice System
  • Winning the Game
  • Model Stat Line
  • Model Stats
  • Models
  • Model Conditions
  • Basic Concepts
  • Morale
  • Playing the Game
  • Events
  • Magic
  • Casting Spells
  • Counterspells
  • Movement
  • Movement Actions
  • Other Movement Actions
  • Interrupts
  • Facing
  • Free Actions
  • Special Actions
  • Reactions
  • Reaction Attacks
  • Leaving the Encounter Area
  • Between
  • Terrain
  • Shooting
  • Ranged Attacks
  • Defense
  • Shooting by an Engaged Model
  • Shooting Results
  • Damage
  • Melee
  • Combat Results
  • End Phase

Components and Setup

Besides this set of rules, you will need:

  • A Freeband for each player. The simplest way to go is a Faction Starter Box, each contains a 150 Gold Freeband.
  • A Stat Card for each model. These are free online downloads on the DGS Games website (www.dgsgames.com) and in the DGS forum under Freeblades > Freeblades gamer support. A Spell Card is included for each caster.
  • Dice. A set containing d4, d6, d8, d10 and d12 for each player will suffice to start.
  • A four foot by four foot terrain table containing a mix of woods and rough ground terrain features. This is called the encounter area.
  • A measuring tape marked in inches for each player.

Each player should choose an opposite side of the encounter area and place their models within 9" of their edge of the table.

Lay out the stat cards near each model and review them. A lot will not make sense at first, but these cards contain all the special rules that apply to each model, and as you play through the first turn things will start to become clear.

With 150 gold freebands, you will be moving and acting with 6-7 models to start. Just take things low at first. All the key rules for each model are printed on the free download stat cards.

How These Quickstart Rules Work

The rules proceed in the order in which a game happens. They are made so that you can read through one section at a time and do that part of a turn before moving on. The basic mechanic is called the Tiered Dice System, and almost everything in the game revolves around it, so learn that first.

The Tiered Dice System

Tests and Ratings. Models in Freeblades accomplish actions by taking tests. A test is a die roll using the applicable rating. A melee combat test, for example, is taken on the model's Melee Attack Rating, or MAR. A rating is the die type that a player uses to make a test based on the action in question. The Tiered Dice System makes use of different die types to reflect skill and attribute ratings, such as d4, d6, d8, d10 and d12. A rating can never be reduced below d4. For the purposes of these Quickstart Rules, if a game effect calls for an increase to the die level beyond d12, roll a d12 and add +1 to the result for each such increase. The core rules make use of additional die types through d30.

Target Number. A test succeeds if the result of the roll after all applicable modifiers equals or exceeds the target number (TN). Unless otherwise specified, the target number for a combat test is the target's DEF, the target number for a spell being cast is TN2, and all other tests are TN4.

Rerolls. On occasion, the player is permitted to reroll an unfavorable die. Any given specific die result may only be rerolled once, no matter how many rerolls a player possesses. The player must accept the result of any reroll as final. He cannot choose to accept the original roll instead.

Spike. When the die rolled to determine the outcome of a test, after any reroll is applied, comes up on its highest valued face, the die may be rolled again and the result of the new roll added to the overall result. Rolling the highest value on a die and being allowed to roll it again is called a "Spike" or "Spiking". This must be achieved naturally. Dice do not spike through being modified to the equivalent of the highest valued face. A player may continue to roll a die on which he has achieved a spike so long as the die continues to result in its highest value. All the results from this one die are added together. Any +/- modifiers that apply to a spiked die are only applied ONCE, no matter how many times the die spikes.

The Rule of Tarch. A natural one, after all rerolls, is always a failure regardless of modifiers. This does not extend to subsequent rolls of a spiked die, only an original roll. This is called a "Tarch" for reasons steeped in Faelon history.

Modifiers. Dice rolls may be modified by either altering the die level (dl) or an addition or subtraction to the roll, or both. Various game effects provide both sorts of modifiers. Key things to remember about modifiers:

  • A dl modifier changes the type of die used.
  • A bonus or penalty adds or subtracts to the result.
  • A bonus or penalty is only added or subtracted once, no matter how many times that roll spikes.
  • Modifiers stack unless otherwise indicated.
  • A Tarch is always a failure regardless of bonuses or penalties.

Critical Success or "Crit". If the final result of a roll exceeds the Target Number by the Threshold (TH) or more, then the player has achieved Critical Success. The number by which a target has to be exceeded to achieve a Critical Success is called the "threshold" (TH) and is normally 10. Some game effects lower or raise the threshold. Note however, that Spikes and Crits are two different things. A Spike may result in a Critical Success and often a player will need to Spike in order to achieve a Critical Success. But just because a player has Spiked does not, in and of itself, mean that he has achieved a Crit. The rules on Tests and Combat will describe what effects a Critical Success has on the game.

A Super Crit occurs when a roll exceeds a Target Number by a multiple of the TH after the first TH (usually 10). For example, if a roll's TN is "4" and the player rolls a "27", the roll has exceeded the TN by two multiples of 10 (is 20 or more over the TN). Each multiple of 10 the roll has exceeded the TN is known as a "level of crit."

Opposing Thresholds. If two or more game effects alter the TH of a die roll in different directions, average them and round fractions down to establish the new TH of the die roll. If two or more game effects alter the TH of a die roll in the same direction, the owner of the effects chooses one to use and ignores the other. Thresholds do NOT stack.

Opposed Tests. Some game effects call for an opposed test. An opposed test is a test in which the target number is set by the opponent also taking a test. Typically, each side is taking the test using the same rating type. For example, an opposed STR test, each side uses the STR rating of the model involved to take the test.

In an opposed test, the model doing the opposing must exceed the result of the model or effect causing the test. Just remember this simple rule: for normal tests, you must meet or beat; for opposed tests, you must beat. For example, the use of the Parry talent permits a model to cause an enemy's use of a melee attack to become an opposed test. The parrying model is doing the opposing: it is opposing the enemy who hit it with a melee attack. So, the final result of the Parry must exceed the result of the attack being parried.

Fatestones. If the rules do not otherwise indicate a benefit for achieving one or more critical successes (crits) on a test, each level of crit provides the model one Fatestone. If the rules provide for a benefit for one or more levels of critical success on a test, but not all of the levels of critical success achieved, the model gains one Fatestone for each level of success not otherwise providing a benefit. A Fatestone is a token given to that model that can be turned in to reroll any die used in a test that model takes.

Winning the Game

For the Quickstart Rules you will play a simple skirmish, or battle, scenario. Place a marker in the center of the table. This is called the objective. At the end of any turn, if one player has a model in contact with the objective and there are no enemy models within 3", the player in contact with the objective has won.

If a turn ends and neither player has gained control of the objective, but one freeband has more of its starting life points (LP) worth of models dropped or run off than it has on the encounter area, that player has lost. This is called freeband break. If both players break on the same turn, or whatever time limit the players agree to is reached without a result, the game is a draw. For 150 gold freebands, we recommend one and a half hours.

Model Stat Line

Freeblades models are listed with their stats in the following manner. Example, from the Haradelan Questers:

Apprentice Knight of Tahnar

SPDMARMWRARRWDEFAVLPDISCSpecialCost
5d10Longsword d8**5s62d8Parry [1], Sergeant [Muster], Shield Bash26

Model Stats

  • SPD = Speed (in inches).
  • MAR = Melee Attack Rating.
  • MW = Melee Weapon. Includes damage rating and an abbreviation for any special rules that apply.
  • RAR = Ranged Attack Rating.
  • RW = Ranged Weapon. Includes damage rating, an abbreviation for any special rules that apply, and short, medium and long range bands.
  • DEF = Defense. This is the target number that must be met or exceeded to hit this model with an attack. A model's DEF may never be reduced below 1.
  • AV = Armor Value. If the weapon damage die roll of an attack meets or exceeds the AV, a life point is removed (wound is caused).
  • LP = Life Points. When a model has lost all of its LP, it is Dropped.
  • DISC = Discipline Rating. A model's Discipline Rating represents the ability of the model to follow instructions, act on its own, and resist the effects of fear.
  • Special. The model's abilities (attributes, skills and talents) will be listed.
  • Cost = Cost of the model in gold royals. Each Freeband is recruited by determining how many gold royals each player has to spend and then recruiting the models into the player's Freeband.

Models

Models are what Freeblades is all about. Your models represent the characters and creatures of Faelon. Each model is one person (a sentient being, male or female), one creature or one machine. You collect Freeblades models to build Freebands to use to play the Freeblades game.

Model Classes. Freeblades models come in three basic classes: Hero, Follower and Creature.

Hero models are marked in the faction lists as heroes, start with 2 life points (or more depending on abilities) and a d8 ability rating. Follower models are marked in the faction lists as followers, start with 1 life point and a d6 ability rating. Creature models are marked in the faction lists or scenarios as creatures, have varying numbers of starting life points (LP) and have a d8 ability rating unless otherwise noted. Creatures are often assigned the Feral talent.

A model with the Cavalry ability is a model that combines one or more figures riding on a mount figure, or is a large fast creature with approximately the same mass and momentum as a ridden mount. Cavalry models cannot be knocked down. In order for a Cavalry model to perform a special action or end phase action, it must have employed a Hold action in the movement phase of that turn.

Model Abilities. Models have abilities in the following groups.

  • Attributes. Attribute tests in Freeblades are a type of Ability test and will have keywords such as AGL d12, SPR d10, etc. If the model taking the test has a specific rating in that attribute, then the model uses its specific Attribute Rating instead of its Ability Rating. The standard ability rating of Heroes and Creatures is d8 and that of Followers is d6. So, if a Hero model is called upon to make a strength (STR) test and it has a STR of d10, it will roll a d10. If it did not have a STR rating listed, it would use its ability rating, which for Heroes is d8. The attributes are Strength (STR), Dexterity (DEX), Agility (AGL), Endurance (END), Spirit (SPR) and Knowledge (KNW).
  • Skills. Some models will have skills listed on their stat cards. Skills will have a rating such as Find d10 or Thievery d8. The skill description will note what a successful test result provides the model. Most skill tests are Free Actions; some will be noted as Special Actions.
  • Talents. Some models will have talents listed on their stat cards. Talents are a type of ability that enhances a model's actions or provides some game effect based on the model and its situation. Where a talent produces an effect that is in conflict with a basic rule, the talent supersedes the rule.

Model Conditions

A model can be in one or more conditions.

  • Ready. A Model is Ready if it is not panicked, not stunned and not restrained.
  • Dazed. A Dazed model is DEF -1, and -1 to any type of test or attack until the current turn is concluded.
  • Stunned. A Stunned model is DEF -2, -3 SPD, may not run or charge and is -2 to any type of test or attack until the current turn is concluded. A Stunned model may not make reactions and cannot Pile On.
  • Restrained. A Restrained model is DEF -3 and may not conduct any movement, attack, use a response talent or take any other action on this turn. A Restrained model may not make reactions and cannot Pile On.
  • Panicked. A Panicked model can conduct no action or reaction except to Rally (pg 7) or continue to panic.
  • Dropped. A model is Dropped if it is reduced to zero LP or is engaged while Panicked (and loses all remaining LP).
  • Engaged. A model is engaged if it is in contact with an enemy model.
  • Prone. Ignore all references to and game effects related to models becoming Prone or Knocked Down in games using these Quickstart Rules.

Basic Concepts

  • Contact. Two models whose bases are touching are in contact.
  • Die Level (dl). +/- dl (die level). This means to increase or decrease the die rolled to the next greater or lower die size.
  • Directly Away. A model is facing directly away from a model or object if a line formed by the center of the model's base and the center of the model's rear arc extends out to touch the distant model or object. Directly Toward is the opposite.
  • Engaged. A model in contact with one or more enemy models is engaged.
  • Encounter. The game or scenario being played from the deployment roll until game end conditions have been met.
  • Encounter Area. The gaming table. 4'x4' is suggested.
  • Faction Model. A model from a faction freeband list. Does not include Summoned models or models from allied freebands.
  • Free Move. A Free Move is a move of a specified distance to which all movement rules apply. A Free Move is made separately from and does not count toward the model's movement action for that turn. Free Moves may include the use of any ability that can be used in conjunction with a Maneuver action, and all of the restrictions of that ability apply to the Free Move. A Free Move may not be used to contact an enemy model.
  • Friendly. A model from the same freeband, or from another freeband from the same team designated as such before a multi-player game. Other models are considered Enemy.
  • Placed. Some game effects place a model. A placed model is picked up from its current location and set down where it is to be placed. It does not cross the intervening table space and is not subject to any effects tied to the intervening table space. Placed models do not trigger reactions when placed. A model may not be placed in impassable terrain.

Morale

Morale is represented in Freeblades by models being required to take a morale test, and if they fail, panicking.

Morale Test. A Morale Test is a DISC Test. If the roll, with modifiers, meets or exceeds the target number, the test is passed. Failure results in the model becoming Panicked and making a Panic move (pg 7).

Morale Test Target Number: 4

The following game events cause a morale test:

  1. Friendly model is dropped within 6" and LOS.
  2. For all surviving models on the losing side of a combat.
  3. Contacting or being contacted by a model with the Terrifying ability.

Morale Test Modifiers. Some abilities, magical items and spells give bonuses (or penalties!) to morale tests.

I'm a Little Busy Here! A model engaged with an enemy model does not take morale tests caused by other friendly models getting dropped nearby. It does take morale tests for losing a combat.

Heroic Resolve. Hero models do not take morale tests for seeing a follower dropped.

Morale Test Timing

  • Morale tests for dropped friendly models occurring during the magic phase are taken at the end of the phase.
  • Morale Tests for dropped friendly models from shooting are taken at the end of the shooting phase. Note that morale tests caused by the results of ranged reaction attacks are taken before normal shooting occurs.
  • Morale Tests that are from the results of melee are taken after the combat in which they happen is complete. The loser of a combat takes morale tests before the winner. In a draw, the first player takes morale tests first.
  • Morale Tests for dropped friendly models during other phases are taken immediately at the end of the action that dropped the friendly model.
  • Within a phase, a player chooses the order in which her models will take any required morale tests.

Playing the Game

Freeblades is played in a series of turns. On each turn, things take place in a particular sequence. Players complete each phase together in turn.

  1. Events Phase
  2. Magic Phase
  3. Movement Phase
  4. Shooting Phase
  5. Melee Phase
  6. End Phase

Events

Initiative. Determine who has the initiative. A player from each side rolls a d10; this is called the initiative roll. Reroll ties. The higher rolling player has the initiative and acts first in the movement phase and at other select times.

Magic

The first player elects to cast or not cast a spell with a Caster. The second player elects to cast or not cast a spell with a Caster. In either case, an enemy Caster (or model that has the Counterspell talent) may attempt to counter a spell.

This phase continues until all models that can cast a spell have cast or all players pass.

Casting Spells

  • A Caster has a Caster Rating (CAR) (d8, d10, etc) for casting and countering spells. This is a specific type of Skill Rating.
  • Unless otherwise indicated, a Caster may cast ONE spell per turn.
  • A Caster may not Run in the turn he casts or counterspells.
  • A Caster has Power with which to cast spells and counterspell. Once these Power points are used, they are gone without a special ability or magic item to provide more.
  • The range of all spells is 18" unless otherwise noted. Missile spells are Band 9".
  • The duration of a spell is until the end of the turn in which it is cast, unless otherwise noted.
  • The Caster must have LOS to the target of a spell.
  • Friendly models do not block the LOS of a spell where the target is a friendly model.
  • Spells that are listed as being able to be cast only once per game are once per game per Caster.
  • If a Caster is engaged with an enemy model and casts a spell, that casting triggers a reaction attack. The results of the attack are taken into account before the casting roll.
  • Unless otherwise noted, spell effects "stack".

Power Cost. Spells are listed with a Power cost. This cost is paid from the Power available to the casting Caster. A Caster's current available Power total is not secret. Players use power tokens available separately from DGS (or any convenient method) for each Caster to "count down" his available Power points.

Spell Base Cost. The final cost of a spell may be increased or decreased over the base cost by many game effects and abilities. Unless otherwise stated, the base cost of a spell is used for the cost of its counterspell.

Casting Roll. Once the Power cost has been spent, the caster must roll his CAR to cast the spell (called the Casting Roll). Unless otherwise stated, the Target Number for a Casting roll is "2". If the spell fails, the Power is lost. On any other result, the spell is cast. Casting rolls may Spike.

Modifiers to the Casting Roll:

  • -4 if Caster is engaged
  • -X Armored Casting [-X]

Critical Casting. If the result of the Casting roll is a Crit, the spell costs one less Power to cast for each level of critical success. This may make the cost of a spell zero power.

Summoning Spells. Some spells summon models to the battlefield. Summoning spells are Target Number 4 to cast, not TN2 like other spells.

Missile Spells. Some spells are missile spells and will be marked "Missile" in the spell lists. Missile spells work in much the same way as a ranged attack. The Casting roll is used to determine if the spell is cast. Once cast, a missile spell results in some number of ranged attacks. The caster's ranged attack rating is his CAR rating. The target number of the roll is the target's DEF vs ranged attacks. Casters must abide by all ranged attack rules, including the -4 for shooting at an engaged target. Missile spells are Band 9" and may be fired up to a maximum of Medium Range unless otherwise noted.

Spells That Affect Die Rolls. In a case where decisions must be made to use a spell effect to influence a die roll (Portent, Visions of Koromen, Sylvia's Second Chance, etc.), such decisions are made by players in initiative order. A die may only be rerolled ONCE. Each player may only reroll or modify a die with a spell and/or special ability once per roll.

Counterspells

After an enemy spell is cast but before its effects are applied, ONE friendly Caster may be selected to attempt to counter it. If there are multiple Casters eligible to counter one spell, players choose which one will counter in initiative order from among the eligible players.

In order to counterspell, either the target of the spell or the Caster of the spell must be within his CAR in inches of the countering Caster and in LOS. Friendly models do not block LOS to a target friendly model for the purposes of employing a counterspell.

The countering Caster must spend power equal to the BASE cost of the spell to be countered. The countering Caster rolls his CAR. This result sets the TN of the spell, although it cannot be set lower than the original TN.

A Caster may not counterspell while panicked. If a Caster attempts to counterspell while engaged, Reaction Attacks are triggered in the same manner as with a Special Action, and the attempt is -4 to the die roll.

Movement

  • Select a model.
  • Declare that model's action for the turn, and make any movement associated with that action.
  • Conduct any reactions caused by the active model's action.
  • Repeat for each friendly model.

Once the first player has moved all the models he can and wishes to, the second player does the same.

Any applicable morale tests are taken at the end of the action that caused them.

Speed (SPD). Normally models may move any distance up to their SPD characteristic in inches. Unless otherwise noted, this movement may be in any direction or combination of directions.

Running. Some game rules and effects permit a model to Run, most commonly the Sprint and Charge movement actions. An action or game effect that permits a model to Run allows the model to move up to twice its SPD characteristic in inches. A model may not Run if any part of their movement takes it into Rough or Woods terrain. A model that runs must face the same direction as the last 2" of its move and may not change facing after completing its move.

Variable Moves. A variable move adds some number of inches to the SPD of the model for that move only. Panic, Evade and Pursuit moves are examples of variable moves. Although a variable move may cause a model to move more than its SPD, it is not a Run in and of itself. The model must abide by all terrain and movement rules with respect to the type of action it is taking and whether it is a normal move or a Run. The extra inches of movement provided by the variable move are not affected by rough or very rough terrain.

Panic and Evade moves may deviate the minimum necessary to avoid impassable terrain or models.

If a model starts its activation engaged, the only movement actions it may choose are Break Off, Delay, Hold, and Voluntary Panic. It may also choose a Maneuver action, but only to stand up if prone. Break Off, Voluntary Panic and Standing Up may trigger Reaction Attacks.

Key Movement Rules

  • Proximity. A model may not move within 1" of an enemy model without ending the move in contact with an enemy model (exception: See Panic Moves, pg 7).
  • A model's base may not pass over any part of an enemy model's base during movement.
  • A model may pass between enemy models so long as there is room for its base to fit between them.
  • Friendly engaged models are treated as enemy models for the purposes of passing over them.
  • A model may pass over friendly unengaged models as long as it does not end its move on top of them. However, models may not charge through friendly models.

Movement Actions

Maneuver

  • A model making a Maneuver action moves in any direction up to its SPD.
  • A Maneuver action may end with a model engaging an enemy model but is not a charge.
  • A Maneuver action still permits models to Shoot or conduct Special Actions (pg 8).
  • A Maneuver action that does not end in engagement may not include a model passing within 1" of an enemy model.

Sprint

  • A model making a Sprint action may Run (move up to twice its SPD) in any direction.
  • A model that Sprints may not take any ranged attack or special action, except to make a ranged attack with a thrown weapon.
  • A Sprint action may not include a model passing within 1" of an enemy model.
  • Models that Sprint must end the move facing in the same direction as the last 2" of the move and cannot voluntarily change facing again that turn.

Break Off

  • A model that is engaged with an enemy model may make a Break Off action, or Break Off.
  • A Break Off is a move of up to the model's SPD that starts with it engaged and ends with it not engaged.
  • Enemies in contact get Reaction Attacks.
  • A model that Breaks Off may not shoot, conduct a special action or initiate contact.

Charge

A Charge action is a direct move into contact (or intending to make contact) with an enemy model that makes use of momentum to make subsequent melee attacks more dangerous. Executing a Charge action is also called a charge or charging. The movement portion of a charge action is called a charge move.

  • A model must select an enemy model as the target of the charge. A model must have LOS through its front arc, before any facing changes, to charge it.
  • A charge move must be directly toward the target.
  • A charging model may change facing by up to 90 degrees before making its charge move. The target model must be in the charging model's front arc before this facing change.
  • A model may Run during a charge move, terrain permitting. If it Runs, it may not voluntarily change facing again that turn.
  • A charge move may not cross terrain or obstacles that reduce the basic SPD of the model. If there is any deviation, such a contacting move must be a Maneuver action and not a Charge action.
  • A model cannot conduct a special action or shoot as part of a Charge action, unless with a thrown weapon.

Charge Bonus. A model that executes a Charge action (or a Countercharge or Intercept reaction) and moved at least 3" receives a Charge Bonus to any melee attack(s) it makes through its front arc. The Charge Bonus has three components:

  • +1 to melee damage rolls
  • Attacking before other models.
  • A charging model cannot be Piled On.

Declaring a Charge. When a model is about to take a charge action, the player indicates the target, makes any changes to the model's facing and then determines the charge distance. Before moving the model, however, he gives the opponent the chance to make his decision about any charge reactions or intercepts. Any variable distance added to the move is established before the opponent makes this decision. This means an opponent will always know if a charge is going to make contact before deciding on any reactions.

Charging Without Contact. For various reasons, a model may conduct a Charge action and not make contact. A model may deliberately charge towards a model that is beyond twice its SPD, or behind or in terrain that prevents the charging model from reaching it. A model that is charged may Evade or continue to panic, leaving the charging model out of contact. Other game effects may also cause a charging model to not make contact. A model does not have to become engaged during its charge move to receive the Charge Bonus during the Melee Phase.

Other Movement Actions

Hold. The model does not move and is eligible to make a Reaction, so long as other applicable conditions are met. A model from a Freeband that has not yet had its turn in the initiative sequence is considered to be on Hold if it has not moved.

Delay

  • The first player may select one model to be placed on Delay. The model must not be panicked and must pass a DISC test. The model may be engaged.
  • A model on Delay is not moved during the owning player's normal movement.
  • Once the second player has completed movement, a model on Delay may take any movement action for which it is eligible.
  • If a model fails its DISC test while attempting to Delay, it is treated as being on Hold instead.
  • In games with more than two players, all players except the last may attempt to place a model on Delay. Once all other sides moving after the side with a delayed model have completed movement, a model on Delay may take any movement action for which it is eligible.
  • A model on Delay may make reactions.

Rally

  • A model that starts the Movement Phase Panicked may only choose a Rally Action or to continue to panic.
  • This action requires a Rally Test.
  • If a Rally Test is failed, or if continued panic is chosen, the model makes an immediate Panic move.
  • If passed, it may be turned to face any direction. A rallied model may conduct no other action except to change facing, but it is no longer panicked.
  • Models that rallied may not make reactions, ranged attacks, special actions or end phase actions that turn.

Panic

  • When a model Panics, it makes a Panic move. A Panic Move is a move directly away from the combat (if caused by loss of a melee or by an enemy trying to make contact) or directly toward the model's home edge in all other cases. The move is the model's base SPD + d4" (d6" if the base SPD is 8 or higher).
  • If it cannot make any move without contacting or coming within 1" of an enemy model, it is dropped.
  • If a panic move brings a model in contact with its home edge, it is run off and removed from the encounter area.
  • A model normally panics as a result of a failed morale test, but may also choose to panic voluntarily, either as its action for the turn or as a reaction when it is about to be engaged.

Interrupts

Interrupts are Movement actions taken by the non-initiative player. There are four basic types.

  • Forced Panic
  • Countercharge
  • Intercept
  • Evade

Forced Panic. If an enemy is about to engage a panicked model, either with a Charge or Move action, take these steps:

  • The moving player activates a model and declares that he is going to Charge or Maneuver it into contact with the panicked model. No movement is performed yet, but any facing changes as part of a charge are performed at this time.
  • The panicked model makes a panic move directly away from the model intending to contact it.
  • The model intending to make contact is moved directly toward the panicked model. If it makes contact with the panicked model, the panicked model loses all remaining LP and is dropped.
  • There is no limit to the number of panic moves a single model might make in a Movement phase through several attempts by enemy models to contact it.

Intercepts and Countercharges are covered under their Reactions, pg 8. Both use prorated movement.

Prorated Movement

  • If both models are the same SPD, move each one inch until the movement of both models is concluded.
  • If one model has a higher SPD, but not twice as high, move the model with the lower SPD 1" and then the model with the higher SPD 1.5" until the movement of both is complete.
  • If one model has a SPD twice or more than that of the other model, move the model with the higher SPD 2" for every 1" the model with the lower SPD is moved.
  • If both players agree, prorating can be simplified by the models being moved into contact at a spot halfway in between them.

Evades are covered under Reactions, page 8.

Facing

A model may alter its facing in the following circumstances:

  • By any amount as part of a Maneuver, Break Off, Rally, or Hold action. The act of changing facing is not, in and of itself, movement. Models on Hold may change facing in player order after all movement is concluded.
  • When engaged by the enemy, unless having Run, in order to put the enemy model in its front facing.
  • By up to 90 degrees at the start of a charge move.

Models that Run (whether during a Sprint or Charge) must end the move facing in the same direction as the last 2" of the move. Such models may not change facing voluntarily again that turn.

Free Actions

A model may take certain free actions as part of its activation in addition to its movement action and any special actions it takes. A model may take any number of Free Actions during its activation.

  • Most skill tests are Free Actions. Those that are not will be noted in the skill description. A model may only take one skill test per turn.
  • Mobility tests are conducted as an integral part of the model's movement and so are Free Actions.
  • Attribute Tests are Free Actions.

Special Actions

Special actions are actions a model takes that are not standard combat or casting actions.

  • Making certain skill tests (see skill description)
  • Special scenario task
  • Picking Up Items
  • Exchanging Items and Equipment

Most reasons for making a Special Action (items, scenario tasks, etc.) do not apply to the Quickstart Rules. Some models have talents that require them, however.

Special Actions occur as part of a model's activation. A Special Action:

  • May be combined with a Maneuver movement action, either before or after the model moves.
  • May be combined with a Hold movement action.
  • May be combined with a Delay action, but only after the Delay has become a Maneuver or Hold action.
  • May not be combined with any other movement action.
  • May not be conducted on the same turn the model conducts a ranged attack or casts a spell. Conversely, a model may not conduct a ranged attack if it has already conducted a Special Action.

Reactions

In certain situations, a model may act in response to the opposing player's actions. A model may only make one Reaction of any kind in a turn.

Note that whenever a model is activated using a Maneuver or Charge action, and the player intends to engage an enemy model, he so states, giving the enemy player the opportunity to make a reaction before the activating model is moved.

Countercharge. If an enemy model is declared to be charging or maneuvering into contact with a friendly model, that model may conduct a countercharge.

The two models' movement is prorated (pg 7) until they make contact. Any model that did not move at least 3" does not count as charging, even if it made a Charge or Countercharge action. A model may Run as part of a countercharge if otherwise able to do so.

A model may counter charge a charging model that is initially out of its LOS, but does not start the counter charge move until the charging model enters its LOS.

In order to Countercharge, a model:

  • Must be on Hold or Delay.
  • Must not be engaged or panicked.
  • Must have the enemy model in its front facing.

Intercept. A Ready model on Delay or Hold that has not yet moved may Intercept a moving enemy model that comes within 4" of it and is in its front arc. Intercepting models and their targets use prorated movement (see pg 7). The Intercepting model must move by the shortest path possible to reach the target model. An Intercept move cannot exceed 4". If all the requirements of a Charge are met, the Intercepting model counts as Charging. A model may intercept a model conducting a Break-off or Evade.

Any model that did not move at least 3" does not count as charging, even if it made a Charge or Intercept action.

Intercept Shot. A Ready model on Delay or Hold that has not yet moved may make a ranged reaction attack called an Intercept Shot against a moving enemy model that comes within 4" of it and is in LOS. This shot counts as the model's ranged attack and reaction for that turn and receives a -1 penalty. Intercept shots occur at the same time as other Reaction Ranged Attacks and use the same rules. Intercept shots ignore the -4 engaged penalty for models that just became engaged this turn.

Evade. If an enemy model is activated and its chosen movement action will result in it engaging a friendly model, the friendly model, under certain circumstances, may Evade the contact.

In order to Evade, a model:

  • Must not be engaged or be panicked.
  • Must not yet have moved this turn.
  • Must pass a DISC Test.

An Evade move is equal to the SPD of the model +d4 inches (d6 if SPD 8 or higher) directly away from the contact, that is, in the opposite direction from where the contacting model started its move. The enemy model uses its full move or charge to attempt to contact the evading model, deviating the minimum amount to avoid models and impassable terrain.

  • Models that Evade must end the move facing directly away from the point at which they started the move.
  • An Evade counts as the model's movement for that turn.
  • A model about to Evade off-table may either stop at the edge or move off and count as Run Off.

Redirecting a Charge. If a charging model, whose original target model has Evaded (or Voluntarily Panicked, see below), passes within 1" of a different enemy model, it may engage that model instead of continuing to charge the original target. It must engage the new target if that new target blocks its path. The new target may react if eligible. A model may only redirect one charge per movement phase.

Voluntary Panic. A model may choose to panic when it is about to be engaged. To be able to voluntarily panic, a model must not have taken a movement action other than Delay or Hold this turn. An engaged model MAY voluntarily panic, but may suffer reaction attacks when it does so. A model may choose to voluntarily panic after failing an Evade test.

Reaction Attacks

In certain circumstances, a model may conduct an attack triggered by an enemy action.

  • A model may only make one Reaction Attack (or reaction of any kind) per turn.
  • A model may not make a Reaction Attack if already engaged prior to the cause of the attack unless it is engaged ONLY with a model that is breaking off or conducting a special action and the Reaction Attack is against that model.
  • A Reaction attack may make use of any talents normally applicable to the type of attack being made. All requirements for the use of that talent must be adhered to.
  • A model may not make any type of Reaction Attack against a model engaging it through its rear facing.

There are four kinds of Reaction Attack:

Standoff Reaction Attack. A Standoff Reaction Attack, or Standoff Attack, is a special type of Reaction attack available to certain models. Some models, usually by virtue of the weapons they carry, have the Standoff ability. If an enemy model without the Standoff ability engages a model with the Standoff ability, then the model with the Standoff ability will attack first in the following melee phase. A model must be Ready and on Delay or Hold to employ a Standoff Reaction Attack.

Ranged Reaction Attack. A Ranged Reaction Attack, or Stand and Shoot, is a special type of reaction attack available to models with ranged weapons. A model with a ranged weapon may shoot any model that just engaged it in the previous movement phase, if the shooting model did not move in that movement phase, started that movement phase unengaged and all other requirements for shooting are met. The modifier for a Ranged Reaction Attack test is -1 and not the -4 for shooting at engaged models. A model that shot as a Ranged Reaction Attack cannot shoot again in the same Shooting Phase.

Break-Off Reaction Attack. If an enemy model breaks off from contact with a friendly model, the friendly model gets a Reaction Attack with all of its melee attacks. Panicked models do not trigger this type of attack as they are not breaking-off. Panicked models are pursued instead.

Special Action Reaction Attack. If an enemy conducts a special action in contact, the friendly model gets a Reaction Attack with its melee weapon(s). A model is also eligible to make this type of reaction attack if the enemy model in contact casts or counters a spell.

Leaving the Encounter Area

Models that leave the encounter area while making an Evade or Panic move count as Run Off. Models that are Run Off count as dropped. Models may not otherwise leave or enter the Encounter Area while using the Quickstart Rules.

Between

Faelon occupies the same "space" as an alternate dimension known as Karelon, the Spirit World. Along the seam where the two overlap is a realm known as Between.

A model with the Spirit talent is called a Spirit Model. Spirit Models are beings that are either originally from Karelon or trapped in Between.

At the start of its activation, a Spirit Model may Discorporate and remains so until the End Phase. Discorporate models are completely in Between. They cannot attack, be attacked, engage, be engaged by or voluntarily move within 1" of non-Spirit/Witchsight models. They cannot cast spells that effect non-Spirit Models in any way and cannot be affected by spells cast by non-Spirit/Witchsight models. Discorporate models only block the LOS of other Discorporate models. Discorporate models may be moved through by non-discorporate models (and vice versa) so long as the bases do not overlap at the end of the move.

Terrain

There are three types of terrain in the Quickstart Rules: Open, Woods and Rough.

  • Open Terrain has no effect on game play.
  • Woods Terrain prevents a model from running if at any point the model moves in, into or through a Woods terrain feature. Woods also affects concealment and line of sight (LOS), see Shooting.
  • Rough Terrain prevents a model from running if at any point the model moves in, into or through a Rough terrain feature. Rough terrain (an area of scrub, rocky ground, marsh, etc.) has no effect on LOS and does not provide concealment.

Shooting

  • Shooting, also known as making a ranged attack, is conducted by a model with a ranged weapon against the nearest enemy model in its frontal arc within range and LOS.
  • A model may only fire at targets in line of sight through the shooting model's front arc.
  • The range of ranged weapons is given in Bands of some number of inches. A model may fire at a target within its band normally, at a target up to two bands away at a -1 to the ranged attack test, and up to three Bands away at a -2 ranged attack test modifier. Shots out to the band are known as Short range, shots out to twice the band are known as Medium Range and shots out to triple the band are Long Range attacks.
  • A model may not make a Ranged Attack if already engaged, unless as a Ranged Reaction Attack.
  • Shooting as a Reaction Attack is conducted in the Shooting Phase and the effects of ranged reaction attacks, such as models dropped and morale test results, are resolved before any other shooting takes place.
  • All other shooting is simultaneous. All casualties and effects from non-reaction shooting are acted upon AFTER all shooting is complete.
  • Models may not choose friendly models as targets, although friendly models may be affected by shooting.

Shooting the Nearest Enemy. Normally a model must shoot the nearest enemy target. There are three exceptions.

  • A model may shoot the nearest enemy model that is not concealed or prone even if there are nearer enemy models that are concealed.
  • A model may take a targeting test to shoot a model further away than the nearest. If it fails the test, it may still shoot the closest target unless it tarches, then it may not shoot. Note the Shoot Them! talent allows a model to shoot any enemy target without a DISC test.
  • An engaged enemy model may never be counted as nearest, unless it is engaged with the shooting model during a ranged reaction attack. This means to shoot an engaged model is always treated as shooting a model further away than the nearest target, even if the engaged model is the closer than any other target.

Shooting Sequence. Players alternate shooting with all eligible models with which they desire to make ranged attacks. Ranged attacks are conducted in two groups.

  • Ranged reaction attacks and intercept shots
  • All other shooting.

Within each group, shooting is simultaneous. All casualties from shooting are taken after shooting within each group is complete. After all shooting of all types is complete, morale tests as a result of shooting are taken. Players shoot in initiative order (first player then second player), tracking effects until all models each player wished to have shoot have made their ranged attacks.

If a potential target might have its DEF modified by shooting a two-handed ranged weapon (and thus losing the benefit of a shield), then the owning player must decide whether that model is shooting or not at the start of the shooting phase. If both sides have such models, the players decide which models are shooting and which are not in initiative order.

Remember that the results of shooting are not taken into account until all ranged attacks of that type have been made. Once both players have completed their ranged attacks for the turn, any applicable morale tests are taken.

Line of Sight (LOS). LOS is a line drawn between any part of a model and any part of another model or any part of an object.

  • LOS is blocked if there is an obstacle (usually terrain or models) along that line.
  • In the Quickstart Rules, the only terrain that blocks LOS is Woods.
  • Models block LOS.
  • A model may have a model or object in LOS, but not in its frontal arc.
  • A model may shoot into a combat, but must still have a LOS to the original target model.

Ultimately, a model has LOS to another model if you get your eye down to the level of the viewing model and can see some significant part of the model being viewed. In gaming, this is called What-you-see-is-what-you-get, or WYSIWYG (pronounced "wizzy-wig"). Freeblades is a WYSIWYG game. Note that we said "significant part." This means that only being able to see such parts of a model as arrows sticking out of a quiver, a hand or a horse's tail is not sufficient to establish LOS.

Elevation. In the Quickstart Rules, just use Woods and Rough Area Terrain. Other types of terrain and their effects are covered in the core rules.

Concealment. If only part of a model may be seen from a given model's vantage point, the partly hidden model is Concealed. LOS exists between the two models, but the Concealed model receives a +1 to DEF for any ranged attack against it.

Models and LOS. Models block LOS, but sometimes a portion of a model may be seen past an intervening model. This can be tricky as models can be widely differing shapes and sizes, even ones mounted on the same base size. For these situations, treat a model as filling the entire base like a big solid cylinder, from the bottom of the base to the top of the tallest part of the model, not counting raised weapons, etc. So, for example, a Trilian Wanderer is treated for LOS as a solid cylinder 25mm at the base and 32mm high, while a Golat is treated as a solid cylinder 50mm at the base and 70mm high, as the club is not part of determining blocking LOS.

Some players will craft their models on imaginative bases, such as having a model standing on a rock or running along a tree branch. Models are considered to be their basic height (32mm high in most cases) and do not take these extras into account when considering LOS.

Ranged Attacks

A Ranged Attack is a combat test using the shooter's Ranged Attack Rating (RAR).

How to Hit. If the final roll is equal to or greater than the target's Defense (DEF), taking into account relevant modifiers, a hit is achieved. A roll of a natural "1" (called a "tarch") is always a miss. Once a hit is achieved, the shooter determines the effects of the hit. See Shooting Results, page 62.

Modifiers to the Ranged Attack Test

  • Shooting and moving (unless Thrown weapon): -1
  • Medium Range (out to twice the weapon's Band): -1
  • Long Range (out to triple the weapon's Band): -2
  • Engaged target: -4 (misses may hit other models, see Shooting at an Engaged Model, below). Note the exception for thrown weapons below.
  • Shooting as a Reaction Attack: -1
  • Shoot and Run (Thrown weapons ONLY): -1
  • Concealment. If the model is concealed, it receives a +1 to DEF vs Ranged Attacks.

Note that a model that moved can only shoot as part of a maneuver action. Thrown weapons and some talents are an exception to this and permit shooting while moving during other types of actions.

Thrown Weapons (Javelin, Herenkal, etc.)

  • Do not suffer the -1 for shooting while moving.
  • May be thrown while running during a Sprint or Charge at -1.
  • If thrown as part of a Sprint or Charge, the last 2" of movement must be in a straight line.
  • A model may make a ranged attack with a thrown weapon against a target it engaged this turn, if the target did not start that movement phase engaged. A thrown weapon does not suffer the -4 for shooting into contact in this case.

Defense

The Defense (DEF) of a model is the target number an attack must meet or exceed to hit that model.

  • Shields. DEFs marked with an "s" (shield icon) are based on the model carrying a shield. The DEF of such a model is reduced by -1 for any attack if the target model can be hit by the attack through its rear face. Note that some equipment and game effects, like the Grular anghara, provide a bonus to melee DEF only and these cannot be used to determine the DEF of a ranged attack.
  • Abilities and Magic. Various game effects also modify DEF. An example would be the Starshield spell, which adds +2 to the DEF of the target of the spell.
  • Concealment. Concealment adds +1 to the DEF of a model in or behind it.

Multiple Attacks. If a model has multiple ranged attacks, each attack can be directed at any enemy in the model's front facing. Each target shot by a multiple ranged attack must be within 2" of another model shot by the same attack.

Shooting by an Engaged Model

An engaged model may only make a ranged attack if:

  • It is done as a ranged reaction attack, OR
  • The model did not start the movement phase engaged and employed a thrown weapon while maneuvering, charging or sprinting.

Shooting at an Engaged Model. If a ranged attack is made against an engaged model and it misses, the shooting model must make the exact same attack again against one other model in the same combat with the target chosen at random.

  • This attack uses the same weapon, ratings, abilities and modifiers as the original attack.
  • This model may be friendly or enemy. It cannot be the model that originated the attack.
  • Models that are not eligible to be attacked by the original attack due to LOS blocked by terrain are not eligible to be selected at random.
  • Models in the combat do not block LOS for the purposes of this rule.
  • If this second attack misses or there are no eligible models in contact, no further attack results from the miss.

Shooting Results

For what happens to a model once hit by a ranged attack, see Damage, below.

Critical Hits. A Critical Hit occurs when the difference between an attack test and its target number, typically the model's DEF after modifications, is at least the critical threshold for that game effect. The threshold (TH) is typically 10. A critical hit causes the damage roll from that hit to auto-spike. That is, the result of the initial damage roll is automatically the maximum for that die type and the player continues to roll the damage as with any spike. For each amount of the threshold the ranged attack test exceeds the target number, another level of critical hit is achieved. For each level of critical hit after the first, the damage die auto-spikes a number of times equal to the number of levels of crit.

Threshold. The threshold of an attack is the number by which the final attack roll exceeds the target number, usually DEF. Most commonly, threshold (TH) is used to determine critical hits, which occur on TH10. Other game effects are triggered on different TH.

Morale Tests from Shooting. Casualties from Shooting may cause one or more models to take a Morale Test at the end of the Shooting Phase. Morale tests from ranged reaction attacks are taken before any normal shooting.

Damage

Once a hit from a combat test, ranged or melee, is obtained, a Damage Roll is made. Damage Rolls use the damage rating of the weapon (MW or RW) used by the attacker. Damage Rolls may spike.

  • The Damage Target Number is the AV of the model who has been hit.
  • If the Damage Roll meets or exceeds the AV of the enemy model, the model loses one Life Point (LP). A model that loses its last LP is dropped and it is removed from play.
  • A tarched damage roll always fails and never causes the loss of a LP.

Critical Damage. Critical damage occurs when the damage roll exceeds the AV by the applicable threshold, most commonly 10. Various game effects may make the TH for critical damage lower or higher. The result of critical damage is an additional LP lost for every level of critical damage.

Melee

Melee attacks are accomplished in this order:

  1. The player with initiative selects a combat.
  2. Each side's models in the combat make melee attacks in the order shown below.
  3. Repeat for each combat.

At the start of the melee phase, the players split up any engagements until no combats have multiple models on both sides.

Combat. A combat is one model from one side and any number of models engaged with it and any number of models providing support contact to either side.

Start with any models that only have one possible opponent. Those models form the core of any combats and those combats are separated by a slight amount from any other models to clearly show who is fighting whom.

In situations where there is a choice as to how to separate combats so that each model has the smallest number of opponents, players use this order to determine which models may choose from among two or more possible combats:

  1. Charging Models
  2. Maneuvering Models
  3. Highest DISC
  4. First Player

Combat Sequence. In each combat, the order of who makes attacks is as follows:

  • Models conducting standoff reaction attacks in descending DISC order.
  • Models that Charged this round in descending DISC order.
  • Remaining models in descending DISC order.

If after working through this order, there are models with the same status, attacks are simultaneous between them. For those attacks that are simultaneous, the players make them in any convenient order, but none of the results of those attacks are applied until all have been completed.

Option Talents and the Combat Sequence. Certain talents and weapon abilities provide a model a choice between two or more game effects. These are known as "option talents." Examples are Swordsman, Two-ended, Power Attack and Shield Bash. The use of all option talents are declared before any die is rolled in a combat.

Between two opponents who both want to declare the use of one or more option talents, do so in reverse DISC order of the models involved. Between models of the same DISC rating, non-charging models declare before chargers. Beyond that, models belonging to the first player must choose first.

Response Talents. Certain talents only work when triggered by other game effects. Dodge, Parry and Sidestep are examples of response talents. The talent will list the triggering effect. When that effect occurs, the owning player decides whether or not to employ the talent before any further action is taken or any other die is rolled.

Support Contact. Certain rules and abilities apply to a model in Support Contact. To be in Support Contact, a model must be in contact through its front facing with a friendly model of the same size or smaller base that is in contact through its front facing with an enemy model. The model that is in Support Contact is called the supporting model and the friendly model with which it is in contact is the supported model.

  • A model in support contact that can make use of an ability or weapon in that turn to attack an enemy model is treated as engaged for all purposes.
  • A model may charge into support contact. The supported model does not block LOS for the purposes of this charge.
  • Only one model may claim support contact through any given friendly model.

Standoff Engagement. A model with a standoff melee weapon that is in Support Contact may attack an enemy model in contact with the friendly model it is supporting. Models attacking in this manner do not reduce an enemy's DEF through Piling On.

Melee Attacks. The Melee Attack Test uses the same mechanics as a Ranged Attack Test. The player rolls the Melee Attack Rating (MAR) and, after modifiers, compares to the target's DEF. Melee Attack Tests may spike.

  • Without a special ability that permits otherwise, a model may only make a melee attack through its front facing.
  • Unless otherwise specified by a special rule or game effect, models cannot attack friendly models.

How to Hit. If the Melee Attack Test meets or exceeds the target's Defense, a hit is achieved.

  • Shields. See page 11.
  • Reaction Attacks. See Movement: Reactions for the rules on Reaction Attacks.
  • Multiple Attacks. If a model has multiple attacks, each attack can be directed at any enemy the model has engaged through its front facing.
  • Split Attacks. A model that did not move this turn, and is otherwise eligible to make a melee attack, may use split dice to make more than one attack using the same MAR. Split attacks may not be combined with any abilities that produce multiple attacks such as Frenzy and Sweep Attack. A model may choose which of multiple opponents gets its attacks, but any model selected must be in the attacker's front facing.

Piling On. A model may be engaged by as many opponents as can make contact with it. Models beyond the first that are in contact with the same model count as "piling on." Each model piling on reduces the enemy's DEF by 1 to a minimum of 1. Stunned and Restrained models do not contribute to Piling On. A model does not suffer the piling on modifier on a turn in which it charged.

Combat Results

After all models from both sides in a combat have fought, the side that lost the fewest life points is the winning side and all other sides involved in the combat are losing sides.

  • Only LP losses occurring in a combat during the Melee Phase count toward determining the winner and loser of that combat. Life point losses that occur due to causes from other combats or occur in other phases (movement phase, shooting phase, etc.) do NOT count.
  • A model that is in a combat at the start of the melee phase may end up unengaged through a number of means (dropped opponents, use of a talent, being in support contact, etc.). It is still a model in the combat until the combat is resolved and all combat results applied.

When all attacks in a combat have been resolved, each player, starting with the player who lost the combat, resolves all applicable morale tests. This includes morale tests for losing the combat as well as any tests for dropped models.

If both sides lost the same number of LP in a combat, that combat is a draw and the first player resolves morale tests first.

After all morale tests have been resolved, each player, starting with the winning player, makes combat results moves. If there is no winner, the first player makes combat results moves first.

Combat Results Moves are:

  • Panic
  • Pursuit
  • Repositioning

And are accomplished in that order.

Panic. Panic moves are accomplished in the manner described on page 7.

Pursuit. Unengaged models of a winning side who were just engaged with one or more enemy models that panicked as a result of combat may choose to make a Pursuit Move instead of repositioning. The choice to pursue is made before the panicked model rolls for panic move distance. A pursuit move is a move performed to permit a model to chase and drop a panicked enemy.

  • A pursuing model must be unengaged at the start of its pursuit move and have fought the model it pursues.
  • A pursuing model may move up to its SPD + d4 inches (+d6 if Fast).
  • A pursuing model must move directly toward the pursued model, deviating the minimum amount around models and impassable terrain. It must do everything it can to contact the pursued model (which would drop it).
  • If more than one enemy model makes a panic move following a combat, the pursuing model may choose which one to follow from among those it fought before any panic or pursuit variable move rolls are made.

A Panicked model contacted by a Pursuing model is Dropped.

Redirecting a Pursuit. If a pursuing model passes within 1" of an enemy model other than the one it is pursuing, it may engage that model instead of continuing to pursue the original model. It may only do so if it passes a DISC test. If it fails the DISC test, it must continue to try and engage the original charge target. This works in the same way as redirecting a charge against a model that evades.

Reposition. Once all Panic and Pursuit from a combat is complete, all unengaged models (that neither panicked nor pursued) may Reposition up to 3" in any direction. This includes into contact with enemy models.

Pursuit and Reposition into Contact. Engagements from Pursuit or Reposition moves into unpanicked models are resolved the following turn. Models that repositioned or pursued into engagement are not considered charging when a combat involving them is resolved. This new contact does not permit thrown weapons employed by the pursuer, reaction attacks by the enemy, charge bonuses, etc. Models who reposition or pursue into contact do not take part in any new combat in any way on that turn, including the Pile On modifier and morale tests caused by that combat.

End Phase

  • Take all End Phase Morale Tests.
  • Perform End Phase Actions.
  • One-turn spell and skill effects are removed.
  • Conduct any End Phase Events called for by the Scenario.
  • Check for broken freebands. A freeband is broken when it reaches its Freeband Break Point. This is reached when a freeband has more LP of models dropped or run off than it has in starting LP of models still on the encounter area.
  • Determine Victory. This will be determined by the scenario being played. In the Quickstart Rules, victory is when one freeband has the objective, and failing that when a freeband breaks, the other is the winner.

End Phase Actions. An End Phase Action is an action a model is permitted to take in the End Phase of the turn. Certain scenarios permit End Phase actions and will state which End Phase Actions are permitted in that scenario.

A model may perform an End Phase Action if it is not Panicked, Restrained or engaged. A model may not perform an End Phase Action if it ran in the previous Movement Phase.

  • Premeasuring. Premeasuring is allowed. Any distance on the tabletop can always be measured. When a measurement is made between two models, the distance is from one nearest base edge to the other.
  • Random Direction. When a game effect calls for something to move or be placed in a random direction follow these steps. (Transcriber's note: the steps themselves are not printed in this quick-start document; the source text ends at this line.)
  • Stack. Stack is a game term for game effects that are cumulative. If a game effect is cumulative with another game effect, those effects are said to "stack". Unless otherwise indicated, game effects stack in Freeblades.
  • Within. When measuring a distance, "within" includes exactly that distance. A model, for example, is within 6" of another model if its base is any distance away from 0" to exactly 6".