Forum
RULES 0.3.0
Quote from IoM-Christian on 2022-08-22, 14:42
----- BUILDING ARMIES ----- Before battle commences players agree upon army point values and build their armies from their preferred lists and describe Units on Unit Cards or similar. Both players should bring appropriate miniatures, dice, rulers, etc.
WARBAND > 1000 point follow the army lists.
SKIRMISH <= 1000 point
Armies need not have a general; instead, they can use one of their leadership marked characters. Each round, the Leader roll a D6A to determine command points.
----- SETTING UP GAME AND ARMIES -----
- Players set up the terrain (140 cm wide and 120 cm deep)
- Roll to determine Showup initiative (SI); The winner (SIW) picks table side.
- Starting with (SI) looser, Players place (D6A) of their Unit Cards (UC) face down according to deployment rules. Continue this till all UC's are deployed.
- SI looser (SIL) rolls a D6A (2-5) to see how many units, beginning with SIL, each reveal & toggle (R&T) at a time, until all UC'S are R&T'ed.
- UC's are then swapped for models, facing and centred as the card.
- If using Magic, Player(s) roll for Shards.
----- PLAYING A GAME ----- A game consist of 5 Rounds, each with one or more Phases.
Round X;
- Unit Type Chits (UTC) for a player’s existing Units are prepared for picking by placing them face up.
- Order Activation Tokens (OAT) are distributed.
Phase X;
- Determine Phase Activation Initiative (PAI)
- PAI winner (PAIW) roll D6A to see how many UTC to be picked this Phase
- PAIW decides to activate UTC's as rolled for picking, or hand over initiative.
- When all currently picked UTC are used, the Phase ends
- If any Player still have unactivated UTC, another Phase is taken
When all UTC's are picked and activated, the Round ends and UTC's matching Units still existing are placed for another round.
If a Unit lost its last Model, one of that units Chit Types are removed. (a used one if it has been activated this round)
Melee, Shooting and Magic effects as well as Morale results are taken as soon as Units interact. Effects spreading as a result from these are applied throughout the battlefield.
A writeup of the rules as PDF is here: WIP Game rules.
A Quick Reference Sheet as PDF is here: QRS
The PDF documents might be out of sync with updated information in the Forum.
| ----- BUILDING ARMIES ----- |
Before battle commences players agree upon army point values and build their armies from their preferred lists and describe Units on Unit Cards or similar. Both players should bring appropriate miniatures, dice, rulers, etc.
WARBAND > 1000 point follow the army lists.
SKIRMISH <= 1000 point

Armies need not have a general; instead, they can use one of their leadership marked characters. Each round, the Leader roll a D6A to determine command points.
| ----- SETTING UP GAME AND ARMIES ----- |
- Players set up the terrain (140 cm wide and 120 cm deep)
- Roll to determine Showup initiative (SI); The winner (SIW) picks table side.
- Starting with (SI) looser, Players place (D6A) of their Unit Cards (UC) face down according to deployment rules. Continue this till all UC's are deployed.
- SI looser (SIL) rolls a D6A (2-5) to see how many units, beginning with SIL, each reveal & toggle (R&T) at a time, until all UC'S are R&T'ed.
- UC's are then swapped for models, facing and centred as the card.
- If using Magic, Player(s) roll for Shards.
| ----- PLAYING A GAME ----- |
A game consist of 5 Rounds, each with one or more Phases.
Round X;
- Unit Type Chits (UTC) for a player’s existing Units are prepared for picking by placing them face up.
- Order Activation Tokens (OAT) are distributed.
Phase X;
- Determine Phase Activation Initiative (PAI)
- PAI winner (PAIW) roll D6A to see how many UTC to be picked this Phase
- PAIW decides to activate UTC's as rolled for picking, or hand over initiative.
- When all currently picked UTC are used, the Phase ends
- If any Player still have unactivated UTC, another Phase is taken
When all UTC's are picked and activated, the Round ends and UTC's matching Units still existing are placed for another round.
If a Unit lost its last Model, one of that units Chit Types are removed. (a used one if it has been activated this round)
Melee, Shooting and Magic effects as well as Morale results are taken as soon as Units interact. Effects spreading as a result from these are applied throughout the battlefield.
A writeup of the rules as PDF is here: WIP Game rules.
A Quick Reference Sheet as PDF is here: QRS
The PDF documents might be out of sync with updated information in the Forum.
Quote from IoM-Christian on 2022-08-24, 10:15Version 0.02 is up
Version 0.02 is up
Quote from IOM-Peter on 2022-08-24, 22:11During this test process it would be nice to see edits and additions in a different color to keep track 🙂
During this test process it would be nice to see edits and additions in a different color to keep track 🙂
Quote from IoM-Christian on 2022-08-29, 14:38I have edited all forum thread OP's to reflect the rulebook as of 0.02 and tagged threads similarly as I do for Army Lists. Future forum posts will be version tagged as Army Lists and main thread versioned as well. So its easily seen what came pre or post whats in a 'rulebook'.
I have edited all forum thread OP's to reflect the rulebook as of 0.02 and tagged threads similarly as I do for Army Lists. Future forum posts will be version tagged as Army Lists and main thread versioned as well. So its easily seen what came pre or post whats in a 'rulebook'.
Quote from IoM-Christian on 2023-06-25, 16:02Version 0.03 of the .PDF has been created and uploaded.
I changed font colour to red on all changes inside the document.
Version 0.03 of the .PDF has been created and uploaded.
I changed font colour to red on all changes inside the document.
Quote from IoM-Christian on 2023-07-08, 13:50Version 0.04 of the .PDF has been created and uploaded.
I changed font colour to blue on all new changes inside the document and added some graphic charts, etc.
Version 0.04 of the .PDF has been created and uploaded.
I changed font colour to blue on all new changes inside the document and added some graphic charts, etc.
Quote from IoM-Christian on 2024-02-09, 10:51Version 0.05 of the .PDF has been created and uploaded.
All ranges altered to centimetres.
Elaborated on General Command levels, and Order Activation Tokens.
Version 0.05 of the .PDF has been created and uploaded.
All ranges altered to centimetres.
Elaborated on General Command levels, and Order Activation Tokens.
Quote from IoM-Christian on 2024-03-19, 15:03Version 0.06 of the .PDF has been created and uploaded.
It's a major rule overhaul as well as section reordering.
Version 0.06 of the .PDF has been created and uploaded.
It's a major rule overhaul as well as section reordering.
Quote from IoM-Christian on 2024-03-22, 09:23Version 0.07 of the .PDF has been created and uploaded.
Several rule elaborations, a merge of bases and models sharing a base, another QuillBot grammar run, and an and an illustration of charger halt.
Version 0.07 of the .PDF has been created and uploaded.
Several rule elaborations, a merge of bases and models sharing a base, another QuillBot grammar run, and an and an illustration of charger halt.
Quote from IoM-Christian on 2024-04-26, 17:31Version 0.0.7
Added descriptions of the three major areas of IoM rules.
- Buliding armies
- Setting up a game
- Playing a game
Version 0.0.7
Added descriptions of the three major areas of IoM rules.
- Buliding armies
- Setting up a game
- Playing a game
