Two-minute refresher
The whole game on one screen
A battle round
Priority›Underdog›Twist›Draw to 3 tactics›Turn 1›Turn 2
Each turn
Start›Hero›Move›Shoot›Charge›Combat›End · score
4 battle rounds. Most victory points wins; a tie is a draw.
Attack sequence
| Hit | Roll ≥ Hit. Unmodified 1 fails. Unmodified 6 = critical hit. |
| Wound | Roll ≥ Wound. Unmodified 1 fails. |
| Save | Defender rolls, subtracts Rend. Beat or equal Save to stop it. Unmodified 1 fails. |
| Damage | Add the weapon's Damage to the damage pool. |
| Ward | Roll per damage point in the pool. Each success removes one. |
| Allocate | Every Health-worth of damage slays a model. Leftover stays on the unit. |
Caps: hit and wound modifiers net to ±1 at most. Save modifiers cap at +1 but have no negative cap. Caps
Scoring at the end of your turn
Easy to forget
Armies
Who's on the table
About the army data: taken from the official Spearhead army PDFs (downloaded Oct 2026) with the Sep 2026 Rules Updates applied. Changes from the updates are tagged Update. Where the text extraction was garbled and had to be pieced back together, the rule is marked Check PDF.