Kings of War: Vanguard
Kings of War: Vanguard Rulebook
Table of Contents
Table of Contents
- What You Will Need
- Dice and Counters
- Model Stats
- The Rules
- Rounds and Turns
- Rolling for Power
- Activations & Actions
- Fatigue
- Using Power
- Movement
- Arcs and Line of Sight
- Ranged Attacks
- Melee Attacks
- Nerve
- Terrain
- Special Rules
- Magic
- Vanguard Basic Spellbook
- Game Scenarios
- Scenario: Supply Grab
- Scenario: Destroy the Baggage Train
What You Will Need
Table and Terrain
You will need a firm, level playing surface. An area 3' x 3' is the standard size of playing space required, although it is possible to play on larger surfaces too. Any terrain (hills, buildings, walls, trees, or books and boxes) can be used.
Models
The models are the same scale as the models used in Kings of War. Models do not have to be painted to play.
Bases
Models should be glued to the square or rectangular base they are supplied with, which will be the size appropriate for the model. A model, or parts of one, may extend over the base, but the base itself defines where the model is for all game purposes (such as measuring movement or range to a target).
Typically, human-sized models come on square 20mm or 25mm bases. Big brutes like ogres and trolls can be on 40mm or 50mm bases and cavalry models or similar will be on rectangular 25mm x 50mm bases.
Models should be positioned on their base in a way which clearly shows the way the model is facing so that it is obvious where the model's front and rear arcs are (see Arcs & Line of Sight).
Tape Measure
Distances and ranges in Vanguard are measured in inches. Pre-measuring is allowed - you can check distances and ranges at any time during the game. When measuring to or from a model, use the model's base.
Dice and Counters
Dice
Vanguard uses two types of dice.
D8: 8-sided dice are used for determining most actions and results in the game. They are rolled and read just like normal 6-sided dice. If the rules specify to roll a die, a D8 is implied. The rules will be explicit if a Power Die is to be used.
You may sometimes have to roll more than one die to see what happens. For example, 2D8 means roll 2 8-sided dice and check each score.
Dice results may be modified. For example, a modifier of -1 means subtract 1 from each of your results. Unless specified otherwise, these are cumulative (e.g. two different +1 modifiers results in a +2 modifier for the roll).
Sometimes rolls may benefit from bonus dice (or even lose dice). Add or remove the number of dice specified before making the roll.
Power Dice: Power Dice are 6-sided dice with special symbols on them. They are rolled to generate Power which is then spent on Special Abilities and activations for your models in the game.
Re-rolls: Sometimes you will get the opportunity to re-roll one or more dice. You must accept the second result, even if it is worse than the first. You cannot re-roll an already re-rolled die!
Counters
Vanguard uses a number of counters to represent the status of models during play. These are placed next to the models as a reminder. Counters: Activated, Braced, Fatigued, Knocked-down, Wounds, Spell Effects. Some have more than one status on them to help keep the number of counters on the table to a minimum.
Model Stats
Each model has a number of statistics (stats for short), skills, special rules and other game values. Each model in the Warband will have the following stats:
- Faction Symbol: Which faction the model is fighting for. Your Warband has a single faction, although it is possible to draft in other soldiers, such as Mercenaries.
- Race: What race the model is. The model's Race is also a keyword that may interact with other rules.
- Class: Models will be one (or more) of the following classes: GRUNT, WARRIOR, SUPPORT, COMMAND, SPELLCASTER, LARGE. Class is important when building a Warband. A model's Class is also a keyword that may interact with other rules.
- Height (H): The height of a model affects how it interacts with other models and terrain for Line of Sight (LOS).
- Speed (Sp): The distance the model can move in inches.
- Ranged (Ra): The target number the model needs to roll to hit a target when using a ranged attack, typically as part of a Shoot or Cast action.
- Melee (Me): The target number the model needs to roll to hit an opponent when making a Melee attack.
- Armour (Ar): The target number a model needs to roll to avoid taking damage and suffering wounds.
- Nerve (Ne): The target number for any Nerve tests the model needs to take. This comes into play if the Warband is broken or if something unnerving happens.
- Wounds (Wn): The number of wounds the model can suffer before it is usually removed from play as a casualty. Wound counters are used to track how many wounds a model has suffered. They are placed next to the model as each wound is suffered. When a model reaches 0 wounds (or fewer), it is usually removed from the game as a casualty.
Example stat line (Snow Troll): Troll, Large; Base 40mm; Wn 5, H 3; Sp 6, Me 5+, Ra -, Ar 4+, Ne 4; Regenerate (6+), Vicious, Crushing Strength (2); Alignment: Good; Ranged: - Melee: 4D8. Vicious Swipe - When attempting to Break Away from a Troll, enemy models have a -1 modifier when they make their Armour Save roll.
Equipment
Every model in the game is assumed to be naturally equipped with the basic weapons (or teeth, claws etc.) and armour they need to survive. However, some models come equipped with extra ranged weapons, specialist armour and even rare or magical artefacts. This will be listed on a model's stat card. Additional equipment can also be purchased for models during Warband recruitment.
Attack dice: By default, models will use the number of Ranged or Melee attack dice stated on their stat cards. However, some equipment comes with its own replacement number of attack dice. If the Type of equipment is followed by a number of dice, use that many dice (with any appropriate modifiers) when making an attack with the equipment.
For example, a Bow has a Type of Ranged. The model making a Ranged attack with a Bow uses the number of dice stated on its model stat card. However, if the same model was given a Dwarf Flame Thrower, that equipment has a Type listed as Ranged (4D8). When the model uses the Flame Thrower to make a Ranged Attack, 4D8 would be used instead.
A model must have a weapon or spell with a listed range in order to make a Ranged Attack. If not, even if a number of dice are listed for the model, an attack cannot be made.
Equipment Cards: Some equipment may be represented using Vanguard equipment cards. If a card is used to represent a model's piece of equipment, it should be placed with the model's stat card as a reference during play.
The Rules
In each game, you will play a particular scenario that describes what each player needs to do to win. Once the battlefield has been set up with terrain and any objectives, the scenario will also tell you how to deploy your models ready to play (see Scenarios).
Exploding 8s!
For certain rolls in the game, a mechanism called Exploding 8s! is used. This means that for each natural dice result of 8 in the roll (regardless of any modifiers), an automatic success is achieved and another bonus die can be rolled to see if a further success is achieved. It is possible to keep rolling 8s and to keep getting bonus dice! Conversely, all natural die results of 1 (regardless of any modifiers) are automatic failures. Scoring a 1 or an 8 after the application of any modifiers is not an automatic result.
Friendly and Enemy Models
If a rule refers to friendly models, this means all models in your Warband. Your Warband's opponents are considered the enemy models in the rules.
Neutral Models
If a scenario requires other, third party models to be involved, these are considered Neutral.
The Structure of the Game
The rules are presented as follows:
- The structure of the game: Rounds and Turns, Rolling for Power, The End Phase
- Things you can do: Activations (and Actions), Fatigue, Using Power
- How you do them: Movement, Arcs and Line of Sight, Ranged Attacks, Melee Attacks, Nerve
Rounds and Turns
A game of Vanguard is played across a number of Rounds. Within each Round, players alternate taking Turns, activating their models, until both players have completed activating their whole Warband. A game might last a set number of Rounds, or be determined by a particular victory (or defeat) condition. The scenario being played will tell you how long to play for. Typically, games last around 5 or 6 Rounds.
Game Sequence
- Set up
- Deploy your models
- Determine who takes the first turn
- Play Rounds a. Roll for Power b. Take alternating Turns, activating models c. End Phase
- Determine the winner!
A Round will always begin with both players Rolling for Power. Players then take their alternating Turns. During each of their Turns, a player gets to do something (act) with a single model, or group of models, of their choice. Each model in a Warband only gets to act once in each Round. During the Turn in which it is acting, a model is known as the acting (or active) model. Once it has finished acting, the model is marked as Activated by placing an Activation counter next to it.
Who Goes First?
The scenario being played will determine which side will take the first Turn in the first Round.
In subsequent Rounds, the player that finished activating their models first in the previous Round takes the first Turn in the new Round.
Taking Turns
Once a player has finished activating all their models and declares they are finished, the player with models yet to activate continues playing Turns until their models are also all Activated. Once a player has declared they are finished for the Round (including any/all Forced Fatigue Actions - see pages 13 and 15), they cannot then change their mind! All models must be Activated, even if they then don't perform any actions. Players may not choose to pass a Turn.
Once all models on both sides have Activated, no more Turns are played and the Round concludes with the End Phase.
Rolling for Power
Power Dice are a representation of the training, co-ordination and cunning of a well led and experienced fighting team. They are a limited resource that can be spent on accessing certain abilities or even boosting spells and attacks. Learning to manage your Power resource and when to spend it is a skill you will have to master!
1) Roll
At the start of each Round, before any Turns are taken, each player rolls their Power Dice. Create your pool of Power Dice by taking three RED Power Dice and then adding any extra dice as indicated on your Warband's stat cards (count only models that are still in play, not any removed as a casualty). These extra dice will be either RED, WHITE or BLUE. Roll all your Power Dice simultaneously.
2) Re-Roll
After rolling, starting with the player who will go first this Round, both players may re-roll one of their Power Dice for each model of COMMAND Class they have on the table in play. If a player re-rolls any of their dice, they must keep the new result(s).
Important: If no models with the COMMAND Class are left alive in a Warband, that player loses the ability to re-roll any Power Dice.
3) Set
Finally, each player sets their Power Dice results beside their edge of the table. They will be available to spend on augmenting the actions and abilities of the Warbands during the Turns of both players in the coming Round. The total number of swords rolled on all the dice combined is the total amount of Power the player has to spend during the Round.
Players can spend as much Power as they like during a Turn and the dice can be used to track this. Any Power that is not spent by the end of the Round is discarded. See the table on page 15 for more detail about how and when Power can be used.
The End Phase
Once both players have finished activating all their models, including any Forced Fatigue (see page 15), the Round concludes with the End Phase. During the End Phase, both players now perform the following steps in order:
- Resolve all effects and abilities that state they take place in the End Phase.
- Spend any remaining Power to clear Fatigue counters from models in their Warband. This is not mandatory however, a player is free to keep a model Fatigued if they wish.
- In readiness for the next Round, clear away all activation counters from the table and any other counters (e.g. some spell effects) that are no longer required.
- Any Power still unused at the end of this phase is discarded - it is not carried over to the next Round.
Activations & Actions
Activations
When a model is activated during a player's Turn, it may perform either one long action or up to two different short actions. Any model that is in the middle of its activation is called the acting, or active, model.
Note that unless specified otherwise by a Special Ability, rule, or by Force Fatiguing the model later (see page 15), a model may only perform each type of action once in a Turn.
A model that starts its activation Knocked-down, must Stand Up as its first action, even if Engaged.
The basic actions available to models in the game are listed below. Each action also indicates whether it is (short) or (long). An action must be completed fully before another can be taken.
Actions
Walk (short) - Only models that are not Engaged may take this action. Move the model up to its Speed in inches in any direction and leave it facing a desired direction. A Walk action must be performed even if the model is being simply turned on the spot to face a new direction. Models cannot move within 1" of enemy models unless they are Engaging one of them (see 'Engaged' below). See the full rules for Movement on page 16.
Shoot (short) - Only models with a ranged attack option (spell or weapon) and that are not Engaged may take this action. Target a single enemy model unless specified otherwise. The target must be in range, in the front arc of the firing model and the firing model must have LOS to the target. In addition, the target cannot be Engaged. See the Ranged attack rules on page 20.
Stand Up (short) - A model that is Knocked-down and is lying on the ground must Stand Up before it can take any other actions.
Melee (short) - The model makes a Melee attack against one model it is Engaged with in its front arc. Unless it intends to make a Break Away action, a standing model that is Engaged with one or more standing enemy models must perform a Melee action on one of those models. It may turn on the spot to put the target in its front arc if there is room for the base to fit. See the Melee attack rules on page 22.
Cast (variable) - Only models that are not Engaged and with the SPELLCASTER Class can use the Cast action. Note: Cast can be repeated as an action in a Turn. The spell name will indicate if it takes a long or short action to cast. See Magic on page 30.
Run (long) - As a Walk action but the model may move up to twice its Speed in inches in any direction. If the model Engages an enemy model at the end of its move, the Run will qualify as a Charge action instead if both:
- The moving model had Line of Sight (see page 18) to the Engaged enemy model before it moved.
- It took the most direct route it could to the target, only deviating from a straight line to avoid Impassable Terrain or friendly models. In addition, the moving model cannot come within 1" of enemy models it is not going to Engage unless they themselves would be within 1" of the moving model's final position once Engaged.
If the move qualifies as a Charge action, the charging model gets an immediate free Melee action against the Engaged target.
Brace (long) - The model prepares and steels itself for an attack. The model may turn to face any direction but otherwise doesn't move or act in any other way. Its Armour is improved by one (e.g. 5+ becomes 4+) from any attack coming from its front arc until the model is next activated (place a Brace counter next to the model as a reminder).
Break Away (long) - A model that is Engaged by one or more enemy models may attempt to break away instead of taking a Melee action. Make 1 unmodified Armour Roll (see page 22) for each enemy model the activating model is breaking away from. However, for each of these enemy models that is LARGE, instead make 2 unmodified Armour Rolls.
Models that are Knocked-down are ignored, as are any models that the model Breaking Away is wholly in the rear-arc of. The model will suffer a wound for each failed save. If the model is still alive and standing, it makes a Run action in any direction, following the normal movement rules. It may Engage another enemy model when doing so.
Engaged
Models in base-to-base contact with a standing enemy model are Engaged by it. When a model moves to Engage another model, place the front of the moving model's base flush against the target's base on the side contact was made, as centrally as possible.
If a Group Assault (see page 15) is being performed, arrange the moving models as equally as possible if they are going to Engage the same target. Corner-to-corner base contact is not enough to Engage a model so is not a valid charge move for that target. See the Melee attack rules on page 29.
Only a qualifying Charge action to Engage an enemy model triggers a free Melee action.
A model that is Knocked-down cannot Engage an enemy model (but can be Engaged by one). See page 16 for more details.
A standing model that is Engaged by an enemy model can only make Melee or Break Away actions.
Engaging models behind obstacles
Sometimes a model will position itself so that it is touching an obstacle to put a barrier between it and any enemy models. It is still possible to Engage such a model and attack it. The attacking model must be able to move and reach the obstacle itself, make contact on the long edge of an obstacle and within 2" of the target model - there's no charging one end and then fighting a model way down the other end! If the moving model can achieve this, place it flush against the obstacle, directly opposite and facing the model it is going to attack.
Even if a model can move to within 2" of a target on the other side of an obstacle, there must still be room to move the model into position opposite to be Engaged. If other models are already Engaged and in the way, then the model cannot Engage the target. Project the edge of the target's base against the obstacle across it to determine how much space attacking models have to use.
Fatigue
Sometimes, individuals in a Warband will push themselves to make an extra yard of ground, or fight that little bit harder. Such heroic efforts can come at the expense of exhaustion however, or finding yourself exposed.
During its activation, a model can be given an additional short action. This extra action must be taken after the model's "normal" actions for the Turn. It is known as a Fatigue Action, and the model is then marked as both Activated and Fatigued at the end of its activation (i.e. once all its actions and any attacks are resolved). A Fatigue Action cannot be a repeat of an action the model already made this Turn (this includes any free Melee action as a result of a Charge).
A Fatigue Action can also be given to a model that has already activated by spending Power as described below. This is known as "Forced Fatigue". See the table on page 15 for more details.
A Fatigue Action cannot be given to a group (see page 14), only to a single model. That is, you cannot combine Fatigue Actions with Group Actions. An activated member of a group may still receive a Forced Fatigue Action later by spending Power however.
If a model is marked as Fatigued at the start of its activation, it may only perform one short action. In addition, it cannot have a further Fatigue action played on it that Turn (although it may have Forced Fatigue played on it in a later Turn). Once the model's activation is complete, the model is marked as activated and the Fatigue counter it started the activation with is removed.
Models that are Engaged across an obstacle are free to move away from one another without having to use a Break Away action.
Using Power
Each Round, players have a limited resource of Power to spend and enhance the actions and abilities of their models. A player can spend as much of their Power as they wish to during a Turn.
To help keep track of Power, it's easiest to put the Power Dice to one side as you spend it. If you have a die result which shows a higher amount of Power than you want to spend, simply turn the die to the amount remaining (for example, from 2 swords down to 1).
Spending Power
Players may spend their Power to "purchase" various options or activate special abilities. These might be specific to a model or Warband, or one of the standard uses from the table below.
Model Special Abilities
Some models have Special Abilities. These will be described on the model's card or Warband entry, and cost Power to use as explained previously.
Warband Special Abilities
While the makeup of Warbands can and will be very different, every faction has a generic Special Ability that is always available to Warbands of that type.
Unless specified otherwise, Warband Special Abilities can only be used once per Round, at any time during one of that Warband's Turns. Just like Model Special Abilities, these cost Power to use as explained earlier.
Group Actions
Using Power, you can activate a group of models together. All models in the group must not have already been activated this Round. This is called a Group Action and all models are considered to be performing a long action for the Turn. Once the Group Action is complete, all models in the group are marked as activated.
To make a Group Action, nominate a model and then up to 2 more models within 3" of the first model. The selected models form the group. Some models have Special Abilities that are also Group Actions. The model with the Special Ability must be the nominated model of the group in order to use the ability.
Participating in a Group Action replaces a model's normal activation for the Turn. You cannot activate a single model, move it to join a group and then attempt a Group Action involving that model, for example.
The common Group Actions available to all models and Warbands are listed in the table below.
Standard Power Uses
+1 Model Activation (1 Power)
- What: Activate a second model that has not yet been activated. Cannot be used to trigger a Group Action.
- When: After you have finished your first activation. You may only purchase one +1 Model Activation result per Turn. Unless specified otherwise by a model ability or Warband special rule, you may only activate a maximum of two models (or 1 model and 1 group) per Turn.
+1 Die (1 Power)
- What: Add 1 bonus die to any of your Shoot, Cast, Armour Save or Melee rolls.
- When: Whenever you make a Shoot, Cast, Armour Save or Melee roll, including during your opponent's Turn (e.g. when Retaliating). The Power must be spent, and the bonus die added, before the roll is made.
- You may purchase a maximum of one extra die for a single dice roll.
Forced Fatigue Action (1 Power)
- What: 1 Power may be spent to give any single model that has already activated this Round a "Fatigue" short action.
- When: The model chosen cannot already be Fatigued. Going back to a model to give it a Fatigue Action in this way is done instead of activating a model (or group) normally for a Turn (i.e. it replaces a normal activation). For the purposes of any rules or abilities, it is still considered an activation of the model. A Forced Fatigue action bought like this with Power CAN be a repeat of an action the model already performed earlier in the Round. A player may continue to buy Forced Fatigue Actions during a round even if all their models have activated normally until they declare they are finished for the Round.
Clear Fatigue (1 Power)
- What: 1 Power may be spent to remove a Fatigue counter from a model in a player's Warband. Each Power spent clears one Fatigue counter.
- When: In the End Phase.
Group Defence, up to 3 models (2 Power)
- What: GROUP ACTION. The members of the group each make a Walk and then a Brace action.
- When: Spend the Power to nominate a group and activate them together. The group members must finish their movement within 3" of each other.
Group Shoot, up to 3 models (2 Power)
- What: GROUP ACTION. The group members may all either Walk then Shoot, or Shoot then Walk. If Shooting is a long action normally for any model in the group, that model may not Walk as part of the group action. All members of the group must have a ranged weapon or spell to use.
- When: Spend the Power to nominate a group and activate them together. The shooting models must all shoot the same target or different targets within 3" of each other. Shoot with all models in the group before Walking (or vice-versa). Shooting is resolved one at a time in any order you wish but all targets must be declared before dice are rolled.
Group Assault, up to 3 models (2 Power)
- What: GROUP ACTION. The group members all make a Run action and Engage an enemy model.
- When: Spend the Power to nominate a group and activate them together. Models in the group may already be Engaged (in which case they will not move, nor get any possible Charge bonuses). The group leader must have LOS to the initial target. Models moving after the first has made contact, must Engage either the same model another member of the group already has (or is already Engaged with), or a target within 3" of a model a group member has Engaged. Declare the targets and then move all the attacking models first, before resolving any free Melee actions for qualifying Charge actions in the order you wish. Models in the group that were already Engaged also make a single Melee action each.
- Any follow up moves for killing enemy models are performed after all attacks are resolved. Models in the group making follow up moves do not have to finish them within 3" of each other.
Various Warband or Model Special Ability (n)
- What: Use a Warband or model's Special Ability. The effect is different for each Warband or model and explained in the warband list or on the model's card. Special Abilities do not count towards any other restriction on the number of actions per Turn unless specifically mentioned otherwise (e.g. as a Group Action).
- The Power cost of the Special Ability will be given in brackets after its name. For example, a Special Ability with a (2) after it, requires 2 Power to use.
- When: The rules for abilities will indicate when you may spend Power to use the ability.
- Unless specified otherwise, a model with a Special Ability may only use it once per Round. They may use multiple abilities if they have them however.
- If a model dies, any Special Ability listed on its card can no longer be used. A Warband's Special Ability is always available to use however.
Movement
Moving your models around the battlefield is a vitally important part of the game if you want to ensure you have the right models in the right places and doing the job you need!
Terrain on the table can affect the way models move. See the Terrain section on page 25 for more details.
How far a model can move, in inches, will be stated in the action they are taking (see page 12).
Unless stated otherwise, models can move in any direction and turn as many times as they wish. Use a tape measure along the path the model is taking to determine how far it has moved.
Make sure that at the end of the move the model is facing the direction you want it to as they cannot change facing after the action is over.
Unless a model is moving to Engage an enemy model, it may not move within 1" of any enemy models (See Run on page 12).
A model cannot move through any other models, including friendly ones.
Unless specified otherwise, models cannot leave the playing surface (treat the edges of the table as Impassable terrain).
Models ending their movement with their base touching an obstacle (e.g. a wall) must align one side of their base flush with it (move into contact, then align to the obstacle).
Knocked-down
Models that have been Knocked-down, are simply placed on their side where they stood. They lose any Brace counter they had and are considered to be half their normal Height (rounding down) for LOS purposes. They are still Engaged if they were before by any standing enemy models. Standing models in contact with a Knocked-down model are NOT Engaged by that model so can cast spells or make ranged attacks against it as well as make a Melee attack against it if they wish.
Any attacks against a model that is Knocked-down are considered to be from its rear arc.
A model that is Knocked-down and is lying on the ground must Stand Up before it can take any other actions.
Players may not wish to lay their painted models on the table (or there might not be enough space). In this case, place a marker next to the model to show its status.
Vertical Movement
Moving up and down stairs has no penalty.
Models can Climb up or down ladders, counting the height of the ladder in inches as part of their movement.
Models can Climb up or down surfaces that the players have agreed require it, counting the height in inches of the surface being scaled as Difficult Terrain and part of their movement.
In both cases, they must reach the top (or bottom) by the end of their activation. Models cannot stop part-way up a wall, ladder or other surface during a Climb. A model that would end its movement at the top or bottom of a surface being climbed is considered to have successfully moved between levels and is placed at the appropriate end, with no further movement allowed as part of that action, but there must be sufficient room to place the model in position or the action cannot be performed.
Models of Class BEAST or with the special rule Cavalry, cannot Climb.
Dropping Down and Falling
On vertical surfaces, models can safely drop down their Height in inches without taking any injury (instead of a controlled Climb). This movement can be voluntary (e.g. dropping to a lower level) or involuntary (e.g. pushed off a cliff!). The vertical distance is counted as part of the model's movement.
Models dropping further than their Height are Falling and take (n) hits with Crushing Strength (n), where n is the difference in inches between the model's Height and the distance to the ground, rounding down.
Thus a Height 2 model pushed down a 4" high wall will take 2 hits from Falling, each with Crushing Strength (2). A Height 1 model moving down the same wall would take 3 hits from falling, each with Crushing Strength (3). A model that takes any wounds from Falling ends its action and is Knocked-down. See the special rules on page 27 for details on Crushing Strength.
Jumping
A model can Jump across gaps at the same level that are equal to or less than half its Sp value in inches but must make a test against its Sp value to do so and have sufficient movement to land and be placed on the opposite side. Roll a D8. If the result is equal or under the model's Sp value, the model successfully jumps the gap and may continue moving on the other side. Otherwise, the model Falls into the gap and may take damage as a result (see Falling above). The falling model is placed in the level it lands, directly below the point the jump was attempted from. Note that for this test, a roll of 8 is always a failure and 1 is always a success.
Arcs and Line of Sight
Arcs
Models in Vanguard are mounted on square bases, with the back edge of the base defining the rear arc of the model. To make it obvious which is the back edge, models should be glued to their base clearly facing one of the straight edges.
A model can potentially see anything in its front arc (subject to Line of Sight). Line of Sight (LOS) to anything wholly in the model's rear arc is considered to be Blocked.
Line of Sight (LOS)
Even if something is in a model's front arc, other models and terrain may prevent the model from having LOS to it. A lumbering troll will most certainly block the view of a lowly goblin!
LOS is determined using a bird's eye view. If your model can draw an uninterrupted line from anywhere on its base to the whole of the enemy model's base then you have Clear LOS. In most cases, it will be obvious if a model has LOS to something or not. In cases where it isn't however, all models and terrain have a Height which can be used to check for LOS.
As a general rule for terrain, each 1" of height is equivalent to 1 point of Height. For models, the Height is listed on their cards. Models that are Knocked-down are considered to be half their normal Height (rounding down) for LOS purposes.
If a model is standing on (not in) terrain, then add the height of the terrain to the Height of the model when determining LOS.
Example: A model standing in an area of forest would not add the height of the forest to its own Height for LOS, but a model standing on the first floor of a building would add the height of that floor to its Height.
Blocked & Partially Blocked
Obviously on a battlefield there are many obstacles and pieces of cover that the enemy may utilise to protect themselves. The Height system is used to determine whether you still have LOS when you can't draw an uninterrupted line.
LOS from your model to an enemy model is considered Blocked if a line to all parts of the enemy model's base passes through:
- A model or terrain piece of the same height or more as your model, and the enemy model does not have a greater Height than the blocking item. (If the enemy model does have a greater height, LOS is only Partially Blocked) - see below.
- A blocking model or blocking terrain piece of the same height as the enemy model. However, this may be ignored if your model has a greater height than the blocking item and is within 3" of the blocking item.
- If LOS to an enemy model traces through more than 3" of Difficult Terrain that is equal or greater than its Height, LOS is Blocked.
LOS from your model to an enemy model is considered Partially Blocked if:
- Only part (not all) of the enemy model's base is in a position that would be considered Blocked.
- The enemy model is behind a blocking item but has a greater Height.
- The enemy model is within an area of Difficult Terrain that is at least Height 1 (e.g. shooting at a model within a wood).
- The enemy model is 3" or less within Difficult Terrain of equal or greater height.
Obstacles
A model in direct contact with, and tracing LOS over an obstacle that is of a lower Height than it, can ignore that obstacle for determining LOS. For example, an archer standing against a wall, firing over it, would not have their LOS blocked by the wall itself.
An enemy model can be seen so long as LOS is either Clear or Partially Blocked. When LOS is Partially Blocked, the enemy model is often said to be "in cover".
Diagram examples: Models A and B can both see model X but in both cases, LOS is Partially Blocked by the Height 1 obstacle and/or the building. LOS from model C to model X is Blocked by the building. Model D has Clear LOS to model X.
Model X is in direct contact with and facing the obstacle, so can ignore it when tracing LOS across it. Therefore model X has Clear LOS to model A. LOS to model B is Partially Blocked by the building which also Blocks LOS to model C. LOS to model D is also Blocked because D is wholly within the rear arc of X.
Ranged Attacks
Whether your models are firing with bows, throwing knives, hurling arcane explosives or casting deadly spells, the following rules will explain how to resolve such attacks.
Ranged Attacks are made due to Shoot or Cast actions. Unless specified otherwise, a model may fire one weapon (or cast one spell) at a single enemy model with its action.
The target of a ranged attack must be in range and LOS of the firing model. Measure the distance from the base of the firing model to the base of the target model between the closest points. If the distance is equal to or less than the range value of the weapon, the target is in range. If LOS is blocked, the attack cannot be made.
Models can only make a Shoot action if they have a number of dice specified in their stats and are equipped with a Ranged weapon. If a model has a "-" listed for its Ra stat, it may not make a Ranged attack or be given any equipment of type Ranged.
A model may not fire at another model that is Engaged with a friendly model. A model that is Engaged itself may not make a Ranged attack.
If a model has more than one type of Ranged attack the player using the model must state which is being used before any dice are rolled.
To make the attack, the player rolls the number of dice shown in the model's Ranged section on its stat card (or equipment).
Modifiers and Bonuses
- If the firing model has a Clear LOS to the target model, the firing model receives one bonus die to add to its roll.
- If the firing model is standing on terrain that has elevated the model's Height to 3 or more Height levels higher than the target model, the firing model receives a +1 modifier to its roll.
For example, a Height 2 model standing on a Height 3 piece of terrain has a total Height of 5. It will gain a +1 modifier when shooting at models with a Height of 2 or less.
Each dice that equals or betters the Ra stat of the firing or casting model scores 1 hit on the target. The Exploding 8s! mechanism is used with each 8 result automatically scoring 1 hit.
Armour Roll
The owner of the target model then rolls 1 die for each hit scored. For each die that equals or betters the target's Armour value, 1 hit is ignored (saved).
Modifiers and Bonuses
- The Exploding 8s! mechanism is used, with each 8 result automatically saving 1 hit.
- If the firing model's base is wholly in the rear arc of the target model, the attack gains Piercing (1) or increases the n value by 1 if the Ranged attack already has the Piercing special rule. Remember, if the target is Knocked-down, the attack is considered to be from the rear arc.
Finally, the target model suffers one wound for each unsaved hit. If this takes the target to zero or less wounds, check the following conditions:
- If the model's Class is GRUNT it is removed from the table as a casualty and plays no further part in the game.
- Otherwise, a model on zero or fewer wounds must now make a Nerve test (see page 24). If the model has taken more wounds than it had remaining, the difference is used to modify the Nerve test. For example, if a model with 1 wound suffers 2 wounds, the Nerve test has a -1 modifier:
- Down But Not Out - If the test is passed, the model survives with 1 wound remaining but is marked as fatigued (if not already). The model is additionally Knocked-down.
- Too Much Damage - If the test is failed, the model is removed from the table as a casualty and plays no further part in the game.
Example
Player A's model takes a Shoot action at Player B's model. The model is determined to be within the range of the weapon and LOS to the target is Clear. The shooting model's Ranged section says to roll 2D8 and the model rolls an extra dice (3 in total) for the Clear LOS bonus. The model has an Ra stat of 5+.
Player A rolls the three D8s and scores 2, 6 and 8. The Exploding 8 means another die is rolled which scores a 4. In total, the target is hit twice (the 6 and the 8).
Player B now rolls 2 dice for the Armour roll on the target. The target model's Armour is 6+. The dice score 4 and 7 so one hit is saved but the other one causes a wound on the target model.
Melee Attacks
A model that is in base to base contact with one or more enemy models is said to be Engaged.
A model that takes a Melee action makes a Melee attack against one enemy model it is engaged with and in its front arc. The owner of the attacking model chooses which enemy is being attacked if it is engaged with more than one enemy model.
Before any dice are rolled, the attacking player may turn their model on its centre to face any direction, so long as it remains in base contact with all the same enemy models and there is room to still fit the base in the new facing.
If a model has more than one type of Melee attack the player using the model must state which is being used before any dice are rolled.
To make the attack, the player rolls the number of dice shown in the model's Melee section on its card.
Modifiers and Bonuses
- If the attacking model Charged (Charge action) into the Melee this Turn, it gains 1 bonus die unless:
- The target model is defending an obstacle
- The charging model moved through Difficult Terrain or over an obstacle
- If the target model is Knocked-down, the attacking model gains a +1 modifier to its roll.
- Outnumbering: If one or more other friendly models, that are not Knocked-down or Fatigued, are also Engaging the target model, the attacking model adds 1 bonus die.
Each die that equals or betters the Me number of the attacking model causes 1 hit on the target. The Exploding 8s! mechanism is used with each 8 result automatically scoring 1 hit.
Armour Roll
The owner of the target model then rolls 1 die for each hit scored. For each die that equals or betters the target's Armour value, 1 hit is ignored (saved).
Modifiers and Bonuses
- If the attacking model's base is wholly in the rear arc of the target when the move to Engage is declared (or is in the rear arc anyway while already Engaged), the resulting attack gains Crushing Strength (1) or increases the n value by 1 if the Melee attack already has Crushing Strength. Remember, if the target is Knocked-down, the attack will be considered to be from the rear arc.
- If the defending model is the other side of an obstacle and the attack is in its front arc, its Armour is improved by 1 for this Armour roll, as if it were Braced. A model already Braced will still receive this bonus.
The Exploding 8s! mechanism is used, with each 8 result automatically saving 1 hit.
Finally, the target model loses one wound for each unsaved hit. If this takes the target to zero or less wounds, check the following conditions:
- If the model's Class is GRUNT or it is already Knocked-down it is removed from the table as a casualty and plays no further part in the game.
- Otherwise, a model on zero or fewer wounds must now make a Nerve test (see page 24). If the model has taken more wounds than it had remaining, the difference is used to modify the Nerve test. For example, if a model with 1 wound suffers 2 wounds, the Nerve test has a -1 modifier:
- Down But Not Out - If the test is passed, the model survives with 1 wound remaining but is marked as fatigued (if not already). The model is additionally Knocked-down.
- Too Much Damage - If the test is failed, the model is removed from the table as a casualty and plays no further part in the game.
Follow-up moves
If a model kills its enemy and there are no other enemy models in base-to-base contact with it, it may make a free follow-up move of 3" into its front arc, following the normal movement rules. However, when making a follow-up move, models are allowed to move within 1" of enemy models but they cannot contact and Engage them (models will often be fighting in tight conditions and will have to remain closer than normal to their enemies out of necessity). Models in a Group Assault action that kill their enemies and are no longer Engaged can each make a free follow-up move.
If a model kills its enemy and is still Engaged with other models, it may be turned to face any direction as long as it can still physically fit.
Retaliate
A model that has been attacked in a Melee and has survived now has a chance to Retaliate and attack back. The intention to Retaliate is declared after the attack is resolved. If the model is being attacked by more than one enemy (for example as part of a Group Assault action), the intention to Retaliate is declared after each attack in turn but before the next one is resolved.
A model that is Knocked-down or that is already both Activated and Fatigued cannot Retaliate in a Melee. Therefore, a model may retaliate a maximum of two times during a Round.
To Retaliate, the model is turned so that the enemy model it is retaliating against is in its front arc. If there is no room to turn the model, it cannot Retaliate. It then makes a Melee Attack against its opponent as described above. Resolve the attack and then check the following conditions and use the first which applies:
- If the retaliating model is not already marked as Fatigued, mark it as such with a Fatigued counter.
- If the retaliating model has not already been marked as Activated this round mark it as such with an Activation counter.
If a retaliating model kills its opponent and is no longer engaged with any enemy models, it may make a follow-up move.
Models can't retaliate against a retaliation - once both models have struck blows, the Melee action is over.
Group Assaults
When resolving a Group Assault, the player whose models are attacking chooses the order to resolve each Melee. Each attack (and any Retaliation) is resolved fully before moving onto the next.
Nerve
A model's Nerve value is a representation of its morale, willpower and self-control. If things start to go wrong, or an individual is required to do something they aren't comfortable with, it might take a test of nerve to overcome it or the Warband will struggle to act as a coherent fighting force.
Nerve Tests
If the rules say a model must make a Nerve test, roll a single die and apply any modifiers given. If the result is equal or better than the model's Nerve stat, the test is passed. If it is under the model's Nerve stat, the test is failed.
Warband Morale
A Warband is broken if it has less than half the number of starting models remaining (by model count). Determine if a Warband is broken at the start of each Round.
Once a Warband is broken, each unengaged model in the Warband must make a Fallback Check the first time it activates in a Round. If performing a group action, use the Nerve value of the model nominated for the group to make the Fallback Check.
Fallback Checks
To make a Fallback Check, simply make a Nerve test.
If the test is passed, the Fallback Check is successful and the model (or group) may be activated as normal.
If the test is failed, the Fallback Check is not successful and the model (or group) must make a special Fallback! action this Turn (see below).
If a group fails a Fallback Check, all group members must make a Fallback! action and must finish their moves within 3" of each other. Power must be spent on the Group Action before any Fallback Check is made. A Fatigued model that fails its Fallback Check is marked as Fatigued again after the Fallback! action (i.e. it doesn't lose its Fatigue marker at the end of its activation).
Fallback!
A model making a Fallback! action, must move towards its own table edge (as defined by the scenario being played) along as direct a path as possible and as far as possible up to twice its Speed in inches (Run). If there is more than one Fallback edge defined for a warband, use the closest. A retreating model cannot engage enemy models and normal movement rules apply. Its Activation is then complete (mark it as activated).
Models that Fallback! may not have Fatigue Actions or Special Abilities played on them during their Activation. Power may be spent to give a model a Forced Fatigue Action later, however, without having to make another Fallback Check.
If a model that is falling back reaches the edge of the table (or started its Fallback there), it must make another Fallback Check immediately. If the test is passed, the model stops and is marked as activated. If it fails, it is removed from the board as a casualty.
If a model that is Knocked-down must Fallback! it will first Stand Up and then make a Walk action towards its own table edge.
Terrain
An empty battlefield might make moving models around simple but it's not very exciting! Adding scenery to your games makes for a dynamic and tactical experience. In Vanguard, the different types of scenery and terrain used are classified into the following categories:
Open Ground
Areas of flat open grass, road, or any other clear swathe of land is considered to be Open Ground. Open Ground doesn't impede a model's movement in any way.
Obstacles
Obstacles are linear barriers that may lie in a model's path as it moves. Examples are walls, hedges and fences. Obstacles up to the height of the model cost 2" of movement to cross over, regardless of how fast the model is moving. Anything taller than the model will need to be climbed up and over.
Obstacles will often provide cover for targets behind them as they can cause LOS (see page 18) to be Partially Blocked.
Models standing at windows treat them as obstacles for all purposes.
Difficult Terrain
Areas of broken ground, wooded areas, ruins, steep scree slopes and marshy ground are all examples of Difficult Terrain. Models count every inch moved in Difficult Terrain as 2". Thus, a model moving 3" through Difficult Terrain counts as having moved 6".
Areas of Difficult Terrain should be clearly defined with an obvious boundary. Unless the players agree, or a scenario specifies an exact configuration of the elements within the area, they are simply representations and can be moved to make model placement easier if required (e.g. you may need to move a tree to one side to make room for a model that has moved).
Impassable Terrain
Some terrain simply blocks movement. Solid buildings, lava pools, large rock pillars are all good examples. Models cannot move into or on top of Impassable Terrain and must move around it.
Terrain Heights
Terrain will have a Height, just like models do and so will interact with the LOS rules in the same way.
Players should agree what Height each piece of terrain they are using will be before they play a game. Because everyone has different terrain collections, the following table should be considered a guideline to defining terrain in your games, rather than hard and fast rules.
| Feature | Height |
|---|---|
| Floor | 0 |
| Walls, Hedges, Fences, areas of low-lying ruins and boulders, heavy scrubland etc. | 1 |
| Gentle hill | 2 |
| Wood | 5+ |
| Single storey building/ruin | 4 |
| 2-storey building/ruin | 6 |
Special Rules
Some models, spells, effects and attacks make use of a collection of abilities known as Special Rules. Each of these Special Rules is an exception to the normal rules. The most common are listed below. Rules unique to a model will be printed on its reference card.
Breath
Using the width of the firing model's base, extend a rectangle out to the range of the attack. Unless LOS is blocked to them, make separate attack rolls against all models whose bases are partially or wholly inside the designated area. No bonus die is granted for Clear LOS however. A Breath attack may be targeted at the same Terrain Height the firing model is in or on, or 1 Height either way (e.g. firing up or down a level). The attack will affect all the models in the area of the Breath, on or in the target Height. For example, a Height 2 model standing in a Height 2 ruin (total Height 4) could choose to target its Breath attack at any Height from 1 to 5.
Diagram example: Model X uses an attack with a 6" Breath. Models A and B are both attacked. While model C is within the template, LOS is Blocked by a Height 4 wall and so model C is not attacked.
6th Sense
A standing model with this rule attacked by Melee in their rear arc may turn to face the attacker, which occurs before any Melee attack is resolved. The attacking model loses any bonus for attacking from the rear. A model Engaged with any other enemy model may not use this rule.
Area Effect (range / dice / rules)
Attacks that have the Area Effect rule may also hit models near to the original target and at the same Terrain Height the target is currently on or in. The Area Effect rule will detail the size of the affected area, how many attack dice are rolled and any Special Rules that may apply (note that the Special Rules from the initial attack don't automatically apply). Once any damage and effects on the original target are resolved, the extended area effect attacks are then resolved in any order the player using the attack wishes.
For example, if an attack has Area Effect (2" / 2D8 / Piercing (1)), all models (not just enemy ones!) within 2" of the original target would be attacked with 2D8 and any hits resolved with Piercing (1). Roll for each model separately. Area Effect attacks on a model other than the original target are always assumed to be from the direction of the original target.
If the original target is killed, leave it in place until all Area Effect hits have been measured and resolved, then remove it.
Unless specified otherwise, models can only avoid being hit by an Area Effect attack if LOS to them from the original target would be blocked by impassable Terrain. Assume the original target has full LOS into both front and rear arcs for working this out. No bonus die for Clear LOS is granted however.
Bloodlust
Models with this rule add 1 bonus die to their Melee attack if the model they are attacking has already suffered one or more wounds.
Cavalry
Models with this rule receive a +1 modifier when making Melee attacks against models of a lower Height (including any Terrain). They cannot Climb however, and will automatically Fall if they attempt to Climb down a surface.
Crushing Strength (n)
Melee attacks from models or weapons with this rule apply a -(n) modifier to the target's Armour Roll when attempting to save against hits. For example, an attack made with Crushing Strength (1) would change a roll of 5 to 4.
Defender
Brace is a short action for models with this special rule.
Dodge
When targeted by a Ranged attack, the player owning the target model can force the attacking player to re-roll one die that caused a hit. This can be used to re-roll an Exploding 8 to try and prevent it Exploding!
Fly
Models with this special rule can move over other models and terrain that would normally block their way. They can also move up or down a number of levels of height up to their Sp value with no penalty (or chance of injury). However, they still cannot end their move on impassable terrain or other models.
Headstrong
If a model with this special rule is Fatigued, when it is activated, roll a die. On a 6+, the Fatigue counter is removed and the model may act as normal.
Inspiring
A model with this rule, and all friendly models within 6" of it, may re-roll failed Nerve tests.
Marksman
A model with this rule can re-roll any 1s when making Ranged attacks.
Mob Assault
When involved in a Group Assault action, all models with this rule taking part gain Crushing Strength (n), where n is the number of models in the group sharing this rule and attacking the same target. Thus, two models attacking would each have Crushing Strength (2). Calculate this before each attack, allowing Retaliate to reduce the effects by killing members of the assaulting mob.
Parry
When targeted in Melee, which includes Retaliate, the player owning the target model can force the attacking player to re-roll one die that scored a hit. This can be used to re-roll an Exploding 8 to try and prevent it Exploding!
Pathfinder
Models with this rule treat any Difficult Terrain they move through as Open Ground (including in a Charge action).
Piercing (n)
Ranged attacks from models or weapons with this rule apply a -(n) modifier to the target's Armour Roll when attempting to save against hits. For example, an attack made with Piercing (2) would change a roll of 7 to 5.
Pound
If an attack with this rule scores 3 or more hits and the target is not killed, it is Knocked-down. Apply this rule after any possible Down But Not Out result.
Regenerate (n+)
When a model with this rule activates for the first time in a Round, roll a die. If the result is equal to or better than the n value, the model recovers one wound previously suffered in the game.
Reload
Shoot is a long action for any Ranged weapons with the Reload rule. However, the model may pivot on the spot before making an attack.
Scout
After all standard model deployments have been made, but before the game starts, models with the Scout skill may set up outside their deployment area but not within 12" of the enemy deployment area or 12" of an enemy model. If both players have models with Scout, the player that finished deploying their other models first chooses the first Scout model to be deployed - the players then alternate placing their Scouts. Models with Scout may always be placed in their own deployment area if desired.
Smash
A model with this rule gains the Pound special rule in the subsequent Melee attack when it performs a Charge action.
Sneaky
When attacking the rear arc of a model in Melee, rolls of 7 or 8 are Exploding! and therefore score a hit and can be rerolled.
Steady
If a model with this rule is Knocked-down, roll a die. On a 5+, the model remains standing.
Stealthy
When making Ranged attacks at a model with this rule, attacking models suffer a -1 modifier when rolling for hits (including casting spells).
Stubborn
A model with this rule may re-roll failed Nerve tests.
Swarm
When contributing to an outnumbering bonus for another models Melee attack, models with this rule grant 2 bonus dice.
Unbreakable
A model with this rule automatically passes any Fallback Check it is required to make for any reason.
Very Inspiring
A model with this rule, and all friendly models within 9" of it, may re-roll failed Nerve tests.
Vicious
A model with this rule can re-roll any 1s when making Melee attacks.
Magic
In the fantasy setting of Vanguard, certain talented (or warped!) individuals can harness and utilise arcane and mysterious magical powers.
Casting spells
In the game, models with the ability to cast magical spells have the SPELLCASTER Class. All spells are Ranged Attacks using a Cast action. Unless specified otherwise, normal LOS, ranged targeting rules and damage resolution apply. A spell will specify after its name if it takes a short or long Cast action to use. Unless also specified otherwise, spells roll to attack using the Ra of the casting model.
A model may use the Cast action more than once in its activation. However, a model may not cast the same spell more than once in a Turn.
The most common spells are listed on the following page. Spells unique to a model will be printed on their stat card. Typically, models will only be able to use a small number of spells, as specified on their card.
Each spell description will state the Range of the spell (if applicable), how many dice to roll and then any special or unique rules that apply.
Boosted Spells
Some spells can be Boosted by Special Abilities, by Power directly (in addition to the normal action cost), or by taking a longer action. This will be detailed in the spell description, or the Special Ability. Where a model has a Special Ability that can boost a spell (e.g. extending the range), and the spell can be boosted itself, it is possible to do both, so long as the appropriate action is taken, and Power spent.
If a model has a Special Ability that boosts a spell's range, it will only affect spells that explicitly list a Range (e.g. [Range 12"]).
If a model is listed as having a spell, it automatically has access to the boosted version too, where the spell has one.
Ongoing Spell Effects
Some spells have delayed or lasting effects. Spell Effect counters are provided to help track models that have these spells cast on them. Unless specified otherwise in the spell description, Spell Effect counters should be removed from the board in the End Phase, ending any effect they may have caused.
Vanguard Basic Spellbook
The following list details the Vanguard Basic Spellbook. Additional spells are available if you are playing a campaign, as spellcasters gain experience and learn new incantations and tricks. There are also faction-specific spells that can only be learned by magic users from that faction.
Fireball (short): Range 9", 2D8
- Boosted version: Cast as a long action instead to add the Breath Special Rule to the spell for this casting.
Hammer (long): Range 12", 2D8 If any hits are scored, no wounds are caused. Instead, the target is Knocked-down.
Heal (short): Range 6" Target a single friendly model in range (but not the caster), even if it is Engaged, and roll 3D8. For each 6+ rolled, the target recovers 1 wound previously suffered.
- Boosted version: Cast as a long action instead. As above, but for each 5+ rolled on this casting, the target recovers 1 wound previously suffered.
Lightning Bolt (long): Range 12", 3D8, Piercing (1), Marksman
- Boosted version: Cost 2 Power. As above, but the attack gains the Area Effect (2" / 2D8) special rule for this casting.
Mind Storm (long): Range 6", 2D8, Piercing (1) LOS is not required to the target to cast this spell.
Shield (short) Cast on self. No dice roll required. Caster gains the Stealthy Special Rule and decreases its Armour value by 1 until the end of the round (e.g. Ar 5+ becomes 4+). Place a Spell Effect marker on the target as a reminder.
Shockwave (long) All models (including friendly ones) of up to Height 2 within 3" of the caster are moved 3" directly away from the caster. Movement will only be blocked by Impassable Terrain or other models not affected by the Shockwave. Move the models furthest away from the caster first. Models cannot become Engaged when moved by Shockwave - halt them 1" away if they would be. Models already Engaged will still end up Engaged with each other if both are moved.
- Boosted version: Cost 1 Power. As above, but models up to Height 3 are affected for this casting.
Stun (short): Range 12", 2D8 If any hits are scored, no wounds are caused. Instead, the target is marked as Fatigued.
Windblast (long): Range 9", 3D8 No wounds are caused. Instead, for each hit scored, the target model is pushed back 3" directly away from the caster stopping only for Impassable terrain or other models. If a model is pushed into an enemy model, it stops and is Engaged.
Zap (short): Range 12", 3D8
- Boosted version: Cast as a long action instead. As above, but the spell has the Piercing (1) special rule for this attack.
Game Scenarios
Games of Vanguard are played on a space 3' x 3' square. The scenarios presented on the following pages assume this size of playing area when describing their set up. Experienced players may choose to play on larger or smaller areas once they are more familiar with the rules and want to try something different.
Although some scenarios may differ, the standard steps for preparing for a game of Vanguard are as follows:
1) Prepare your Warband
You and your opponent must select which models and equipment to include in your Warbands, up to a limit of 200 points, following the recruitment rules in the downloadable Starter Warband Guide.
You can recruit models using the Warband Cards included in each Vanguard Warband boxed set, or by using models from your existing Kings of War collection coupled with the introductory unit entries included in the Starter Warband Guide or Vanguard rulebook.
2) Place Terrain
Before the game, it's a good idea for you and your opponent to have some terrain ready to put on the battlefield. Take it in turns to place the terrain, or ask a third-party to place it for you. Arrange it in a sensible manner, aiming to recreate a plausible landscape of the fantastic and dangerous world your Warbands are operating in and at least 25% coverage on the table. Some scenarios may dictate some terrain elements for you.
During this stage it is vital that you agree with your opponent what each piece of terrain is going to be during the game - Difficult, Blocking etc. Also agree terrain heights.
3) Set up
After rolling for the scenario and placing terrain, any required objective counters or scenario-specific items should be placed as instructed. Both players now roll a die. Re-roll any ties. The player scoring highest now chooses which side of the table will be theirs and places (deploys) one of their models onto the battlefield no more than 4" on from their chosen table edge (some scenarios may have different deployment areas). Their opponent does the same on their opposite side of the table. The players keep alternating in doing this until they have placed all of their models onto the table. The Fallback table edges for each player will be highlighted on the scenario map.
4) Who goes first?
Both players now roll a die. The player that finished deploying their models first, adds 1 to their result. Re-roll any ties. The player that scores highest chooses who takes the first Turn in the first Round.
5) Duration
Play the game for 5 Rounds. At the end of Round 5, the player that finished activating their models first rolls a D8. On a roll of 1-5, the game ends. On a roll of 6 or more, one more Round is played and then the game ends.
If one side wipes out the other before the last Round ends, the rest of the current Round is played to completion and then the game ends.
6) The Winner
The scenario being played will tell you what the victory conditions are to determine the winner.
Kings of War
Vanguard can be combined with Mantic's Kings of War. In each of the scenarios that follow, there is a Kings of War story "hook" which will tie the result of your Vanguard games into your next linked Kings of War battle against the same opponent and enemy army. Some results might have effects for both sides! The full Vanguard rulebook contains a section explaining how to link your games and campaigns in further detail.
Scenario: Supply Grab
Set up
Place 3 objective counters on the table to represent the scattered remaining supplies - these can simply be coins, or models representing weapons, food, treasure or similar. Counters should not be larger than 40mm across. Place one in the centre of the table between the players, and the others 12" away in either direction from the central one and 4" towards the players as shown on the scenario map.
Now deploy the forces using the standard setup as described on page 33.
The Winner
Both players are aiming to capture the objectives. The centre one is worth 3 Victory Points (VPs). The outer ones are worth 2 VPs each.
Calculate the VP scores for each side at the end of the game. The player with the most VPs wins.
Scenario Rules
To capture an objective, a model must be in base contact with it, standing, not Engaged and with no enemy models in base contact with the same objective. In any other condition, an objective cannot be claimed.
Objective counters are static, don't block movement or LOS and cannot be picked up or moved.
Kings of War Hook
Both players will earn supplies in relation to the number and value of objectives they capture.
For the next KoW battle, each player gains an additional number of points to spend on their army equal to 1% of the army multiplied by the number of VPs they scored.
For Example: Player A captures objectives totalling 4VP. With a 2000 point KoW game to play, 1% of 2000 is 20 points. Multiplied by 4 VPs gives 20x4 = 80 extra points to spend. Thus Player A can select an army up to 2080 points.
Alternate game
Try playing with 5 objective counters instead of 3. Place 1 in the middle worth 3 VPs and then the players take it in turns to place the others outside deployment areas and not within 6" of another counter. These are worth 1VP each.
Scenario: Destroy the Baggage Train
Set up
Roll off to decide who will be the Attacker and the Defender.
You will need 3 model wagons or carts to represent the baggage train.
Set up your scenery, leaving a 4" wide "road" across the middle line of the table, between the two players as shown on the scenario map.
The Defender deploys their whole warband and the 3 wagons in the deployment zone along the road. At least 1 model must be placed in base contact with each wagon. The wagons must be further than 6" from a table edge and more than 6" from each other. The Attacker then deploys their whole warband first in the areas marked on the map, with at least 2 models in each area. Ignore the Scout special rule during set up.
Scenario Rules
The wagons are Height 3 Impassable Terrain and block LOS. They have 6 Wounds each and an Ar value of 4+. They have no Rear Arc. As soon as they reach 0 wounds, they are destroyed. Once destroyed, mark them as such but leave them where they are.
The Winner
The Attacker scores 1 VP for each wound they cause on a wagon. If all three wagons are destroyed at the end of the game, the Attacker scores an additional 2 VPs. The Defender scores 1 VP for each full 10 points of Attacking models they kill (assuming a standard 200 point game). Thus both sides can score up to 20 VPs.
The player with the most VPs at the end of the last Round is the winner. The Attacker cannot win by simply killing the defending models!
Kings of War Hook
In your next game of KoW, before deployment if the Attacking player won, they may select the cheapest (by points) value Troop unit (or Regiment if no Troops) from their opponent's army and remove them as already destroyed (which will also count towards the KoW game result) - they are not deployed. In addition, if the Attacker destroyed all three wagons, they may also remove 1 magical artefact from an enemy unit up to the value of 25 points.