Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

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1 Primo Victoria A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

2 The Rules Creating Armies The first step that all players involved in the battle will do is create an army! Armies can be found in their appropriate faction section in the rules. Players decide on the size of the battle, and build their armies accordingly. Models and Types Primo Victoria has four different types of models that you can deploy in your army. The first are Heroes, which are powerful characters that lead your armies and have powerful abilities that will both boost your troops and hinder the enemies. The second type of model is called a Unit, which represents soldiers, cavalry, and other creatures that form the bulk of your force. The third type of model is a War Machine, which are powerful engines that deal death and destruction on a grand scale. The last type of model is a Monster, which is a powerful model that on its own is more than a match for any troops on the battlefield. Army composition will limit how many heroes, war machines, and monsters can be present in your list at one time, which will scale up or down depending on the size of battle that you are engaged in. For most of this document, when referring to model types the term Unit will be used to represent all four model types unless where specifically noted otherwise. Game Equipment Playing a game of Primo Victoria will require each player to have a tape measure and a set of D10 dice as well as a few D6 dice. Colored tokens are also recommended to help keep track of battlefield effects. Abilities & Command Abilities All model types in the game can have abilities, which are used when the model or unit activates. Command Abilities are special abilities that a model can use, but only if it is your army s general. 2

3 A game of Primo Victoria is divided into game turns. Scenarios will dictate how many turns your game will last before coming to an end. At the beginning of each Game Turn, the players will roll off to see who gets to Activate a unit first. Afterwards they will take it in turns to activate one unit, or hero, or war machine, or monster. A game turn is divided into a series of phases described below. All measurements are done from a model s base. Command Phase - During the command phase the player will roll a D10 for each warscroll in his force. If the D10 matches or is less than his general s Bravery score, he will place that die to the side. This roll is what is referred to as making a Command Check. If the player does not have a General on the table, then he will make a Command Check for each unit or war machine or monster based on the Bravery score of each of those units. The number of successful dice that you rolled represents the total number of activations that you may make during this turn. Activation Phase During the Activation Phase, players take it in turns to activate their units and characters (Alternate Activation). The total number of units that may be activated during that turn for each player are determined during the Command Phase. During an activation a unit or character may: Use an ability Move or Run or Charge or Withdraw or Retreat Shoot any missile weapons it has on its profile Rest (see Fatigue) Units in Battle Formation that are engaged in combat may activate and attempt to change their facing by making a Command Check. Units in Loose Formation are able to react easier to facing changes and may activate and change facing without having to make a Command Check. These actions may be taken in any order. A unit may be activated twice during the same Game Turn. Doing this will generate Fatigue, which is detailed later in the rules. 3

4 Combat Phase During the Combat Phase, any units that are engaged in combat will fight a turn of combat. Players take it in turns choosing a unit or a hero. A unit that is activated to fight in the combat phase may move any of its models up to 3 towards the nearest enemy model (in relation to the model moving) and then it may fight. It must move in as straight a line as possible when piling in. Morale Phase During the Morale Phase, units test their nerve to see if any troops run off of the battlefield. Once the Morale Phase is finished, a new Game Turn begins. 4

5 A model may move in whatever direction it wishes based on its Movement value. This value encompasses both horizontal and vertical movement, which may be needed to climb terrain features. A model may never move into base to base contact with an enemy unit and must always stay at least 1 away from enemy and friendly units that they are not a part of. Running A model that runs adds D6 to its movement. Charging A model that charges into combat will attempt to charge 2D6 towards an enemy unit. If this movement value is enough to take it into base to base contact with the enemy, the unit successfully charged. If this movement was not enough to take the model into base to base contact with the enemy, the charge is failed and the model moves forward a number of inches equal to the highest D6 rolled. Charging is the only way for a model to come base to base with an enemy model. When charging, a model must move in the most direct way toward its target. When charging, a model may add +1 to their To-Wound score for that turn. When being charged, a unit may stand to receive the charge, fire missile weapons if applicable, or flee from the charge via Retreating. Flee rolls occur before the charge is completed, which may take a unit completely out of charge range (in which case the charge is failed). Retreating units that are caught during the charge phase are engaged in combat as normal. Withdrawing Models that are engaged in melee combat may opt to Withdraw. When withdrawing, models may move their models back 3 out of combat. Retreating Alternatively instead of Withdrawing from combat, they may retreat 2D6. This will let models get away from combat faster, but in doing so they risk losing troops. The enemy player may roll a D6 and that many models from the withdrawing unit are removed as casualties if retreating in this manner. Models that roll a retreat distance that takes them off of the table are removed as casualties. Note: this does not remove the entire unit, just the models that fled the tabletop. Flying A model that can fly may move over interposing terrain and other units. It must still land at least 1 away from enemy units and friendly units. 5

6 A unit of models moves together and all of the models in the unit will be facing in the same direction. Models have three faces. The Front, which is the direction the model is facing, the Flank which is either side of the model, and the Rear, which is the direction the model is not facing. A unit of models in a Loose Formation must remain within 2 of each other. A unit of models in a Battle Formation are arrayed base to base in rows. When operating in a Battle Formation, the unit loses 1 of its movement and its rows must all consist of the same number with the exception of the rear-most rank which can have less numbers. A unit of models in a Battle Formation gains +1 to its Bravery score. Additionally, some units benefit from being in Battle Formations (such as the dwarven shield wall) A unit of models in a Battle Formation armed with spears or pikes deal +1 damage on the turn that they are charged against all enemies to their front. A unit of models in a Battle Formation are driven back 1 less to a minimum of 0. Units may reform into a Loose Formation or Battle Formation at the start of their activation so long as they are not engaged in melee combat, but must remain in that formation until their next activation. The Rule of 1s and 6s It is important to note that no matter the modifier, a roll of a 1 is always a failure, and the roll of a 6 is always a success when rolling to hit or damage a target regardless of modifiers. Removing Casualties The target player chooses which models are removed as casualties and removes them from the Battlefield. 6

7 When models wish to shoot missile weapons, simply measure the distance from the model and its target. If it is in range, it may shoot. Roll a D6 for each attack. If the score meets or exceeds the To-Hit score of the model, the missile weapon has hit. To damage an enemy, for every hit that was scored the player will roll a D6. If the value meets or exceeds the To-Wound roll required for the weapon, it scores a wound. Rend Weapons have a rending value. This number is subtracted from the Save of the target. Damage Weapons inflict damage based on their Damage score. Most weapons will inflict 1 Damage. The target suffers that number of damage if the hit was successful and that hit successfully damaged the target. Attacks that deal multiple damage spill over into the target unit. For example, if a weapon has a Damage score of 2, and scored a successful hit, then the target unit would take 2 Damage and if the unit only consisted of 1 Wound models, two models would be removed. Shooting Modifiers If the unit has moved, is shooting at a single model, is standing and firing against a charging target, or a unit that is in Loose Formation, or is shooting at a unit in light cover (cover is discussed later in the terrain section), it takes a -1 penalty to shoot. If the unit is shooting at a unit that is in heavy cover, it takes a -2 penalty to shoot. If the unit has already fired once, then it needs 6s to hit. Viable Missile Targets A unit may target any enemy unit that it can draw line of sight to, regardless if the target is engaged in melee combat or not. A unit may not use missile weapons if it is itself engaged in melee combat. 7

8 Shooting into Combat Shooting into combat has its consequences. For one, all hits are divided between friend and foe. The shooting player takes the total number of shots he will make, and simply divides half of his hit rolls on his own troops and half of his hit rolls on the enemy. Any friendly unit that receives missile fire from a friendly source will automatically have its Bravery score lowered by 1 permanently for the rest of the game. This is a cumulative penalty, so if a unit is fired on twice by its own side, it will have a -2 Bravery Penalty for the rest of the game. Mortal Wounds Mortal wounds are automatic wounds that do not have to be rolled for (so there is no roll to hit, no roll to wound, and no saves are allowed unless otherwise noted on a target unit s warscroll) Firing Against a Charging Enemy A unit capable of firing missile weapons may make a special roll of shooting against a charging enemy that has targeted the unit for being charged against it. If the unit has not yet fired that turn when the enemy unit declares a charge against it, then it receives a -1 penalty for firing at a charging enemy. If the unit has already fired this turn then the unit requires 6s to hit the charging enemy. War Machines may not fire against a charging enemy. Firing at War Machines When firing at a war machine with ranged weapons, all hits are randomized between the crew and the machine. For each hit, roll a D6. The D6 score of a 1-4 will strike the machine, and the D6 roll of a 5-6 will strike a crew member. Firing into the Rear of a Unit When firing missiles into the rear of an enemy, the target unit does not get any bonuses or benefits from shields. 8

9 Driven Back! For every two points of damage that a unit suffers in shooting, and the unit is NOT ENGAGED IN COMBAT OR CHARGING, it must retreat back 1 away from the source of the shooting. This is resolved for every shooting unit, one at a time. Every odd number of wounds left from a unit is discarded before moving on to the next unit that shoots for the purposes of Driven Back! If a unit cannot move backwards the entire distance because their back is against impassable terrain, or their back is against another unit (friend or foe) then for every inch that they cannot retreat they will lose a model as a casualty as it runs off the battlefield. Models that retreat off of the table are treated as casualties. Saving Throws Saving throws may be taken to negate damage taken. Each warscroll will list a model s saving throw, which is modified by the weapon s Rending score. 9

10 At the beginning of the Combat Phase each player will take in turns to activate their units that are engaged in a melee combat. Heroes are activated separately from units, regardless of if they are attached to the unit. Once all units from a player s side have been activated in combat, that player may elect to activate his units AGAIN in combat, though doing so of course generates another fatigue token. When a unit is activated, it may move up to 3 toward an enemy model if it is not already engaged in base to base contact with an enemy. It must move in as direct a line as possible. Models may roll attacks against enemy units touching them in base to base contact. Models that have reach have weapons that are longer, the player may measure from his model s base and see if the weapon reach touches the target s model base. If yes, he may strike. Important models should use the base that their manufacturer supplied with them. It is highly discouraged to model for advantage. Melee To-Hit To score a hit, the roll must equal or beat the attacking weapon s To Hit score. Models fighting to a target s flank may add +1 to hit. Models fighting to a target s rear may add +2 to hit. Additionally, models being struck from behind gain no benefits from their shields. Melee To-Damage To score a wound, a D6 roll meeting or beating the attacking weapon s To Wound score must be rolled. Saving throws are made exactly as they are against shooting. Combat Phase Conclusion At the end of the Combat Phase, note the number of damage that each unit has suffered on the table. For each combat, compare the difference of damage between both sides. The side that scored greater number of damage this turn is the winner. The loser is pushed back a number of inches equal to the difference in damage between the two sides directly away from the winning unit(s). The winner may choose to pursue and move his models up to the loser s models, in which case the combat will continue the next turn, or they may choose to not pursue in which case their models remain where they are, while the loser s models fall back. No Where to Run! If a losing unit cannot fully fall back due to impassable terrain, or the presence of other units (friend or foe) then they will fall back as far as they can and then they will take a number of casualties equal to the number of inches that they could not fall back. Models that fall back off of the table are counted as casualties. 10

11 At the very end of the turn, each unit must make a Command Check, which is a D10 roll. For every models removed that turn as casualties, add +1 to the roll. If the total number is higher than the Bravery Score of the unit, remove a number of models equal to the difference of the modified D10 roll and the unit s Bravery Score. Fatigue can negatively impact a unit s performance on the battlefield. Every time that a model or a unit does anything during their activation other than activating one ability, Resting, Moving/Changing facing, or Shooting, they will accumulate a Fatigue Token. This includes: running, charging, moving and shooting, fighting in a round of combat, casting or dispelling spells, or using an ability. If a unit activates twice, it will always generate a fatigue token no matter what it does. Heroes that are part of a unit accumulate Fatigue the same as the unit they are a part of. Fatigue Tokens Once a unit has five Fatigue Tokens, it will replace those tokens with an Exhaustion Token. For every Exhaustion Token that a model or unit has, it suffers a -1 penalty to all Hit, Damage, Movement, Spellcasting, Dispelling, and Bravery scores. Resting A unit may activate and Rest as an action. A unit may only Rest if it is not engaged in combat, and never as a second Activation. If a unit declares it is Resting, then if it chooses to Activate a second time, it may only perform actions that would not generate fatigue. Units that Rest in a turn may remove d3 Fatigue Tokens. Units that Rest and then activate again only remove 1 Fatigue Token. An exhaustion token counts as five fatigue tokens. Units that did not perform any actions this turn but were not given the Rest command remove 1 Fatigue Token. Restorative Spells Priests and Wizards have the ability to magically restore unit fatigue. Priests know the Restore prayer, which is successfully cast on a 4+. If successful, a unit may remove D6 Fatigue Tokens. Wizards know a less effective version, which is successfully cast on a 6+. If successful then a unit may remove D3 Fatigue Tokens as if they were given the Rest command. 11

12 Battles are fought across tabletops, and the Battlefield itself is as important as the armies fighting on top of it. Terrain collections are varied, and here is given the rules for the most basic of terrain types. Future campaign material will have further terrain rules. Terrain To determine how much terrain should be on the table, roll a D6 for each 2 x 2 section of table. Roll Pieces of Terrain 1 No terrain piece of terrain pieces of terrain 6 3 pieces of terrain Area Terrain Area terrain is terrain that is defined by an area and built atop that area. Examples are hills and forests, or ruins built atop an area base. Area terrain rules affect any models within the area defined by the base of the terrain. Walls & Obstacles Walls and obstacles are linear terrain pieces. Walls can block line of sight if tall enough (if the wall is as tall as a model or taller it would block line of sight), otherwise it will just provide cover to any models between the attacking unit and the obstacle. Cover Being within an area terrain piece will grant at the very least a Soft Cover bonus of +1 to all of a model s defensive scores. Terrain pieces declared as Hard Cover will grant a bonus of +2 to all of a model s defensive scores. Whether or not a terrain piece grants soft cover or hard cover will be up to you and your opponent, though this should be declared before the game begins. Some examples of hard cover include thick forests, stone walls, and being within buildings. 12

13 Rough Terrain Terrain that is declared as Rough is more difficult to move through. Units in Loose Formation lose an inch of movement when moving through Rough Terrain. Units in Battle Formation lose 3 of movement when moving through Rough Terrain.j Dangerous Terrain Dangerous terrain can kill models. If a model ever runs, retreats, or charges on Dangerous Terrain, roll a D6. If the result is a 1, the model takes a mortal wound. Hills Hills are elevated positions. Models on hills can see over interposing models and target units easier. They can also be seen easier and themselves targeted. Models standing on top of a hill gain a +1 circumstance bonus to their To-Hit rolls when fighting enemies. If both of the models fighting are on the hill, this bonus is not gained. Models charging from on top of a hill down to lower ground gain a +1 circumstance bonus to their To-Wound score on the turn that they charged. Models that are partially obscured by the hill may gain a soft cover bonus against missile fire. For each hill, roll a D6. On the roll of a 4-5 it counts as Rough Terrain. On the roll of a 6, the hill counts as Dangerous Terrain. Forests Forests are area terrain that can block line of sight as well as hamper troop movement. For each forest, roll a D6. On the roll of a 1-3 the forest is a light forest and counts as difficult terrain and provides troops inside of it a soft cover bonus. On the roll of a 4-5 the forest is a thick forest and counts as dangerous terrain and provides troops inside of it a soft cover bonus. In addition, the area terrain blocks line of sight so troops outside of the area cannot see through it and troops within the area cannot see out of it. On the roll of a 6 the forest is impassable and blocks line of sight. Rivers, Lakes, and Swamps (Water Terrain Features) Rivers, Lakes, and Swamps are flat pieces of terrain that mainly hamper movement. For each water terrain feature on the table roll a D6. On the roll of a 1-3 the river is shallow and counts as difficult terrain. On the roll of a 4-5 the river is dangerous terrain. 13

14 On the roll of a 6 the river is impassable. Rivers should have at least one crossing point such as a bridge or a ford where movement is not hampered at all. These provide excellent points of interest on the table. Buildings Buildings are structures that troops can garrison. Buildings provide hard cover to models within. To enter a building, a unit must simply move to within 3 of an entry point on an empty building. Buildings can hold ten models per floor, not counting roofs or other extended areas where models can be situated. Models wishing to fire out of a building may fire from entry points or firing points in the building (such as windows or arrow slits). Two models per window or arrow slit may fire missile weapons. Models wishing to fire at a unit within a building simply fire at the building. Models wishing to fight a unit within a building simply charge the building. When combat occurs against a unit within a building, only ten models from either side may participate in the combat that turn. Models fighting a battle inside a unit on either side cannot be driven back. After the battle is concluded, the attacking side either occupies the building (if there are no defenders left) or are placed 3 outside of the building, awaiting the next turn. 14

15 Heroes may operate alone, or they may join other units. Heroes may join to units of like size or leave a unit during the Hero or Unit s activation. For example, an infantry hero could join an infantry unit, or a cavalry hero could join a cavalry unit. A large monstrous hero couldn t join any units because he is too large! Only one hero may join a unit at a time. Heroes and the Units that they are a part of activate together. However, in the combat phase players choose either a Hero or the Unit to fight, they do not fight at the same time during the combat phase. While a part of the unit, the Hero must stay within coherency with the models in the unit at all times. While a part of the unit, the Hero may not be the target of ranged attacks unless the attack specifically allows for Heroes to be picked out. Heroes are exempt from becoming casualties to the Morale Phase. The unit that the hero has joined may use the hero s Bravery score. Models that have the ability to cast spells may cast a certain number of spells on their activation. To cast a spell, the model will have a target number. The model rolls 2D6 and if that value equals or exceeds the target value, the spell goes off. Some spells go off automatically. Where that is indicated, no dice are required to be rolled. Dispelling Enemy Spells Models that are listed as being able to dispel enemy spells must be within 24 of an enemy spell caster and be able to draw line of sight to the caster. To dispel a spell, the dispelling wizard also rolls 2D6 and if that value exceeds the value rolled by the caster, the spell is dispelled. In the case where a spell went off automatically, the casting player may roll 2D6 to beat the dispelling caster. Wizards may attempt to dispel a number of spells equal to how many spells that they can cast in a turn. Only one attempt may be made to dispel a spell. Arcane Bolt Arcane Bolt has a casting value of 5 or 8. If successfully cast, pick an enemy unit within 18 and visible to the caster. The unit suffers either D3 or D6 mortal wounds (depending on what level of the spell was cast) 15

16 Mystic Shield Mystic shield has a casting value of 6. If cast, pick the caster or a friendly unit within 18 of the caster and which is visible to them. You can add 1 to all save rolls for the unit you pick until the start of the next turn. Summoning Spells and Abilities Summoning Spells and Abilities that allow an army to add bonus units onto the table are restricted to how many units the summoner can maintain on the table at once. For rules purposes, a summoner is any entity that can conjure or bring forth new units onto the table. Unless otherwise specified by the spell, a summoner will bring forth the minimum amount of models specified by the warscroll to constitute the minimum size of the unit. Based off of the Azyr Composition system, the following table shows the limit of summoning based on how much the summoner costs in points: Point Value of Total number of units Summoner maintained at once Summoned units that are destroyed are worth the number of points that they would have cost to include on the army roster in the first place. Activating Summoned Units Summoned units may not be activated on the turn that they are brought onto the table. Note that this only counts for new units that are brought onto the table via summoning, not abilities that heal or summon new models into an existing unit. Scenarios will dictate scoring conditions. By default, victory points are accumulated for destroying or running off enemy units. An enemy unit that is destroyed or removed from the table grants the player the number of points that the unit was worth. Additionally, removing a general or an army standard bearer from the table grants a victory point each. 16

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