Modifications to your games of WARSURGE
Below we have a list of Mods that you can apply to your games of WARSURGE. Mods are optional rules that all participating players must agree to before they are used.
- Mod List -
Players must all agree to a Mod before using it.
Players can add 'facing' to all their single model Units. Imagine an X over the model, giving the model a 'front', two 'sides' and a 'rear'. This is particularly useful for vehicle models, but players must decide the facing of a model before starting the game.
When enemy Units attack, each model measures against the closest facing. The facing which is attacked will have an effect on the model's Defence:
The Front is +1 to Defence
The Side is equal to Defence
The Rear is -1 to Defence
If attacked in a Melee, all Attacks count as hitting the Rear, which is -1 Defence.
Fog of War
Players cannot see where players are placing their Units during Deployment, but are unveiled after all have finished.
To have privacy, players can set up a partition or curtain between Deployment Zones and remove it when all are finished.
Alternatively, players can take it in turns deploying whole armies, covering the army over with a cloth or sheet before letting another player enter the area.
Use both D6 and D10 during a game.
D10 for Attack Dice and Roll-Offs
D6 for everything else (Saves, Perks, etc).
Refer to D10 Mode for a D10 Attack Dice Chart.
Know Thy Enemy
Players only reveal Unit information to opponents on a ‘need-to-know’ basis. For example, when you attack a Unit is when you’ll discover its Defence stat. Players would avoid scanning Roster QR Codes in the WARSURGE App.
The battlefield location and armies are focused on certain themes. For example, a medieval, fantasy, sci-fi or steam-punk themed game.
Use one or more Special Terrain Pieces, discussed in Section 10 of the Core Rules.
Terms of Engagement
Players set a minimum and/or maximum limit for the number of models or Units in the game. There may be other requirements as well, such as having a minimum number of single model Units, or Units with certain Perks.
Zero Hour Roster
Players create their Rosters just before Deployment, knowing the full details and objectives of the game.
Players must quickly decide where to direct Movement or Weapons with each Unit. By default, this is 10 seconds to decide, but players can agree to make this more (such as 20 seconds) or less (5 seconds). Note that once a Unit is being repositioned or dice gathered to roll, the timer is to be disregarded, as this is to speed up decision making (however, dawdling with the dice or models is not welcome, considering that players may try to use that time to think or procrastinate).
It is recommended to have a timer or clock conveniently placed for reference.
Standard Games: if a player exceeds the timer, the next opponent may select a Unit of that player to be inactive in this Phase.
Advanced Games: if a player exceeds the timer, it costs the player 1 CP but they may still make an Action.
The Battlefield could be covered in darkness or thick fog, creating negative Dice Modifiers for Attacks depending how far away a target is, or lowering maximum range of Weapons by a percentage (such as 50%). Units could have the ‘Stealth’ Perk for free, or a bonus to Defence or AEGIS Saves for as long as the Limited Visibility lasts (or from when the Limited Visibility begins on a given Game Turn). Players can discuss what they feel is appropriate for the game or use the following guide below.
In dark areas, or Game Turns where there is Limited Visibility, the Turn Master rolls a D3. Players apply the result to all Units on the Battlefield.
1) Weapon Range reduced by 50%, Melee Attacks suffer a -1 Dice Modifier
2) All Units gain +2 Defence
3) All Units gain the 'Stealth' Perk and becomes automatically active at the start of the Game Turn. If the Unit already has Stealth, it gains +2 Defence.
This Mod avoids a draw. Whenever the top scoring players are a draw at the end of the game, continue another Game Turn, but only with those players. If the Rosters of the contested players are 100% destroyed, then it remains a draw.
Mayhem (Tactical Strike)
Instead of players having one objective in each 'family' for Competitive Games of Tactical Strike, it is completely random what players can receive.
When generating Objectives, roll a D3 before the D6. The number on the D3 determines what group the D6 belongs to.
1 = Marker
2 = Combat
3 = Territory
For example, a D3 of 2 followed by a D6 of 3 is ‘Slayer’. Players can agree either to reroll duplicate results, or make duplicate results worth double, and triple results triple value for OP.
This Mod allows players to generate points to spend on Strategic Abilities which can influence Units, dice or even the flow of the battle itself.
Each Game Turn, all players gain 2 Strategy Points (SP). SP continues to add to a player’s total each Game Turn. For example, a player will have generated 6 SP by Game Turn 3. A player may use several Strategy Abilities in a single Game Turn if they have enough SP. All players have access to the following abilities, which cost SP to use:
1 SP: Reroll 1 dice that you rolled.
1 SP: If you have Deployed a Unit this Game Turn and it has not used or been targeted, you may return it to Reserve.
1 SP: You may skip yourself from making an action with a Unit, causing the next player to make an action. For example, if it is your turn to move a Unit, you may skip it now and make the move later.
1-2 SP: If any Unit is using a Deployment Perk that requires a Mastery Test, you may improve that Mastery Test by +1 or worsen it by -1 at the cost of 1 CP before rolling dice. You may increase this to being a +2 or -2 at the cost of 2 CP. For example, a 4+ Mastery Test with +1 improvement becomes a 3+.
2 SP: After using a Unit, the player skips all players and may make an action again. For example, you may attack with a Unit, then attack with another Unit.
2 SP: You may select a Unit and remove all negative Perk effects (such as Weapon Afflictions) from that Unit.
3 SP: A friendly Unit of your choice gains a -1 modifier to all enemy Attack Dice that target it.
3 SP: A friendly Unit of your choice gains +1 modifier to all Attack Dice with all their Weapons.
3 SP: You may choose to reroll any dice from a roll you just made. For example, you are rolling 17 Armour Saves and fail most of them, you may reroll the failed dice.
4 SP: If the game has ended, you can extend it by 1 Game Turn.
6 SP: For the whole Game Turn, your entire roster gains a +1 modifier to Attack Dice.
6 SP: For the whole Game Turn, your entire roster gains a -1 modifier to enemy Attack Dice that target your Units.
This Mod changes Armour and AEGIS Saves. Players can only choose the best Save available to them at any time and cannot roll both against the same Attack. Note that Wild Armour is not affected by this Mod.