The Confluence
CHAPTER 01

Core Rules

The foundations of The Confluence.

⌕ Search the rules
01

Core Roll

When a rule calls for a test, roll 1d12 and add the relevant Skill or modifier. Meet or exceed the required Difficulty or DC to succeed.
02

Leader

A Leader may attach to one of the units listed on its stat block. Once attached, that model becomes the Leader of that unit and remains attached for the battle unless a rule states otherwise. A unit may normally only have one Leader.
03

Support

A Support model may attach to a unit that already has a Leader. A Support attachment lasts for one Battle Round. At the end of that Battle Round, the Support model separates from the unit. Unless otherwise stated, a unit may only have one Support model attached at a time.
04

Centrepiece

A Centrepiece cannot be placed on the battlefield before Battle Round 2. A Centrepiece cannot lead a unit unless a rule explicitly states otherwise.
05

Deadly Demise X

When a model with Deadly Demise X is destroyed, roll 1d12. On 1–6, Deadly Demise triggers and every other unit within 6" suffers Xd12 Damage. On 7–12, there is no effect. Deadly Demise causes normal Damage and is resolved against Minor and Major Thresholds; it is not Direct Damage.
06

Actions

An Action is something a unit performs during its activation by using either its Movement or its Attack Action, as specified by the rule. Ability Points do not normally require an Action unless an ability explicitly states otherwise.
07

Army Unit Limits

Named or otherwise Unique units may only be included once. Specialists are normally limited to 3 of the same unit. Light Infantry are normally limited to 12 of the same unit. Infantry, Heavy Infantry and Cavalry use their listed roster limit, normally 6 or 12 depending on the unit. Monsters and Vehicles use their listed roster limit, normally 2, 3 or 6 depending on the unit. A unit's listed roster limit always takes precedence.
08

Commanders & Dispositions

Every army must nominate one Commander. A Commander must be either a Character or a Specialist. If your Commander is a Character, that Character provides 2 Disposition options; choose 1 for your army. A Specialist may only be selected as your Commander if your army contains no Characters. If your Commander is a Specialist, that Specialist provides 1 Disposition option and that Disposition is automatically selected. If your army contains one or more Characters, your Commander must be one of those Characters. You cannot select a Specialist as your Commander while a Character is present in your army.
09

Battle Length

A battle lasts for 5 Battle Rounds. Battle Round 5 is the Final Round. After mission scoring is completed at the end of Battle Round 5, the battle ends and the final score is determined.
10

Primary Mission Scoring

A Primary Mission uses 3 cumulative scoring tiers: Success, Strong Success and Complete Success. Each tier has its own listed VP value based on the difficulty of that milestone. Easier requirements are worth less; harder requirements are worth more. A higher tier can only be scored if every earlier tier has also been completed. The 3 tiers of every Primary Mission total 15 VP, so no Primary can score more than 15 VP in a single Battle Round.
An army can score a maximum of 45 Primary VP during a battle. Once that cap is reached, it cannot score further Primary VP, but it may continue to score Secondary Missions normally.
11

Disposition Identity & Objectives

Objectives remain a key part of every battle regardless of Force Disposition. A Disposition changes how an army turns the battlefield into Victory Points; it does not make Objectives irrelevant.
Purge the Foe — destroy enemy units, with their position around Objectives determining which kills matter and what those kills achieve.
Take and Hold — control multiple Objectives and keep them under your control.
Priority Assets — secure the central or designated priority Objective and perform a meaningful task there.
Reconnaissance — scout the battlefield, interact with terrain, units and routes, with Objectives acting as anchors for exploration.
Disruption — counter enemy plans by stripping Objective control, forcing movement, breaking formations or preventing scoring.
Commander lore determines how that mechanical identity is expressed. Two Commanders with the same Disposition may therefore pursue very different missions while still asking the player to solve the same broad battlefield problem.