As with most wargames, each model in the
game is described by a set of statistics that, between them, show what its
abilities are. In the interest of keeping the game simple, there are five
statistics, or stats, which all models have.
Initiative: the quickness of a model to
react. The main use for initiative is to determine when a model can activate.
Models with a higher initiative get to move and fight before those of a low
initiative. As such, initiative is very important, simply because it enables
you to dispose of your opponent before he can dispose of you.
Move: the distance a model can move per turn. Moving counts as one of the two actions a model can make per turn. Charging is a special sort of moving that allows a model to move twice its normal move distance and attack (more about that soon).
There are three basic speeds of movement. Slow models move 3” per move and
charge 6”. Normal models move 4” and charge 8”. Fast models move 6” and charge
12”.
Fight: the ability of a model to attack and cause injury to other models.
This covers both hand to hand combat and shooting. There are three basic levels
of skill in fighting: recruit, elite and hero. The stat covers both hitting and
doing meaningful damage. Most models will have the same Fight for close combat
and shooting. Certain models, such as dogs and other animals, will have no
ranged Fight at all.
Wounds: the amount of damage a model can
take before it is considered dead, deactivated or otherwise out of the game.
The vast majority of models have one wound, so they are removed from the table
if they take any damage.
Destiny: the degree to which the model
is favoured by chance, fate or the gods, whether manifested through villainy or
moral fibre. Only heroes have this stat. Destiny points are used during the course of the game to allow heroes to reroll their own dice or compel the enemy to reroll theirs, in the hope of turning a miss into a hit or vice versa.
And that's it.