Core Rules

The Basics

Don't Be A Dick: It makes it better for everyone.

Common Sense: If you're not sure how a rule works, use common sense to try to figure it out. If that fails, check for an FAQ or detailed rules. If that fails, contact us or decide randomly.

Play Structure: Null Strike is a turn based game designed for play with 28mm scale models with 2 or more players or teams. Each player gets a turn in sequence, and may use his actions during his turn as he sees fit.

Model: A model is a single game piece, mounted on a single base and generally consisting of one person/creature/etc, though they can sometimes be baseless (tanks) or be teams of people.

Unit: A unit is a single model or group of models that moves and acts together. If a unit consists of more then 1 model, they must remain in a group such that each model in a unit is within 1" of another model, and they must form an unbroken chain of such groupings between any 2 models in the unit at the end of their move action.

Dice: Null Strike should be played with 6 sided dice. An entry in the format of 4+, 5+, etc for a stat or rule means that the result occurs on a role of the stated number or higher. If a penalty is applied to the role, then for each point of penalty increase the number which must be rolled by one. IE, a 3+ role that has a -2 penalty would be successful on a 5 or higher.

Measuring: Any player may measure anything (distances, weapon ranges, etc) at any time.

Range: When measuring the range of a weapon, measure from the nearest edge of the base of the attacking model to the nearest edge of the base of the defending unit or model. If a model does not have a base (such as many vehicles), measure from it's hull or body.

Base Contact: Models with bases/hulls that are touching each other (or are as close to touching each other as practical given the models) are considered to be within 0" range of each other, also referred to as base contact.

Rounding: In cases where an average is called for, or anywhere else where rounding may be required, round to the nearest whole number.

Rules Exceptions: For every rule, there is probably an exception to it somewhere. Basic rules are overridden by more specific rules from either Special Rules, Army Rules, Unit Rules, or other sources.

Representation: Upgrades and Weapons should be represented on the models whenever practical, and done so in a consistent manner. Models that are unique in the army should visibly stand out.

Opposed Stat Roles: Many actions require that you roll a stat of one of your models against a stat of an enemy model. In any opposed action roll such as this, consult the following chart to determine the if you are successful. A result of – means it is impossible, and a result of A means automatic success.

  Opposed Value:
Your Value: 1 2 3 4 5 6 7 8 9 10
1 4+ 5+ 6+ - - - - - - -
2 3+ 4+ 5+ 6+ - - - - - -
3 2+ 3+ 4+ 5+ 6+ - - - - -
4 A 2+ 3+ 4+ 5+ 6+ - - - -
5 A A 2+ 3+ 4+ 5+ 6+ - - -
6 A A A 2+ 3+ 4+ 5+ 6+ - -
7 A A A A 2+ 3+ 4+ 5+ 6+ -
8 A A A A A 2+ 3+ 4+ 5+ 6+
9 A A A A A A 2+ 3+ 4+ 5+
10 A A A A A A A 2+ 3+ 4+

Game Setup

Army Selection: Agree to a game size with your opponent. Typical sizes are Patrol (500 points), Platoon (1000 points), and Company (2500 points). All players should then choose a single army list of the matching size, and select units and upgrades from that list to form their army. The total points cost of the army cannot exceed the agreed to size.

Terrain Selection: Place terrain on the playing table in a mutually agreeable manner. Ideal terrain should have varying types, cover between a third and a half of the board, and limit sightlines. If you cannot agree on terrain, decide randomly. See the Terrain section for details.

Objectives: An objective should be a suitable model (fuel/ammo dump, flag, etc) on a round 25mm base. If an objective is captured by a player, he removes it from the table and keeps it (give it back to the owner at the end of the game!). Place objectives in an agreeable manner, or decide randomly.

Turn Order: To determine turn order, each player should roll a Technical check for any model of their choice that is in their army. Players may add a +1 bonus to this check for every 25 points below the maximum army size which their army totals to. In descending order of the result, select the order in which the players will play.

Deployment: In order, each player must select a single unit and deploy it. Units can be deployed to any zone in the table in which they can legally be deployed, or to the owning players reserves, or on board any eligable transport which has not yet been deployed.

Play: In order, each player may take turns and use actions. A play does not have to use all his actions, though his turn ends automatically when they are all used.

Victory: The game is ended when all objectives are captured. The player with a majority of the objectives at the end of the game wins. If no player has a majority, then a player may win if all opposing armies have been completely destroyed.


Unit Stats:

  • Weapons: A model's ability to hit an enemy accurately with a weapon.
  • Evasion: A model's ability to avoid enemy fire, and make good use of terrain.
  • Toughness: How hard it is to damage a model.
  • Speed: The speed in inches that a model may move.
  • Proficiency: A model's ability to perform actions not directly related to weapons.
  • Armour: How much protection a model's armour grants it.
  • Morale: How disciplined a model is.
Unit Examples: W E T S P A M
Star Knights 5 4 5 5 4 3+ 3+
Colonial Militiaman 3 3 3 6 3 5+ 5+
Elden Regulars 5 5 3 7 7 4+ 2+
Greenskin Warriors 3 2 4 6 2 6+ 5+
Mechanoid Combat Frame 4 3 4 4 4 4+ 2+

Unit Types:

Infantry: Infantry are the basic type of unit, and have no special advantages or disadvantages.

Jet Infantry: Jet Infantry (equipped with jet packs, wings, anti-gravity gear, or other means of personal flight) do not suffer terrain penalties to movement, and can freely move over any terrain.

Juggernauts: Juggernauts are unusually large and powerful infantry units. They may wield 2 handed weapons as though they were 1 handed weapons. They do not suffer penalties to their weapons usage based on movement. When moving through difficult terrain, Juggernauts may use the average of their Speed and Proficiency instead of the lower of them.


Attacking:When a vehicle makes an attack action, it may fire with any and all weapons it has. A Vehicle that makes a Charge attack is still restricted to the use of Melee weapons. Vehicles do not suffer penalties to attacking from moving.

Movement:When a vehicle takes a move action, it may only move directly forwards and backwards. It may only rotate at the start or the end of it's movement (not both), and only up to 90 degrees. It must rotate using the center of the vehicle as it's pivot point.

Vehicle subtypes:

Hover:Hover vehicles do not suffer terrain penalties to movement.

Wheels:Wheeled vehicles may add 6 inches to their speed during a move action in which they do not rotate.

Tracks:A tracked vehicle may rotate both before and after it moves.

Walkers:A walking vehicle may rotate at any single point during it's movement.


Transport Capacity:A unit with a Capacity entry is able to carry as many infantry models. The transport may carry models of multiple units, but may not carry more models then it's capacity. A unit may only board a transport of it's own army.

Destroyed Transports:If a transport is destroyed with units aboard, each carried unit takes a number of automatic hits equal to it's number of models. The hits have half the Strength and Penetration of the weapon that destroyed the transport. If multiple different weapons would have destroyed it simultaneously, use the highest values. After resolving the hits and removing the transport from play, immediately deploy the units in the transports previous position.


Weapon Types:

  • Assault: Assault Weapons are the standard type of weapon.
  • Auto: If the wielder of an automatic weapon attacks with it in the same turn that he has moved, then it only has half it's normal range.
  • Heavy: Heavy Weapons may not be fired on the same turn that their wielder moved.

Weapon Stats:

  • Type: Indicates the weapons usage and the number of attacks it can make.
  • Hands: How many hands are required to operate a weapon. Unless otherwise indicated, a model may only use 2 hands to operate it's weapons.
  • Strength: The weapons ability to cause damage.
  • Penetration: The weapon's ability to punch through armour.
  • Range: How far away from the firer a weapon can be used.
  • Special: Any special abilities the weapon has
Sample Weapons: Type: H: S: P: R: Special:
Blastgun (frag) Assault 1 2 1 - 36" 3" Blast, Panic
Blastgun (Heat) Assault 1 2 5 1 36"
Plasma Rifle, +5 Points Auto 2 2 5 3 24"
Fusion Rifle, +5 Points Assault 1 2 6 4 18" Fusion
Sniper Rifle, +5 Points Heavy 1 2 5 2 48" Panic
Flamethrower, +5 Points Assault 1 2 4 - 12" Ignores Cover, Torrent
EMP Rifle, +5 Points Assault 1 2 1 4 12" EMP

Weapon Modes:A weapon listed with multiple entries and different bracketed subtypes has multiple firing modes. Any mode may be used when using the weapon, but only a single mode may be used per attack action.

Morale and Panic:

If a unit is attacked and takes casualties, it must make a morale check (using it's Morale stat). If it fails, the unit becomes Panicked.

A Panicked unit cannot attack, charge, or capture or contest objects, and can only move if it would not make them closer to any enemy units.


Any unit may only select any given action once per player turn (each unit may select multiple different actions, and the same action can be taken by multiple different units). Actions granted as part of another action do not count for this (a unit could Move and Charge in the same turn, but it could not select the Charge action twice). A player receives a number of actions per turned based on the starting size of his army, and receiveds a bonus action for each model with the Warlord ability he has on the table.

  • 1-500 Points: 2 base actions per turn
  • 501-1000 Points: 3 base actions per turn
  • 1001-1500 Points: 4 base actions per turn
  • 1501-2000 Points: 5 base actions per turn
  • 2000+ Points: 6 base actions per turn


To begin an attack action, select a target unit. Every model in the attacking unit may attack with 2 hands (a single 2-handed or a pair of 1-handed) of weapons of their choice that is within range of at least 1 model in the target unit, and all models in the target unit must attack the target unit. All attacks from the unit are resolved simultaneously. Any model in the unit may attack with any weapon(s) of his choice, or not attack at all.

Firstly, determine the hits from each weapon. Determine if the attacks hit by rolling the Weapons Skill for each model, for each attack of the chosen weapon against the average Evasion of the target unit.

Secondly, determine the wounding. For each hit, determine if it wounds by rolling the strength of each hit against the average toughness of the defending unit.

Thirdly, determine the deaths. For each wound, the defending player should roll the average armour of the defending unit, modified by the AP of the attacking weapon. For each failed armour roll, a model from the target unit of the defending player's choice becomes a casualty, and is removed from the table.


When taking a move action, a unit may move about the battlefield (horizontally or vertically) up to it's speed stat in inches and in any direction or combination of directions it chooses. No individual model may move farther then it's speed.


A unit that takes a Run action may move up to twice their speed in inches, but may only do so in a straight line and across clear terrain. A unit that sprints gains a +1 bonus to it's evasion until the start of it's owners next turn.

Dig In:

When a unit spends a turn digging in, they gain the benefit of Soft Cover from all directions, until any model in the unit moves.


A unit that is dug in may fortify their position, which increases their cover from soft cover to hard cover.


A unit that is panicked that attempts to Rally may roll their Morale. If they succeed, they are no longer panicked. If they fail, they gain a +1 (cumulative) bonus to further attempts to rally, which lasts until they are successful.


A charge action combines a move and attack action. The selected unit nominates a target unit, which it moves towards as per the Move action rules. After moving, it may attack the target unit as per the Attack action, but only with weapons that have the Melee ability.


A unit with the Capture ability may use an action to capture an objective. At least 1 model of the unit must be in base contact with the objective, and there may be no enemy units withing 24" of the objective.


If a unit spends an action to Aim, it may add a +2 bonus on it's Weapons Skill during it's next Attack Action.


A model that is deployed to the reserves may use a Deploy action to enter the board. It may enter the board from any table edge along a zone of the table from which it could have normally deployed during the deployment phase.


A unit may board an eligable transport vehicle by using an Embark action. The transport must have sufficient empty space to carry the unit, and every model in the unit must be within 1" of the transport.


A unit may leave it's transport vehicle by using a Disembark action. Every model in the unit immediately deploys onto the table within 1" of the transport. A unit cannot disembark if there is not sufficient space for it to deploy.


When a unit attacks another unit, the defending unit may benefit from cover if at least half of it is obscured from the perspective of the attacking unit.

Soft Cover: Soft cover makes the defending unit harder to see, but does not provide any substantial solid protection against attacks. Examples include smoke and tall grasses. Soft Cover grants a +1 bonus to a unit's evasion.

Hard Cover: Hard cover is something solid enough to provide substantial protection against enemy attacks, but does not obscure the unit from vision. Examples include force fields and armoured windows. Hard Cover grants a +1 bonus to a unit's Durability.

Full Cover: Full cover is something solid enough to provide substantial protection against enemy attacks, and which obscures the unit from vision. Examples include walls, trees, and other units. Hard Cover grants a +1 bonus to a unit's Evasion *and* Durability.

Difficult Terrain: Difficult terrain is an area which impedes a units movement across it, such as rubble or jungles or vertical movement directly up to another level of a structure. A unit that moves across difficult terrain as part of it's movement may only use the lower of it's Speed and Proficiency stats to determine the total distance it may move in that action.

Special Rules

Barrage: A Unit attacked by a Barrage weapon does not gain any cover bonuses from terrain blocking line of site between them and their attacking unit. They may still gain cover from any other source.

Bodyguard: If a unit is taken as a Bodyguard for a model, then that model becomes part of that unit in every way for the duration of the game. A Bodyguard unit does not count to wards unit count limits.

Capture: Units with the Capture ability are the only units that may use the Capture action.

EMP: Weapons or Models with the EMP rule always damage vehicles on a roll of at least a 2+.

Fearless: Units with the Fearless ability do not take penalties to their morale checks.

Fierce Assault: When making a charge, a model with Fierce Assault may gains 1 extra attack with each of it's weapons.

Flanker: When deploying from reserves, a unit with Flanker may deploy along any table edge.

Fleet: Units with the Fleet ability may use a Run instead of a Move when Charging.

Fusion: Weapons or Models with the Fusion rule always damage vehicles on a roll of at least a 4+.

Leadership: A model with the leadership rule may have it's Morale and Proficiency stats used by any friendly unit within the indicated range. If no range (or a range of 0") is specified, then the bonus only applies to the unit in which the model is a member.

Linked Weapons: A group of linked weapons count as a single weapon with the rate of fire of the collective group. I.e. a Twin weapon has double the rate of fire, a quadruple weapon has 4 times the rate of fire, etc.

Massive: A model with the Massive rule is too large to be carried aboard a transport.

Mechanised: When attacked, a unit or model with the Mechanised rule is is not affected by the bonus of the Poison ability, but is affected the the Fusion and EMP abilities.

Melee: Weapons with the Melee rule are the only weapons that may be used during a charge action.

Panic: A Panic weapon forces the receiving unit to take a Morale check upon being hit.

Poison: A weapon or unit with the poison rule will always wound a non-vehicle unit on at least a roll of the indicated value. IE, a Poison (4+) weapon would always wound on a roll of 4 or higher.

Recon: A unit with Recon may deploy in it's owning player's Recon deployment zone.

Seeker: A weapon or unit with the Seeker rule ignores ignores any evasion bonuses of the unit it is being used against.

Size: A model with the Size rule counts as being the listed number of models for determining how many spaces in a transport it requires, and hits taken if the transport is destroyed.

Stealth: A model with the Stealth rule gains an additional +1 Evasion bonus from cover.

Skirmisher: A unit with Skirmisher may make a free Move action after a Charge attack.

Warlord: For every model with the Warlord ability that is alive and on the table, the player gains an extra action per turn.