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Confederation OpDat
Asylumist OpDat
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Soul In the machine – The Confederation
Forged in blood – the Asylumists
The Unliving Plague – The Host
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Rulebook (view & download)
Confederation OpDat
Asylumist OpDat
Rulebook Index
Factions
Soul In the machine – The Confederation
Forged in blood – the Asylumists
The Unliving Plague – The Host
Miniatures
Shop
VoidSiege Resin Miniature Assembly & Care Guide
Mini Build Reference
Shipping & Delivery
World
The World
Get Started
Shop
News
Blog
Community
Contact
Facebook
Discord Server
Battle Reports
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General Rules
Measurements
Dice: D6 and D3
Templates
Rolling Off
Roll vs. Result
Modifiers
Models and Units
Operational Data
Attribute Test
Terms: Enemy, Opponent, Friendly, Controlling Player
Line of Sight (LoS)
Visibility
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Setup
Chosen Army
Table Setup
Battle Scenarios
Game Size
Preparing to Play
Front-line Assault Scaling
Deployment
Battle Scenarios
Scenario 1: King of the Castle
Scenario 2: Raid and Repeat
Scenario 3: All-out War
Scenario 4: The Wall
Scenario 5: War-zone
Scenario 6: Citadel Clash
The Turn
Actions & Commands
Restrictions
Move Command
Shoot Command
Defend Command
Run Command
Advance Command
Assault Command
Ditch Command
Overrun Command
Covering Fire Command
Intervene Command
Rally Command
Snap Fire Command
Command Tokens
Reacting to an Activation
Command Override
Spoils of War
End Turn
Inability to Command
Turn Structure and Commands
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Movement
Moving
Move
Running
Moving with Heavy Weapons
Combining & Splitting Units
Terrain Interaction
Shunt
Overrun
Shooting
Selecting a Target to Shoot
Split Target
Reaction to Shooting
Choosing a Weapon
Multiple Profiles
Target Lock
Resolve
Initiative
Covering Fire
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Ranged Weapons
Ranged Weapons
Type
Range
Rate of Fire/Attacks (RoF/Att)
Weapon Category
Assault
Auto
Barrage
Rapid
Scatter
Sniper
Volley
Extensions (Ext)
Grenades
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Damage & Rally
Damage
Force in Shoot
Critical Damage
Grievous Damage
Target Limit
Hit Points
Stunned Units
Sustained Damage
Rally
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Cover
Cover
Moving Into/Through/Over Cover
Cover Bonus
Scenery
Stable Ground
Defend and Ditch
Defend
Ditch
Close Combat
Close Combat
Declare Charge
Reacting to a Charge
Escaping a Charge
Charging and Counter Charge
Close Combat (Attack)
Using Melee Weapons
Melee Damage
Further Combat
Split Charging
Shooting in Combat
Multiple Units in Single Combat
Intervene
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Melee Weapon Types
Melee Weapon Types
Crushing
Fast
Flail
Grasping
Hammer
Slashing
Whip
Vehicles
Vehicles
Hull
Facings
Shield
System Damage
Minor Systems
Major Systems
Vehicle Hit Points
Vehicle Field of Fire
Halo
(x) Face
Turret
Vehicle Actions
Overcharge
Overkill
Ramming Speed
Vehicles in Melee
Vehicle Facing Special Rules
Burst Barrier
Secondary Shielding
Shunt Field
Vehicles in Cover
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Multiplayer
Multiplayer Mode
Turn Order
Command Pool
Multiplayer Spoils of War
Alliances
Shared Victory
Victory Conditions
Special Rules
Agile
Armageddon
Battering Ram
Blood Craze
Blood-drunk
Bombard
Borer
Call of the Masters
Cascade
Caterpillar
Cavalry
Character (named unit)
Cleave
Convergence
Corpse Eater
Corrosive
Corruption
Crush
Dart
Dead Hard
Death Strike
Defensive
Detonate
Dismember
Dispersion
Doom
Drag
Drill
Escort (unit name)
Explosive
Fissure
Fizion
Flying
Fracture
Frenzy
Friendly Friendly Fire
Guardian (unit name)
Hidden in Chaos
High Explosive
Horde Rule
Hyper-charge
Immortal
Imperfect Host
Implode
Inescapable
Infiltrate
Interlinked
Marked
Mechanized
Mortar
Overflow
Phalanx
Piercing
Pike
Prey on the Weak
Ram
Re-enforce
Recon
Relentless
Rupture (named rule)
Schism (Host)
Shock
Simmer
Singularity
Spawn
Stalk
Stealth
Strider
Survival (named rule)
Swarm
Toxic
Trudging
Ultrasonic
Un-living Infection
Unstable Platform
Vulnerability Analysis
Will of the Masters
Wrath of the Masters
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Featured Articles
Popular Articles
Measurements
Dice: D6 and D3
Templates
Rolling Off
Roll vs. Result
Newest Articles
Restrictions
Turn Structure and Commands
Visibility
Wrath of the Masters
Will of the Masters
Recently Updated Articles
Measurements
Turn Structure and Commands
Restrictions
Marked
Cascade
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