GF - Full Rulebook v2.4

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v2.

Introduction Contents
Grimdark Future is a miniature wargame Basic Rules .................................................. 3
set in a war-torn sci-fi future which is General Principles ...................................... 3
played using 28mm miniatures. Preparation ................................................. 7
The game mechanics are designed to be Playing the Game ........................................ 9
easy to learn but hard to master, bringing
Movement ..................................................10
engaging battles for new and experienced
Shooting ..................................................... 11
players alike.
Melee .........................................................13
About OPR Morale ........................................................16

OPR (onepagerules) is the home of many Terrain .......................................................17


free games which are designed to be fast Special Rules .............................................19
to learn and easy to play. This project was Advanced Rules ......................................... 23
made by gamers for games and it can only
Advanced Missions.................................... 23
exist thanks to the generous support of our
Battlefield Conditions ............................... 25
awesome community!
Random Events ......................................... 26
If you’d like to support the continued
development of our games you can donate Terrain Effects .......................................... 27

on patreon.com/onepagerules. Objective Effects ....................................... 28

Join the community by following us here: Solid Buildings .......................................... 29


Fog of War ................................................. 30
 facebook.com/onepagerules
 reddit.com/r/onepagerules Command & Control ..................................31

 twitter.com/onepagerules Suppression .............................................. 33

If you want to give us your feedback or have Advanced Damage .................................... 34

any questions feel free to contact us: Advanced Actions ...................................... 35

 onepagerules.proboards.com Multi-Player Games .................................. 36

 onepageanon@gmail.com Apocalyptic Games.................................... 37


Small-Scale Games .................................. 38

Thank you for playing!

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

2
The Most Important Rule Models & Units
When playing a complex game there are In the rules individual miniatures are
going to be occasions where a situation is referred to as models, whilst groups of one
not covered by the rules, or a rule does not or more models are referred to as units.
seem quite right. When that is the case use This means that when a rule applies to a
common sense and personal preference to unit it applies to all miniatures within that
resolve the situation. unit, whilst if a rule applies to a model it
If however you and your opponent cannot only applies to one individual miniature.
agree on how to solve a situation, use the
following method in the interest of time. Unit Stats
Units come with a variety of statistics that
Roll one die, on a result of 1-3 player A
define who they are and what they can do.
decides, and on a result of 4-6 player B
decides. This decision then applies for the  Name [Size]: The name of the unit and
rest of the match, and once the game is how many models are in it.
over you can continue to discuss the finer  Quality: The score needed by models
details of the rules. to hit enemies and pass morale tests.
 Defense: The score needed by models
Scale Conventions to block incoming hits.
This game was written to be played with  Equipment: Any weapons and other
28mm heroic-scale miniatures in mind, war gear that the unit has.
which are mounted on round bases.  Special Rules: Any special rules and
other notes that the unit has.
These bases come in various sizes, and we
 Upgrades: What upgrade lists the unit
recommend you always mount miniatures
has access to.
on the bases they come with.
 Cost: How many points it costs to take
Here are some general guidelines for base this unit in your army.
sizes that you can use:
 Infantry: 20mm to 40mm
 Bikes & Beasts: 25mm x 70mm
 Monsters & Walkers: 60mm
 Vehicles: Not mounted on a base

Note that overall the base size that you use


doesn’t matter as long as you keep base
sizes consistent across all models.

3
Dice Re-Rolls
To play the game you are going to need Whenever a rule tells you to re-roll a dice
some six-sided dice, which we will refer to result, simply pick up the number of dice
as D6. Depending on how many models you you have to re-roll and roll them again. The
are playing with we recommend having at result of the second roll is the final result,
least 10 to 20 dice to keep things fast. even if it’s worse than the first. A die roll
Additionally we recommend having dice of may only be re-rolled once, regardless of
multiple colors so that you can combine how many rules apply to it.
them for faster rolling. Whenever a unit is Roll-Offs
using multiple weapons for example you
Whenever a rule tells you to roll-off, all
can use different colors for each weapon,
players involved in the roll-off must roll
and then roll them all at once.
one die, and then compare their results.
Sometimes the rules will refer to different The player with the highest result wins the
types of dice, for example D3, 2D6 and roll-off, and in the event of a tie the players
D6+1. There are many types of dice, but the must re-roll until there is a winner.
notation remains the same, so just apply
the following explanations to all type of Quality Tests
weird dice you come across. During the game you will be required to
 D3: To use it simply roll a D6 and take Quality tests in order to see if a unit
halve the result, rounding up. succeeds at doing various things such as
hitting its targets or passing morale tests.
 2D6: To use it simply roll two D6 and
sum the results of both dice. Whenever a rule states that a unit must
take a Quality test roll one die. If you score
 D6+1: To use it simply roll a D6 and
the unit’s Quality value or higher, then it
add 1 to the result.
counts as a success, else it counts as a fail.
Example: A model with Quality 4+ must
take three Quality tests. The player rolls
three dice and scores a 3, a 4 and a 5. This
means that the model gets two successes
(the 4 and the 5), and one fail (the 3).

4
Modifiers Measuring Distances
Throughout the game there are going to be To play the game you are going to need a
rules that apply modifiers to your die rolls. ruler marked in inches which you may use
These will usually raise or lower the value to measure distances at any time.
of a unit’s roll results by either +1 or -1, but Distances are usually measured from a
the exact number may vary. model’s base, however if a model has no
Whenever a modifier applies to one of your base then all distances are measured from
rolls, simply add or subtract the value from its hull or torso.
the roll and the new value counts as the When measuring the distance between two
final result, however a roll of 6 always models you always measure from/to the
counts as a success and a roll of 1 always closest point of their bases.
counts as a fail, regardless of how much it
is being modified by. When measuring the distance between two
units you always measure from/to the
Example: A model with Quality 4+ must
closest model in each unit.
take three Quality tests with a –1 modifier.
The player rolls three dice and scores a 3,
4 and 5. Because of the modifier the final
result is a 2, a 3 and a 4. This means that
the model gets one success (the 4), and
two fails (the 2 and the 3).

Weapons
All weapons in the game are separated
into two categories: ranged weapons and
melee weapons. Ranged weapons have a
ranged value and can be used for shooting,
whilst melee weapons don’t have a range
value and can be used in melee.
Weapons profiles are represented like this:
 Name (Range, Attacks, Special Rules)
Example: Heavy Rifle (24”, A1, AP(1))

5
Measuring Movement Line of Sight
When measuring how far a model moves Unless stated otherwise models can see in
always measure so that no part of its base all directions, regardless of where the
moves further than the total distance. miniature is actually facing.
To determine if a model has line of sight to
another model simply draw a straight line
from one mode’s base to the other and if
the line doesn’t pass through any solid
obstacle then it has line of sight.
For the purpose of determining line of
sight a model may always ignore friendly
models from its own unit.

Note that whilst all examples here show


round bases these movement restrictions
apply in the same way to models on square
bases or models without a base.

Example: The white models have clear line


of sight to the black models at the bottom.
They also have line of sight to the models
on the right, however those models are in
cover because they are inside a forest.
Finally they don’t have line of sight to the
models on the left because they are hidden
behind a solid wall.

6
Preparing the Battlefield Placing Objectives
You are going to need a flat 6’x4’ surface to After the table has been prepared you and
play on, which is usually referred to by us your opponent must set up D3+2 objective
as “the battlefield” or “the table”. markers on the battlefield.
Whilst we recommend playing on a table The players roll-off and the winner picks
you can of course play on the floor, on a who places the first objective marker. Then
bed, or wherever else you have space. the players alternate in placing one marker
Once you have found a space to play you each outside of the deployment zones, and
are going to have to place at least 5 pieces over 9” away from other markers.
of terrain on it, though we recommend
using 10 or more to keep things interesting.
Whilst it’s always nice to play with great
looking pieces of terrain, you can simply
use household items such as books or
cups as terrain pieces.
There are no specific rules on how you
should place terrain, so we recommend
trying to set up the table in such a way that
it will provide a balanced playing field for
everyone involved.
The Mission
At the end of each round if a unit is within
3” of a marker whilst no enemies are, then
it counts as being seized.
Markers remain seized even if the unit
moves away, however Pinned units can’t
seize or stop others from seizing them.
After 4 rounds have been played the game
ends and the player that managed to seize
most markers wins.

7
Preparing your Army Deploying Armies
Before the game begins you and your Once the mission has been set up the
opponent are going to have to agree on players roll-off and the winner must start
what size of game you want to play. deploying his army first.
For a start we recommend playing with The winning player first chooses one long
armies worth 750pts each and once you table edge to deploy on and then places
have gotten familiar with the game you can one unit fully within 12” of his table edge.
start playing with bigger armies.
Once he is done then the opposing player
To put your army together simply select places one unit fully within 12” of the
units and upgrades from your army’s list opposite table edge.
and sum together their total point cost.
Then the players continue alternating in
There are no limitations as to how many placing one unit each until all units have
units you can take as long as their total been deployed.
point cost doesn’t go over the agreed limit.

Combined Units
When preparing your army you may merge
units by deploying two copies of the same
unit as a single big unit, as long as any
upgrades that affect all models in the unit
are bought for both.
Example: A unit of Battle Brothers with
Assault Rifles cannot be merged with a
unit of Battle Brothers with Pistols and
CCWs, because they have two different
upgrades that affect all models.

8
Rounds, Turns & Activations Activating Units
The game is structured into game rounds, Players may activate one unit that has not
player turns and unit activations. been activated yet and take one action.
 Rounds: Each round is made up of Here is a summary of all available actions
multiple player turns. and what they allow a unit to do:
 Turns: Each turn is made up of a  Hold: The unit doesn’t move.
single unit’s activation.  Advance: The unit moves by up to 6”
 Activations: Each activation is made and may shoot after moving.
up of one unit’s action.  Rush: The unit moves by up to 12” but
Game Structure it may not shoot at any point.

After both players have deployed their  Charge: The unit moves by up to 12” to
armies the game starts with the first round get into base contact with the enemy
and the player that won the deployment but it may not shoot at any point. Units
roll-off takes the first turn. may only use charge actions if at least
one model is able to get into base
During his turn the player picks a unit that
contact with the target.
has not been activated yet and activates it
by performing an action.
Once the action has been taken his turn
ends and the opposing player’s turn starts.
This continues until all units have activated
at which point the round ends and a new
game round begins.
After 4 full rounds have been played the
game ends and players determine who won
by checking their mission objectives.

9
Unit Coherency Advancing
Units that consist of two or more models When taking an Advance action all models
must always maintain unit coherency. in the unit may move by up to 6”.
All models in the unit must stay within 2” of Models may move and turn in any direction
at least one other model at all times, and regardless of their facing, as long as no
all models must stay within 6” of all other part of their bases move further than the
models at all times. total movement distance.
Models may not move within 1” of models
from other units (friendly or enemy) unless
they are taking a Charge action.

Rushing
When taking a Rush action all models in
the unit may move by up to 12”.
The same rules about turning, facing and
keeping 1” distance apply to Rush actions.

Charging
When taking a Charge action all models in
the unit may move by up to 12”.
If a model is not in coherency with its unit
at the beginning of its activation then you Models taking a Charge action may ignore
must take an action so that the model gets the 1” distance restriction, however since
back into coherency. this is a little more complex it will be
explained in detail in the Melee section.

Note that units may only take a Charge


action if their move would bring at least
one model into base contact with another
model from the target unit.

10
Picking Targets Multiple Weapon Types
When taking a Shooting action a unit must If a unit is firing multiple weapon types,
pick one valid target and all models in the then you may separate each weapon type
unit may shoot at it. into its own weapon group.
If at least one model in the unit has line of Each weapon group may fire at a different
sight to an enemy model and has a weapon target, however all weapons from the same
that is within range of that model, then that group must fire at the same target.
enemy is a valid target. Example: A unit of Battle Brothers is
Who Can Shoot armed with Assault Rifles and a Missile
Launcher. Since it has two weapon types
All models in a unit that have line of sight the Battle Brothers can fire all the Assault
to the target unit and that have a weapon Rifles at a nearby Orc squad and its Missile
that is within range of that unit may fire. Launcher at distant Battle Truck.
For the purpose of determining line of
The Shooting Sequence
sight a model may always ignore friendly
models from its own unit. Shooting is done in a simple sequence
which has to be followed separately for
each weapon group:

1. Determine Attacks

2. Roll to Hit

3. Roll to Block

4. Remove Casualties

Example: In the image above only the three


white models in the middle can shoot at
the black models. The model at the top is
in range but has no line of sight, whilst the
model at the bottom has line of sight but is
out of range.

11
1. Determine Attacks 3. Roll to Block
Each ranged weapon has an Attack value For every hit that the unit has taken the
which represents its overall firepower. defending player must roll one die, trying
Sum the attack value from the weapons of to score the target unit’s Defense value.
all models that can shoot at the target to Each success counts as a block and all
determine how many attacks the unit has failed rolls cause a wound.
in total for this shooting. Example: A unit of Orcs (Defense 5+) has
Example: A unit of five Battle Brothers is taken two hits. They roll two dice and get a
shooting at a unit of Orcs. Three Battle 4 and a 5. This means that the Orcs have
Brothers armed with Pistols (Attack 1) are blocked 1 hit and taken 1 wound.
within range and line of sight of the Orcs,
which means the unit has a total of 3 4. Remove Casualties
attacks for this shooting. For each wound that the unit has taken the
defending player must remove one model
2. Roll to Hit as a casualty.
After having determined how many attacks
The defending player may remove models
the unit has in total take as many Quality
from the target in any order, keeping unit
tests as attacks.
coherency in mind.
Each successful roll counts as a hit and all
failed rolls are discarded.
Example: Three Battle Brothers (Quality
3+) armed with Pistols (Attack 1) are
shooting at a unit of Orcs. They take three
Quality tests and roll a 2, a 3 and a 4. This
means that the Battle Brothers score a
total of 2 hits on the Orcs.

Example: A unit of Orcs has taken one


wound. The defending player removes the
model on the right keeping unit coherency.

12
Picking Targets Who Can Strike
When taking a Charge action a unit must All models in a unit that are in base contact
pick one valid target and all models in the with an enemy model from the target unit
unit must charge it. or that are within 2” of a model from the
target unit may attack it.
If at least one model in the unit is within
12” of one model from the target unit and Models may strike with all of their melee
has a clear path to reach it, then that weapons and may only strike at models
enemy is a valid target. from the target unit.

Charge Moves
To charge you must move charging models
by up to 12” to get into base contact with an
enemy model from the target unit or as
close as possible to an enemy model from
the target unit, maintaining unit coherency.
Once all charging models have moved all
models from the target unit that are not in
base contact with a charging model must
move by up to 3” to get into base contact
with a charging model or as close as
possible to an enemy model from the The Melee Sequence
charging unit, maintaining unit coherency. Melee is done in a simple sequence which
has to be followed separately for the
charging unit and the target unit:

1. Determine Attacks

2. Roll to Hit

3. Roll to Block

4. Remove Casualties

13
1. Determine Attacks 3. Roll to Block
Each melee weapon has an Attack value For every hit that the unit has taken the
which represents its overall strength. defending player must roll one die, trying
Sum the attack value from the weapons of to score the target unit’s Defense value.
all models that can strike at the target to Each success counts as a block and all
determine how many attacks the unit has failed rolls cause a wound.
in total for this melee. Example: A unit of Orcs (Defense 5+) has
Example: A unit of five Battle Brothers is taken two hits. They roll two dice and get a
charging a unit of Orcs. Three of the Battle 4 and a 5. This means that the Orcs have
Brothers armed with CCWs (Attack 1) are in blocked 1 hit and taken 1 wound.
range of the Orcs, which means the unit
has a total of 6 attacks for this melee. 4. Remove Casualties
For each wound that the unit has taken the
2. Roll to Hit defending player must remove one model
After having determined how many attacks as a casualty.
the unit has in total take as many Quality
The defending player may remove models
tests as attacks.
from the target in any order, keeping unit
Each successful roll counts as a hit and all coherency in mind.
failed rolls are discarded.
Return Strikes
Example: Three Battle Brothers (Quality
3+) armed with CCWs (Attack 1) are striking Once all charging models that were able to
a unit of Orcs. They take three Quality tests attack have done so the defending unit may
choose to strike back.
and roll a 2, a 3 and a 4. This means that
the Battle Brothers score a total of 2 hits This works the same way as it did for the
on the Orcs. charging unit, so the defending player
must simply follow the melee sequence.

Units may only fight in melee once per


round and so can’t strike back if they
already charged or charge if they already
struck back nor can they strike back if they
already struck back in the same round.

14
Combat Resolution Consolidation Moves
Once the defender has struck back (or not After determining who won the combat the
if he chose not to strike back) you need to charging unit makes consolidation moves.
determine who won the melee. If the defending unit was not completely
Sum the total number of wounds that each destroyed then the charging unit must
unit caused and compare the two. move back by 1” separating itself from the
defending unit.
If one unit caused more wounds than the
other then it counts as the winner and the If either unit was completely destroyed by
opposing unit must take a morale test. removing all models as casualties or by
Note that in melee only the loser takes a routing due to a failed morale test then the
morale test regardless of casualties. other unit may move by up to 3”.

If the units are tied for how many wounds


they caused or neither unit causes any
wounds then the combat is a tie and
neither unit must take a morale test.
This means that if a unit didn’t strike back
in melee then it must only take a morale
test if it suffered at least one wound.
Example: A unit of Battle Brothers charges
a unit of Orcs. The Battle Brothers inflict 2
wounds in that melee, whilst the Orcs only
inflict 1 wound. Since the Battle Brothers
caused more wounds the Orcs have lost
the melee and must take a morale test

15
When to Test Pinned Units
As units take casualties their psychological Pinned units get -1 to hit in melee and
well-being deteriorates and they will be automatically fail morale tests for as long
pinned by enemy fire or flee the battlefield. as they are pinned.
There are two times when a unit must take When a Pinned unit is activated it must
a morale test to see if it continues to fight: spend its activation being idle and may do
 Whenever it takes wounds which bring nothing, which stops it from being Pinned.
it down to half or less of its starting Routed Units
size or its tough value (for units with a
Routed units have lost all hope and are
single model).
taken captive or flee the battle.
 Whenever it loses a melee fight.
Simply remove the entire unit from the
Example: A unit of Battle Brothers shoots game as a casualty.
at a unit of 10 Orcs and manages to kill 5
models. Since half of the Orcs were killed Example: A unit of 10 Orcs has lost 5
the unit must take a morale test. models in melee and must take a morale
test. The unit fails its morale test and routs
Taking Morale Tests because it only has half as many models as
To take a morale test the affected unit it started the game with.
must simply take one Quality test.
If the roll is successful nothing happens,
however if the roll is unsuccessful then
there are different results based on the
situation that the unit is in:
 If the unit has taken the morale test
because it lost models outside of
melee then it is Pinned.
 If the unit has taken the morale test
because it lost in melee and it still has
over half as many models as it started
the game with then it is Pinned.
 If the unit has taken the morale test
because it lost in melee and it has half
as many models or less as it started
the game with then it Routs.

16
Terrain Rules Impassable Terrain
When setting up terrain all players must Mountains, Canyons, Deep Water, etc.
agree on what terrain type rules each piece Any surface that is not specifically defined
of terrain follows. as a type of terrain and that would stop
This will make sure that you do not have models from moving through it counts as
any misunderstandings during your game, impassable terrain.
and that things can proceed smoothly. Units may not move through impassable
Note that each piece of terrain may have terrain under any circumstances.
multiple terrain type rules.
Example: A piece of Forest terrain could
count both as Cover and Difficult Terrain.

Open Terrain
Grass Fields, Dirt Roads, Streets, etc.
Any surface that is not specifically defined
as a type of terrain (like forests, buildings,
rivers, etc.) counts as open terrain.
Elevation
Units in open terrain are not affected by
any special rules and any rules that affect Hills, Rooftops, Cliffs, etc.
terrain do not apply to open terrain. Any terrain piece that is taller than the
surface of the table counts as elevation.
When moving onto elevation simply count
the vertical movement as part of the unit’s
regular movement.

17
Cover Terrain Dangerous Terrain
Forests, Ruins, Sandbags, etc. Quicksand, Razor Wire, Mine Fields, etc.
Terrain features that models can hide in or Terrain features that could harm models
behind or that could stop projectiles count count as dangerous terrain.
as cover terrain.
If a model moves in or through dangerous
If the majority of models in a unit are in or terrain then it must immediately take a
behind a piece of cover terrain enemy units dangerous terrain test.
shooting at it get -1 to their to hit rolls.
To take a dangerous terrain test roll one
die and if the result is 1 the model takes
one automatic wound.

If there are models with the Tough(X) rule


in the unit then you must roll X dice for
them instead of only 1 die.

Difficult Terrain
Woods, Mud, Rivers, etc.
Terrain features that slow down a model’s
movement count as difficult terrain.
If any model in a unit moves in or through
difficult terrain at any point of its move
then all models in the unit may not move
more than 6” for that movement.

18
Rule Priority Ambush
Most units have one or more special rules You may choose not to deploy a model with
that affect the way they behave and that this special rule with your army but instead
sometimes go against the standard rules. keep it off the table in reserve.
Whenever you come across one of these At the beginning of any round after the first
situations the special rule always takes you may place the model anywhere on the
precedence over the standard rules. table over 9” away from enemy units.
Unless specified otherwise multiple If both players have units with Ambush
instances of the same special rule are not they must roll-off to see who deploys first.
cumulative, however different special rules
Anti-Air
that have the same effect are cumulative.
When shooting at enemy Aircraft models
firing this weapon don’t count as being an
extra 12” away and don’t get –1 to hit rolls.

AP(X)
Enemy units taking hits from weapons with
this special rule get -X to Defense rolls.

Blast(X)
Whenever enemy units take hits from a
Aircraft weapon with this special rule they multiply
the hits by X.
These models fly far above the battlefield
and can’t physically interact with any other Deadly(X)
models or terrain, nor can they be moved Whenever a model takes wounds from a
in base contact with. weapon with this special rule multiply the
Non-Aircraft models that shoot at Aircraft amount of wounds suffered by X.
count as being an extra 12” away when Note that wounds suffered by that model
measuring and get –1 to their to hit rolls. don’t carry over to other models if it dies.
When an Aircraft is activated it must move
Fast
a full 18” to 36” in a straight line. If this
move brings it off the table edge then its Units with this special rule move 9” when
activation ends immediately and it must be using Advance actions and 18” when using
placed back on any table edge you choose. Rush or Charge actions.

19
Fear Impact(X)
Enemy units without Fear must take a Whenever a model with this special rule
morale test before fighting in melee with charges it deals X automatic hits.
units that have Fear.
Indirect
If the test is failed the enemy models get -1
Weapons with this special rule may shoot
to their to hit rolls.
at enemies that are not within line of sight,
Fearless however they get –1 to hit when doing so.
Units with this special rule get +1 to their Mend
morale test rolls.
Once per turn a model with this special
Flying rule that is within 2” of a friendly unit with
Units with this special rule may move the Tough special rule may try to mend it.
through other units and impassable terrain Roll one die, on a 4+ the target unit may
and they may ignore terrain effects. restore 1 lost wound.

Furious Poison
Whenever a model with this special rule Whenever you roll an unmodified to hit
charges an enemy unit it must take one result of 6 whilst firing this weapon it
Quality test. If it’s successful the target causes two extra hits.
takes 1 automatic hit.

Hero
Models with this special rule may be
deployed as part of one other friendly unit
at the beginning of the game.
When rolling morale tests use the hero’s
Quality value and when rolling to block use
the Defense of the majority of models.

Immobile
Units with this special rule may never
move regardless of which action they take
and they can’t take Charge actions.

20
Psychic(X)
Models with this special rule may cast one
spell at any point during their activation.
To cast a spell first pick one of them from
the psychic’s army and then roll D6, adding
+X to the result.
If the result is equal to or higher than the
number in brackets then you may resolve
the spell’s effects.
Whenever an enemy psychic within 12” of
one of your own psychics casts a spell then
you may try to block it.
Scout
Roll one die and if you get a result of 5+ the
spell’s effects are not resolved. After all other units have been deployed
models with scout may deploy within 24” of
Regeneration the player’s table edge (instead of 12”).
Whenever this model takes wounds roll If both players have units with Scout they
one die for each. On a 5+ the wound is must roll-off to see who moves first.
ignored.
Slow
Rending
Units with this special rule move 4” when
Whenever you roll an unmodified to hit using Advance actions and 8” when using
result of 6 whilst firing this weapon that hit Rush or Charge actions.
can only be blocked on a roll of 6+ and it
ignores the Regeneration rule. Sniper
Models firing this weapon count as having
Quality 2+ when rolling to hit.

This weapon ignores cover and the


attacker may pick which model from the
target unit is hit when shooting.

Stealth
Enemies targeting this unit get –1 to hit
when shooting at it.

21
Strider Transport(X)
Units with this special rule treat Difficult Models with this special rule may transport
Terrain as Open Terrain when moving (may up to X models in their cargo.
move more than 6”).
Units may embark by moving into contact
Tough(X) with the transport and embarked units may
use any action to disembark but only move
Models with this special rule must
up to 6”. Units may also be deployed within
accumulate X wounds before being
a transport at the beginning of the game.
removed as a casualty.
If a unit is inside of a Transport when it is
If a model with Tough joins a unit without it
destroyed then it must take a Dangerous
then you must remove regular models as
Terrain test, is immediately Pinned, and
casualties before starting to accumulate
surviving models must be placed within 6”
wounds on the model with Tough.
of the transport before it is removed.
When a unit with multiple Tough models
takes wounds you must accumulate them
on a single model until it is killed before
starting to accumulate them on another.

22
Using Advanced Missions Mission Objectives
Once you have become familiar with how Since all missions use objectives in order
the core rules work you can use these to determine who wins, the following rules
advanced missions to add more variety and are common for all missions:
challenge to your games.  Placing Objectives: The players roll-
When using advanced missions terrain and off and the winner picks who places
armies are set up as described in the core the first objective marker. Then
rules, however the way that objectives players alternate in placing one
work is different depending on the mission. marker each outside of the
deployment zones, and over 9” away
Random Mission Selection
from other markers.
Whilst you can simply pick one mission of
 Seizing Objectives: At the end of each
your choice it can be interesting to have a
round if a unit is within 3” of a marker
mission be randomly selected before the
whilst no enemies are, then it counts
game beings to keep players on their toes.
as being seized. Markers remain
To select a random mission simply roll one seized even if the unit moves away,
die and set up the resulting mission: however Pinned units can’t seize or
1. Duel stop others from seizing them.

2. Seize Ground
3. Relic Hunt
4. Sabotage
5. Breakthrough
6. King of the Hill

23
1. Duel 4. Sabotage
After the table has been prepared you and After the table has been prepared you and
your opponent must set up D3+2 objective your opponent must set up 1 objective
markers on the battlefield. marker each on the battlefield.

After 4 rounds have been played the game Each objective marker belongs to one of
ends and the player that managed to seize the players. If at any point a unit seizes an
most markers wins. enemy objective marker it is destroyed and
removed from the table.
Note that this is the standard mission from
the core rules. After 4 rounds have been played the game
ends and the player that managed to
2. Seize Ground destroy the enemy marker whilst keeping
his own marker intact wins.
After the table has been prepared you and
your opponent must set up 4 objective 5. Breakthrough
markers on the battlefield.
After the table has been prepared you and
Divide the table into 4 equal quarters and your opponent must set up 1 objective
place one marker in each of them. marker each on the battlefield.
After 4 rounds have been played the game Don’t follow the “Placing Objectives” rules
ends and the player that managed to seize but instead place the markers at the center
most markers wins. of each player’s deployment zone.
3. Relic Hunt After 4 rounds have been played the game
ends and the player that managed to seize
After the table has been prepared you and
most markers wins.
your opponent must set up 3 objective
markers on the battlefield. 6. King of the Hill
If a unit seizes a marker remove it from the
After the table has been prepared you and
table and it counts as being carried by the
your opponent must set up 1 objective
unit. If the unit is destroyed at any point the
marker on the battlefield.
marker is dropped on the spot.
For this mission the marker must be set up
After 4 rounds have been played the game
over 9” away from the deployment zones.
ends and the player that managed to seize
most markers wins. After 4 rounds have been played the game
ends and the player that managed to seize
the marker wins.

24
Using Battlefield Conditions 1. Earthquake
Battlefield conditions are extra rules that The entire table is Dangerous Terrain.
add a new layer of strategy by modifying
Any piece of terrain that already counted as
how units behave on the table.
Dangerous Terrain becomes deadlier and
These typically represent some sort of deals two automatic hits on a roll of 1.
weather condition or magical effects that
influence the fighting armies. 2. Heavy Storm
When using these conditions the game is The entire table is Cover Terrain.
set up as usual and you may pick whatever Any piece of terrain that already counted as
battlefield conditions are to your liking. Cover Terrain becomes more protective
and units get –2 to their shooting rolls.
Random Battlefield Conditions
Whilst you can simply pick conditions of 3. Muddy Terrain
your choice it can be interesting to have a
The entire table is Difficult Terrain.
condition be randomly selected before the
game begins to keep players on their toes. Any piece of terrain that already counted as
Difficult Terrain becomes harder to move
To select a random condition simply roll
through and units may not move more than
one die and follow the resulting rules:
4” when moving through it.
1. Earthquake
4. Smell of Death
2. Heavy Storm
Whenever a unit needs to take a morale
3. Muddy Terrain
test it gets –1 to its morale roll.
4. Smell of Death
5. Zero Gravity
5. Zero Gravity
6. Dark Skies Whenever a unit uses an Advance action it
moves +D3” and when it uses a Rush or
Charge action it moves +D6”.

6. Dark Skies
Roll 2D6 once before the game to check
how low visibility is.
For the rest of the game all units get –2D6”
range when shooting.

25
Using Random Events 1. Mine Field
In order to spice up your games you can One random unit moved into an enemy
use random events which affect units on mine field, taking D6 automatic wounds
the battlefield in unexpected ways.
2. Out of Ammo
The game is played following all of the
regular rules, however at the beginning of One random unit has run out of ammo and
each round roll one die to see if a random can’t use any of its ranged weapons until
event is triggered. the end of the round.

On a 5+ you must roll one die and follow 3. Psychic Storm


the resulting random event rules:
A psychic storm has started over the
1. Mine Field battlefield and all units within one random
2. Out of Ammo table quarter get –1 to their Defense rolls
until the end of the round.
3. Psychic Storm
4. Blood Frenzy 4. Blood Frenzy
5. Ancient Teleporter The havoc gods invoke a blood frenzy and
6. Blessing of the Gods all units within one random table quarter
get +1 to hit in melee.
Note that whenever a random unit is the
target you must first roll a die to determine 5. Ancient Teleporter
which army is affected and then roll a die
One random unit stumbled upon an ancient
to determine which unit is the final target.
teleporter and may immediately be moved
anywhere within 12” of its current position.

6. Blessing of the Gods


The gods have blessed one random unit
which may ignore D6 hits of its choice until
the end of the round.

26
Using Terrain Effects 1 & 2. Regular Terrain
Terrain effects are extra rules that add a No special terrain effects are applied to
new twist to terrain pieces by affecting this piece of terrain.
units that enter them.
3. Alien Infestation
When using these effects the game is set
up as usual and you may pick whatever The terrain houses a nest of ferocious
terrain effects are to your liking. beasts ready to tear anything apart.
Note that you don't have to make all pieces Units moving through this terrain take D3
of terrain have terrain effects but can only automatic wounds.
have a few pieces of terrain be special.
4. Deadly Spores
Random Terrain Effects
A deadly fungus has grown all over this
Whilst you can simply pick which terrain terrain which suffocates anyone inside.
pieces have special terrain effects it can be
Units moving through this terrain take D6
interesting to have terrain be randomly
automatic hits.
special to keep players on their toes.
Whenever a unit enters a piece of terrain
5. Psychic Vigor
for the first time roll one die and follow the The terrain has a mysterious psychic aura
rules that correspond to the result: which enhances combat capabilities.
1. Regular Terrain Units inside of this terrain get +1 to hit
2. Regular Terrain when shooting.

3. Alien Infestation 6. Barbed Wire


4. Deadly Spores
Whoever used to hold this terrain fortified
5. Psychic Vigor it with heavy defensive structures.
6. Barbed Wire Units charging into this terrain get –1 to hit
when attacking.

27
Using Objective Effects 1 & 2. Regular Objective
Objective effects are extra rules that add a No special objective effects are applied to
new twist to mission objectives by affecting this mission objective.
units that seize them.
3. Booby Traps
When using these effects the game is set
up as usual and you may pick whatever The terrain is covered in mines or other
objective effects are to your liking. improvised explosives that make life hell.
Note that you don't have to make all of the Units within 3” of this objective count as
objectives have objective effects but can being in Dangerous Terrain.
only have a few objectives be special.
4. Gravity Field
Random Objective Effects
It’s unclear why but the gravitational field
Whilst you can simply pick which objectives around this terrain is extremely heavy.
have special objective effects it can be
Units within 3” of this objective count as
interesting to have objectives be randomly
being in Difficult Terrain.
special to keep players on their toes.
Whenever a unit seizes an objective for the
5. Defensive Barrier
first time roll one die and follow the rules The terrain is surrounded by an energy
that correspond to the result: bubble that protects its occupiers.
1. Regular Objective Units shooting at targets within 3” of this
2. Regular Objective objective get –1 to hit.

3. Booby Traps 6. Holy Monument


4. Gravity Field
Regardless of whoever built it this majestic
5. Defensive Barrier monument inspires others to fight harder.
6. Holy Monument Units within 3” of this objective get +1 to
their hit rolls in melee.

28
Open vs Solid Buildings Solid Buildings & Combat
Open buildings have one or more openings Units may shoot into and out of any side of
which can be used to place models inside. a solid building that has some sort of firing
Solid buildings consist of one solid block port (doors, windows, etc.) and you may
which cannot be opened or reached into, choose which firing port to shoot from.
but with these rules units can enter them. Units inside of solid buildings always count
as being in Cover Terrain.
Using Solid Buildings
When charging units inside a building only
Solid buildings may hold up to X models
one unit inside of it is targeted and the
inside of them.
defender may choose which.
Units may enter by moving into contact To charge the building simply move models
with the building and units inside may exit in base contact with it.
by using any action but only move up to 6”.
Building Destruction
Since buildings come in different sizes you
have to decide how many models can be Optionally solid buildings may be targeted
inside by yourself, however here are some for shooting and melee attacks as if they
guidelines that you can use: were any other unit.

 Small Sheds: 6 models All buildings count as having Defense 2+


and a Tough(X) value which you are going
 Medium Houses: 11 models to set yourself, however here are some
 Large Fortifications: 21 models guidelines that you can use:

 Wood Buildings: Tough(6)

 Brick Buildings: Tough(12)

 Concrete Buildings: Tough(18)

If a unit is inside of a building when it is


destroyed then it must take a Dangerous
Terrain test, is immediately Pinned, and
surviving models must be placed within 6”
of the building before it is removed.

29
Using Fog of War Random Activation Order
Fog of War rules are optional rules that To use the random activation order rules
add an element of uncertainty to your each player needs to have as many tokens
games by affecting how units are deployed as units in their army, and each player’s
and how game rounds are played. tokens must be of a different color.
Note that you don’t have to use all of these At the beginning of each round the players
rules but can choose to only use the ones must put as many tokens as units they
that you like. have left on the battlefield in a bag.

Random Deployment Then the players draw a random token


from the bag and the player whose color
When deploying armies the players roll-off
was drawn may activate one unit.
to see who starts and alternate in placing
units as usual, however where they place Once the player is done another token is
them is randomized. drawn to see who activates next and this
continues until all tokens have been drawn,
First each player divides their deployment
at which point the round ends and a new
zone into 3 equal sections and gives each
one begins by putting tokens in the bag.
section a number from 1 to 3.
Note that if a unit is fully destroyed before
Then when it’s a player’s turn to deploy a
it was activated then you must remove a
unit roll a D3 and place the unit fully within
token of that player’s color from the bag.
the section corresponding to the result.
Units that are deployed differently due to
Random Game Length
special rules (such as Ambush) have to Starting from the end of the 4th round
follow the same rules, however the entire players must roll a die at the end of each
battlefield is divided into 3 equal sections round to see if the game continues.
along the long table edge instead of only Roll one die and if the roll is successful
the deployment zones. then the game continues:
 4th Round: 4+ to continue
 5th Round: 5+ to continue
 6th Round & Over: 6+ to continue
Note that mission objectives are checked
at the end of the final round and not at the
end of the 4th round as usual.

30
Using Command & Control Command Phase
Command & Control rules are optional During the command phase the players
rules that add a layer of strategy to your alternate in giving commands.
games by changing how units are activated Starting with the player that won the
during each round. deployment roll-off the player must pick
These rules represent how commanders one hero and take a command test.
lead their armies and how the chaos of Once the command test has been taken the
battle makes giving orders effectively player’s turn is over and the opponent may
difficult to achieve. pick one hero and take a command test.
Commanders This continues until all heroes have given
Before the game begins the players have to commands at which point the command
appoint their commanders. phase ends and the initiative phase begins.

Every hero counts as a commander and Command Tests


each player must pick one of their heroes Heroes may only take command tests if
to be their army’s general. they haven’t given any orders yet and only
If a player has no heroes in their army they as long as they are not Pinned.
can’t use command & control. To take a command test the player must
Round Phases pick one eligible hero and roll one die.

When using command & control the game  Commanders: pass test on 4+
is played normally, however each round is  General: passes test on 2+
separated into two phases.
After the command test has been taken the
 Command Phase: During this phase hero gets 1 exhaustion token.
heroes give their units orders. Once no player has any eligible hero to give
 Initiative Phase: During this phase any orders the command phase ends and the
non-activated unit may take actions. initiative phase begins.

31
Passed Tests Order Chains
If the command test is passed the player When a command test is passed the player
may pick one unit within 12” of the hero may choose to give that order from the
that has not been activated yet and that position of a friendly hero within 18”.
unit may immediately activate. Example: The general takes a command
Once the unit has finished its activation the test on a 2+ and passes. He then choses to
player may choose to either take another give the order to a unit that is 12” away
command test with the same hero or to from a friendly hero that is 18” away, giving
pass the command phase to his opponent. the general a total command range of 30”.

Failed Tests Disrupting Communication


If the command test is failed then the hero When a command test is passed the player
may not give any more commands and the may choose to give one enemy hero within
command phase passes to his opponent. 12” an exhaustion token instead of giving
If a general fails a command test however out any orders.
then the command phase is over for the Example: A hero takes a command test on
player and he may not give any more a 4+ and passes. He then chooses to give
orders with any of his heroes. an exhaustion token to an enemy general
that is 12” away, hoping that he will fail his
Exhaustion
command test and block the player from
For each exhaustion token on the hero they giving out orders with any of his heroes.
get –1 to their command test rolls.
Initiative Phase
There is also a limit to how many tokens
each hero can have at any time: After all heroes have either given orders or
are unable to give any orders the command
 Commanders: Exhaustion limit of 3
phase ends and the initiative phase begins.
 General: Exhaustion limit of 5
The initiative phase is just normal play that
Once a hero has reached their exhaustion follows the regular alternating activation
limit they can’t take any more command rules from the standard rules.
tests and play passes to the opponent.
Once all units have activated the initiative
At the end of each command phase players phase and the round end and a new round
may remove all exhaustion tokens from all begins with the command phase again.
of their heroes.

32
Using Suppression Effects of Suppression
Suppression rules are optional rules that Suppression tokens affect how units will
add some realism and grit to your games perform in combat and the more tokens a
by changing how units behave under fire. unit has the worse it will perform.
These rules represent how suppression For each suppression token:
suffered through enemy fire and the death  Movement is reduced by –1” when
of friendly units makes fighting effectively using Advance actions and by –2”
difficult to achieve. when using Rush or Charge actions
Suffering Suppression  Shooting and Melee to hit results are
Throughout the game units accumulate reduced by –1
suppression as they are targeted by  Morale test results are reduced by –1
sustained fire and see their friends die. Example: A unit with 2 suppression tokens
Units get 1 suppression token whenever wants to shoot, so it gets –2 to its hit rolls.
one of the following things happens:
Rallying Units
 Whenever they take one or more hits
Units may recover from suppression by
from shooting or spells.
staying idle during their activation.
 Whenever they are successfully
Any unit with suppression tokens that stays
charged by an enemy unit.
idle during its activation may remove all of
 Whenever a friendly unit within 6” is its tokens at the end of the round.
completely destroyed or routs.
Note that Pinned units with suppression
There is no limit to how many suppression tokens that stay idle may remove all their
tokens a unit can have. tokens as well as stop being Pinned.
Unit Activation & Suppression Heroic Inspiration
When a unit that has suppression tokens is The presence of heroes helps their allies
activated it must take as many morale recover from suppression when activated.
tests as suppression tokens on it.
When a hero is activated you may remove 1
For each success you may remove one suppression token from the hero and from
suppression token from the unit and once all friendly units within 12”.
you are done you may activate it normally.

33
Using Advanced Damage Critical Damage
Advanced Damage rules are optional rules Monsters and vehicles that take hits can
that make the game deadlier by modifying take critical damage which affect their
how units are damaged during combat. combat capabilities.
These rules represent infantry fleeing from Whenever a monster or vehicle takes X
combat as they suffer casualties and how wounds roll 2D6+X and see what effect it
monsters and vehicles are affected by has on the unit depending on the result:
taking damage gradually.  3 to 9 - Glanced: no effect
Note that you don’t have to use all of the  10 to 12 - Immobilized: moves –2” on
advanced damage rules but can only use Advance and –4” on Rush or Charge
the unit attrition or critical damage rules.
 13 to 15 - Shaken: gets –1 to hit
Unit Attrition  16+ - Annihilated: killed immediately
Models will start to flee the battle as they These effects are cumulative and last until
see their units crumble around them and the end of the game.
vehicles will deteriorate as they take hits.
Note that since the rules don’t specify
Whenever a unit takes one or more wounds which units are monsters or vehicles you
it must take as many morale tests as the and your opponent are going to have to
number of wounds it suffered. agree before the game which units are
The effect of these morale tests depends affected by the critical damage rules.
on how the unit took wounds:
 Melee: For each failed test the unit
takes 2 additional wounds.
 Other: For each failed test the unit
takes 1 additional wound.
These wounds can’t be regenerated in any
way and they don’t cause additional morale
tests for fleeing models.

34
Using Advanced Actions Aimed Fire
Advanced Actions are extra rules that give Units can increase their shooting precision
players more strategic options by adding by staying put and adjusting their aim.
what actions units can take. When taking Aimed Fire actions the unit
When using these actions the game is may not move but shoots with +1 to hit.
played normally, however players may pick
Heavy Charge
one of the following actions in addition to
the regular actions. Units can increase their melee prowess by
making short but brutal charges.
Note that you don’t have to use all of these
advanced actions but can choose to only When taking Heavy Charge actions the unit
use a few of them. may make a Charge action with +1 to hit but
may not move more than 6” for it.
Hunker Down
Overwatch
Units can hit the ground and take cover in
order to increase their survivability when Units can increase their survivability by
under enemy fire. shooting at charging enemies or engaging
in deadly firefights.
When taking Hunker Down actions the unit
stays idle but enemies shooting at it get –1 When taking Overwatch actions the unit
to their to hit rolls. stays idle but may react once to an enemy
unit as it takes its action during this round.
Note that Pinned units taking Hunker Down
actions get this protection bonus as well as The unit may react to two things:
stop being Pinned.  Movement: The unit may stop the
Defensive Stance enemy at any point during movement
to shoot at it, however it gets –1 to its
Units can brace themselves for melee by shooting hit rolls.
adopting a defensive stance and preparing
 Shooting: The unit may immediately
themselves for combat.
shoot back at a unit within 24” that it
When taking Defensive Stance actions the took fire from, however it gets –1 to its
unit stays idle but enemies attacking it in shooting hit rolls.
melee get –1 to their to hit rolls, however
the unit may not strike back in melee.
Note that Pinned units taking Defensive
Stance actions get this protection bonus as
well as stop being Pinned.

35
Games with 3+ Players Deploying Armies
Whilst the simplest way to play is with 2 When deploying units players from the
players the game can also be played with same team must deploy their units along
3+ players by slightly adjusting the rules. the same table edge, alternating in placing
This can lead to some interesting battles one unit per player when it’s their turn.
with a focus on combined armies and Example: Team A and B have 2 players
coordination between players. each and the deployment roll-off was won
Essentially the game is still played with by Team A. Player 1 from Team A places
two opposing forces, however more than one unit and then Player 1 from Team B
one player takes control of each side. places one unit. Then Player 2 from Team
A places a unit followed by Player 2 from
Forming Teams Team B. This continues until all units from
Before the game begins divide the players both teams have been deployed.
into two teams, which don’t need to have The Mission
an equal amount of players.
When checking mission objectives all
This means that you can have 2 vs. 1
objective markers, deployment zones, etc.
battles, 2 vs. 2 battles, etc.
are counted for each team together.
Preparing the Armies Playing the Game
When preparing armies you must split the
When playing the game follow all of the
amount of points that each team is allowed
regular rules, however whenever one team
to take between its players.
has the turn only one of the players may
The amount of points that each player is activate a single unit and then activation
allowed to take within a team doesn’t have passes to the other side.
to be equal and players may choose to split
It doesn’t matter which player activates
their points unevenly. one unit from each team, so there is no
This means that in a 1000pts game you specific order to follow.
could have each player in a team take
500pts of units, or one 750pts and the other
250pts, or any combination that you see fit.

36
Games with 3000+ Points Shooting
Whilst the regular rules allow you to play When shooting line of sight and distances
large games with armies of 3000pts or are measured from the leader model to the
more the game can get a little slow by nearest model in the target unit.
using such a large amount of units. If the leader has line of sight, then all
In order to speed the game up you can weapons that are in range of the target
follow these rules to play epic battles of may shoot from the leader’s position.
apocalyptic size. Note that the range of all weapons is
Note that these rules can also be used to measured from the leader, regardless of
speed up regular games with less than where the actual weapons are.
3000pts if you wish.
Melee
Unit Leaders When charging only the leader follows the
When preparing your army each unit must regular rules, so measure distances and
have a clearly defined leader model that is move him into base contact first.
declared before the game beings. Once the leader has been moved you must
The leader will be the core of each unit and move all charging models into base contact
is used to measure line of sight, movement with enemy models or as close as possible
distances, etc. to the target whilst maintaining coherency.
We recommend using a special model or Then all models from the target unit must
marker to distinguish it from the rest. do the same if they are not in base contact
Since the leader is essential it always has with an enemy yet.
to be the last model that is removed when When fighting in melee all models count as
the unit takes wounds. being in range regardless of their position,
so everybody can always strike.
Movement
When moving only the leader follows the
Terrain
regular rules, so measure distances and When setting up the game all terrain is
move him first. treated like a solid building, with a clearly
defined perimeter that can be entered.
Once the leader has been moved you must
arrange all other models in the unit around Units don’t get cover from being obscured
the leader whilst maintaining coherency. by other units or terrain but may only get
Note that no distances are measured for cover by entering a piece of cover terrain.
individual models, they are just freely
moved to a new position.

37
Games with Smaller Scales Measuring Distances
Whilst the regular rules are written with If you play using small scale models all
individually based 28mm models in mind distances measured in the game are
the game can also be played at smaller always halved (rounding up).
scales or with multi-based models. This does not apply to the preparation of
Small-Scale Models the game, so the deployment zones and
distance between objectives stay the same.
The game can be played using models of
smaller sizes like 6mm, 10mm and 15mm, Game Length
where multiple small models are mounted When playing with small scale models the
together on a single base. game length is extended by 2 rounds.
Here are some general guidelines for base This means that objectives are checked
sizes that you can use: after the 6th round and not after the 4th.
 6mm: 20mm x 10mm
Attacking Units
 10mm: 32mm x 25mm
Since each base represents a whole unit
 15mm: 50mm x 32mm the attack values of all weapons of models
Note that overall the base size that you use in the unit are summed together.
doesn’t matter as long as you keep base Example: A base of 5 Battle Brothers with
sizes consistent across all models. 4 Assault Rifles (Attack 1) and 1 Storm Rifle
Multi-Based Models (Attack 2) has a total attack value of 6 when
shooting at enemies.
Players can also use 28mm models placed
on a movement tray, which essentially act Defending Units
just like bases for small-scale models. Since models are not removed individually
Regardless of whether you are using small from each base when units take wounds
models or large models, each single base they count as having Tough(X), where X is
always represents a whole unit. the total amount of models in the unit.
When combining two units into one you can If models in the unit already have Tough(X),
either put all models on a single large base then X is the total amount of all Tough(X)
or you can use two separate bases, which values in the unit.
count as a single large base. Example: A base of 5 Battle Brothers
Example: A unit of 10 Battle Brothers can counts as having Tough(5), whilst a base of
consist of one base with 10 models or of 5 Destroyers with Tough(3) counts as
two bases with 5 models each. having Tough(15).

38

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