Grimdark Future Firefight Special Rules: Difference between revisions

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(Created page with "This page will go over the Special Rules used in Grimdark Future: Firefight (v2.16). ===Ambush=== This model may be kept in reserve instead of deploying. At the start of any round after the first you may place the model anywhere over 9” away from enemy units. If both player have Ambush they roll-off to see who deploys first, and then alternate in placing them. ===AP(X)=== Targets get -X to Defense rolls when blocking hits. ===Blast(X)==...")
 
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This page will go over the Special Rules used in [[Grimdark Future Firefight|Grimdark Future: Firefight]] (v2.16).
This page will go over the Special Rules used in [[Grimdark Future Firefight|Grimdark Future: Firefight]].


===Ambush===
=== Ambush ===
This model may be kept in reserve instead of deploying. At the start of any round after the first you may place the model anywhere over 9” away from enemy units. If both player have Ambush they roll-off to see who deploys first, and then alternate in placing them.
This model may be kept in reserve instead of deploying. At the start of any round after the first you may place the model anywhere over 9” away from enemy units. If both player have Ambush they roll-off to see who deploys first, and then alternate in placing them.


===AP(X)===
=== AP(X) ===
Targets get -X to Defense rolls when blocking hits.
Targets get -X to Defense rolls when blocking hits.


===Blast(X)===
=== Blast(X) ===
Ignores cover and multiplies hits by X, but can’t deal more than one hit per model. May choose to split hits within 3” as if they were attacks.
All hits are multiplied by X, distributed between all targets within 3". Note that the total number of hits cannot exceed the number of models in a unit, which offers some protection for smaller units with Tough and monsters.


===Deadly(X)===
=== Caster(X) ===
This unit gains X spell points each turn, with a maximum of 6 points being held at a time. At any point before attacking, you can then spend spell points to cast spells. Roll 1d6 for each spell you want to cast and on a 4+, it's successful.
 
* Any other casters within 18" of the caster (including the caster themselves) can donate a spell point to influence the roll by +/-1 for each point.
 
=== Counter ===
Weapons with this rule attack first whenever they are charged. If the charging enemy has Impact, then they only score bonus hits on a 6+.
 
=== Deadly(X) ===
Assign each wound to one model and multiply it by X. Note that these wounds don't carry over to other models if killed.
Assign each wound to one model and multiply it by X. Note that these wounds don't carry over to other models if killed.


===Fast===
=== Fast ===
Move +2” when using Advance and +4” when using Rush/Charge.
Move +2” when using Advance and +4” when using Rush/Charge.


===Fear===
=== Fear(X) ===
Always counts as having dealt +D3 wounds when checking wound effects in melee (must deal at least 1 wound from attacks in order to apply).
Always counts as having dealt +X wounds for seeing who won melee.


===Fearless===
=== Fearless ===
Gets +1 to morale tests.
When this unit fails a morale check, they can re-roll the test but can only pass on a 4+.


===Flying===
=== Flying ===
May move through obstacles and may ignore terrain effects. This model only needs to roll 2+ for a successful drop or leap, and it may freely jump without having to roll for it.
May move through obstacles and may ignore terrain effects.


===Furious===
=== Furious ===
Gets +1 attack with a weapon of your choice when charging.
When this unit charges, any 6s to hit deal an additional hit.


===Hero===
=== Hero ===
Friendly units within 12” of the hero may use his quality for morale tests, as long as it isn’t Stunned.
Units within 12" may use the Hero's Quality for any morale checks so long as the hero isn't stunned.


===Immobile===
=== Immobile ===
May only use Hold actions.
May never move/charge.


===Impact(X)===
=== Impact(X) ===
Deals X melee hits when charging (must be in striking range).
Deals X additional attacks on the charge, each of them hitting on a 2+.


===Indirect===
=== Indirect ===
May target enemies that are not in line of sight and ignores cover from sight obstructions, but gets -1 to hit rolls when shooting after moving.
May target enemies that are not in line of sight and ignores cover from sight obstructions, but gets -1 to hit rolls when shooting after moving.


===Lock-On===
=== Lance ===
Ignores all penalties to hit and negative modifiers to range.  
This weapon gains +2 to AP when charging.


===Poison===
=== Lock-On ===
Unmodified results of 6 to hit are multiplied by 3.
This weapon ignores cover and all penalties to hit and negative modifiers to range. This incidentally means that these weapons can hit Aircraft since neither penalty affects them, but it also ignores things like Stealth and Shield Wall


===Psychic(X)===
=== Poison ===
May cast one spell during its activation, at any point before attacking. Pick a spell and a target in line of sight, and roll D6+X. If the result is equal or higher than the number in brackets, you may resolve the effects. Spells may target a single unit or split their effects evenly among all friendly or enemy units within 6” of a single model (target picks how). Enemy psychics within 18” and line of sight of the caster may roll D6+X at the same time, and if the result is higher the spell is blocked. Psychics may only either try to cast or try to block a spell each round.
When this weapon hits, the enemy must re-roll any 6s for block rolls.


===Regeneration===
=== Regeneration ===
When taking a wound, roll one die. On a 5+ it is ignored.
When taking a wound, roll one die. On a 5+ it is ignored.


===Relentless===
=== Relentless ===
For each unmodified roll of 6 to hit when shooting, this model may roll 1 extra attack. This rule doesn’t apply to newly generated attacks.
For each unmodified roll of 6 to hit when shooting and staying still, this model scores an additional hit.
 
=== Reliable ===
This weapon hits with a 2+ quality.


===Rending===
=== Rending ===
Unmodified rolls of 6 to hit count as having AP(4) and ignore the regeneration rule.
Unmodified rolls of 6 to hit with this weapon count as having AP(4). Any Regeneration saves against this weapon take a -1 to their rolls.


===Scout===
=== Scout ===
This model may be deployed after all other units, and may then move by up to 12”, ignoring terrain. If both of the players have Scout they roll-off to see who deploys first, and then alternate in placing and moving them.
This model may be deployed after all other units, and may then move by up to 12”, ignoring terrain. If both of the players have Scout they roll-off to see who deploys first, and then alternate in placing and moving them.


===Slow===
=== Slow ===
Moves -2” when using Advance, and -4” when using Rush/Charge.
-2” to movement when using Advance and -4” when using Rush/Charge.


===Sniper===
=== Sniper ===
Shoots at Quality 2+, and may pick one model in a unit as its target, which is resolved as if it’s a unit of 1.
Shoots at Quality 2+, and may pick one model in a unit as its target, which is resolved as if it’s a unit of 1.


===Stealth===
=== Stealth ===
Enemies get -1 to hit rolls when shooting at this unit.
Enemies get -1 to shooting when targeting this unit.


===Strider===
=== Strider ===
This model may ignore the effects of difficult terrain. This model only needs to roll 2+ for a successful drop, leap or jump.
This model may ignore the effects of difficult terrain


===Tough(X)===
=== Tough(X) ===
This model only rolls to see what happens from wounds once it has taken at least X wounds, and is only Knocked Out on rolls of 5+X or more. When Stunned and hit by shooting or charged, this model takes 1 wound instead of being Knocked Out, unless it already has X or more wounds.
This model must take X wounds before being killed. If a model with tough joins a unit without it, then it is removed last when the unit takes wounds. Note that you must continue to put wounds on the tough model with most wounds until it is killed, before starting to put them on the next tough model (heroes must still be assigned wounds last).


''Example: A model with Tough(3) only rolls to see what happens from wounds once it has taken at least 3 wounds, and is Knocked Out on rolls of 8 or more.''
[[Category:Grimdark Future Firefight]]
[[Category:Grimdark Future Firefight]]
[[Category:Grimdark Future Firefight Tactics]]
[[Category:Grimdark Future Firefight Tactics]]

Latest revision as of 19:20, 8 September 2023

This page will go over the Special Rules used in Grimdark Future: Firefight.

Ambush

This model may be kept in reserve instead of deploying. At the start of any round after the first you may place the model anywhere over 9” away from enemy units. If both player have Ambush they roll-off to see who deploys first, and then alternate in placing them.

AP(X)

Targets get -X to Defense rolls when blocking hits.

Blast(X)

All hits are multiplied by X, distributed between all targets within 3". Note that the total number of hits cannot exceed the number of models in a unit, which offers some protection for smaller units with Tough and monsters.

Caster(X)

This unit gains X spell points each turn, with a maximum of 6 points being held at a time. At any point before attacking, you can then spend spell points to cast spells. Roll 1d6 for each spell you want to cast and on a 4+, it's successful.

  • Any other casters within 18" of the caster (including the caster themselves) can donate a spell point to influence the roll by +/-1 for each point.

Counter

Weapons with this rule attack first whenever they are charged. If the charging enemy has Impact, then they only score bonus hits on a 6+.

Deadly(X)

Assign each wound to one model and multiply it by X. Note that these wounds don't carry over to other models if killed.

Fast

Move +2” when using Advance and +4” when using Rush/Charge.

Fear(X)

Always counts as having dealt +X wounds for seeing who won melee.

Fearless

When this unit fails a morale check, they can re-roll the test but can only pass on a 4+.

Flying

May move through obstacles and may ignore terrain effects.

Furious

When this unit charges, any 6s to hit deal an additional hit.

Hero

Units within 12" may use the Hero's Quality for any morale checks so long as the hero isn't stunned.

Immobile

May never move/charge.

Impact(X)

Deals X additional attacks on the charge, each of them hitting on a 2+.

Indirect

May target enemies that are not in line of sight and ignores cover from sight obstructions, but gets -1 to hit rolls when shooting after moving.

Lance

This weapon gains +2 to AP when charging.

Lock-On

This weapon ignores cover and all penalties to hit and negative modifiers to range. This incidentally means that these weapons can hit Aircraft since neither penalty affects them, but it also ignores things like Stealth and Shield Wall

Poison

When this weapon hits, the enemy must re-roll any 6s for block rolls.

Regeneration

When taking a wound, roll one die. On a 5+ it is ignored.

Relentless

For each unmodified roll of 6 to hit when shooting and staying still, this model scores an additional hit.

Reliable

This weapon hits with a 2+ quality.

Rending

Unmodified rolls of 6 to hit with this weapon count as having AP(4). Any Regeneration saves against this weapon take a -1 to their rolls.

Scout

This model may be deployed after all other units, and may then move by up to 12”, ignoring terrain. If both of the players have Scout they roll-off to see who deploys first, and then alternate in placing and moving them.

Slow

-2” to movement when using Advance and -4” when using Rush/Charge.

Sniper

Shoots at Quality 2+, and may pick one model in a unit as its target, which is resolved as if it’s a unit of 1.

Stealth

Enemies get -1 to shooting when targeting this unit.

Strider

This model may ignore the effects of difficult terrain

Tough(X)

This model must take X wounds before being killed. If a model with tough joins a unit without it, then it is removed last when the unit takes wounds. Note that you must continue to put wounds on the tough model with most wounds until it is killed, before starting to put them on the next tough model (heroes must still be assigned wounds last).