Grimdark Future Firefight Special Rules: Difference between revisions
(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]] | 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) === | ||
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 + | Always counts as having dealt +X wounds for seeing who won melee. | ||
===Fearless=== | === Fearless === | ||
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 | May move through obstacles and may ignore terrain effects. | ||
===Furious=== | === Furious === | ||
When this unit charges, any 6s to hit deal an additional hit. | |||
===Hero=== | === Hero === | ||
Units within 12" may use the Hero's Quality for any morale checks so long as the hero isn't stunned. | |||
===Immobile=== | === Immobile === | ||
May | May never move/charge. | ||
===Impact(X)=== | === Impact(X) === | ||
Deals X | 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. | ||
=== | === 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=== | === 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 | 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) | 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 === | ||
-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 | Enemies get -1 to shooting when targeting this unit. | ||
===Strider=== | === Strider === | ||
This model may ignore the effects of difficult terrain | This model may ignore the effects of difficult terrain | ||
===Tough(X)=== | === Tough(X) === | ||
This model | 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). | ||
[[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).