Grimdark Future Firefight Special Rules
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)
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.
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
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).
Fearless
Gets +1 to morale tests.
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.
Furious
Gets +1 attack with a weapon of your choice when charging.
Hero
Friendly units within 12” of the hero may use his quality for morale tests, as long as it isn’t Stunned.
Immobile
May only use Hold actions.
Impact(X)
Deals X melee hits when charging (must be in striking range).
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.
Lock-On
Ignores all penalties to hit and negative modifiers to range.
Poison
Unmodified results of 6 to hit are multiplied by 3.
Psychic(X)
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.
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, this model may roll 1 extra attack. This rule doesn’t apply to newly generated attacks.
Rending
Unmodified rolls of 6 to hit count as having AP(4) and ignore the regeneration rule.
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
Moves -2” 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 hit rolls when shooting at this unit.
Strider
This model may ignore the effects of difficult terrain. This model only needs to roll 2+ for a successful drop, leap or jump.
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.
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.