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GFSQ - Beginner's Guide v1.0.1

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0% found this document useful (1 vote)
246 views20 pages

GFSQ - Beginner's Guide v1.0.1

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

1

Lost in a galaxy far from our own, humanity struggles to survive amongst the stars.
Earth is but a distant memory for those beneath the grim tapestry of war-torn worlds that form the new
constellations of this sector. Looming over them, massive fleets of spaceborne vessels creep over the horizon,
blocking out the stars as they slowly approach a Jumpgate.
Beyond this gate, lies the violence and beauty of the wider Sirius Sector. A myriad of systems, none left untouched
by the ravages of war. Here, countless battles are constantly fought.
Bullets hiss across once lush worlds stripped bare by the greed of interstellar industry. Serrated claws, honed
through genetic engineering, clash against energized plasma blades, as old foes fight bitterly to the death through
the wilds of uncharted planets.
Matter is bent and shaped according to the will of powerful minds, whilst forces beyond mortal understanding
pour forth from wormholes to wreak havoc and destruction on poor unsuspecting souls.
Vital trade routes are contested along the edge of remote systems by massive battle fleets, while the sector’s fate
is meted out in dark smoky rooms by political envoys. On the streets of mega cities, zealous preachers and
visionaries call out to the masses, hoping to foster their own grim ambitions.
As all this unfolds, dispassionate eyes watch on from a distance, carefully considering the outcome of each clash,
as promising commanders and leaders rise and fall throughout the battlefields of the Sirius Sector.
How will you forge your path through this Grimdark Future?

2
Grimdark Future: Star Quest is a solo/co-op miniature skirmish Welcome to Grimdark Future ............................................... 2
adventure game set in a war-torn sci-fi future, which is played
Introduction & Contents ...................................................... 3
using 32mm miniatures.
Basic Rules ........................................................................ 4
The game mechanics are designed to be easy to learn but hard to
master, bringing engaging sci-fi adventures for new and General Principles ............................................................... 4
experienced players alike.
Preparation & Game Structure ........................................... 6
This rulebook is divided into 2 sections:
Actions & Movement ........................................................... 7
• Basic Rules - Everything you need to play the game, with
Shooting .............................................................................. 8
plenty of diagrams and examples.
• Campaign Builder - Rules to generate random Melee ................................................................................... 9
campaigns and one-off missions to play. Resolving Wounds & Morale ............................................. 10
The game is primarily built around campaign play, so make sure to Terrain ............................................................................... 11
check out the official narrative campaigns to get the full experience
of the game. Special Rules ..................................................................... 13

Campaign Builder .............................................................. 15

Campaigns & Progression................................................. 15


OPR (www.onepagerules.com) is the home of many free games
which are designed to be fast to learn and easy to play. Mission Set-Up & Primary Objectives ............................... 16

This project was made by gamers for gamers and it can only exist Secondary Objectives & Search Tokens ........................... 17
thanks to the support of our awesome community.
Deployment & Challenge Hazards .................................... 18
If you want to help us in making more awesome content, you can
Random Events ................................................................. 19
support us on Patreon: www.patreon.com/onepagerules

Thank you for playing!

Created By: Gaetano Ferrara

Game Design: Gaetano Ferrara

Illustrations: Martim Cordovil, Fran Fernandez, Brandon Gillam,


Loles Romero

OPR Games, Unipessoal LDA


Avenida 5 de Outubro 104 r/c, 1050-060 Lisbon, Portugal
Copyright © 2024 OPR Games - First Published 2024

3
When playing a complex game there are going to be occasions To play the game you are going to need some six-sided dice, which
where a situation is not covered by the rules, or a rule does not we will refer to as D6. Depending on how many models you are
seem quite right. When that is the case use common sense and playing with, we recommend having at least 10 to 20 dice to keep
personal preference to resolve the situation. things fast.

If you and other players cannot agree on how to solve a situation, Additionally, we recommend having dice of multiple colors so that
use the following method in the interest of time. you can combine them for faster rolling. Whenever a unit is using
multiple weapons, you can use different colors for each weapon,
Roll one die. On a result of 1-3 player A decides, and on a result of
and then roll them all at once.
4-6 player B decides. This decision then applies for the rest of the
game, and once the game is over you can continue to discuss the Sometimes the rules will refer to different types of dice, for
finer details of the rules. example D3, 2D6 and D6+1. There are many types of dice, but the
notation remains the same, so just apply the following
Note that whenever possible, players should agree on any rules
explanations to all types of weird dice you come across.
and unusual situations (such as weirdly shaped models) before the
game begins, to avoid issues later. • D3: To use these dice, simply roll a D6 and halve the
result, rounding up.
• 2D6: To use these dice, simply roll two D6 and sum the
This game was written to be played with 32mm scale models in results of both dice.
mind, which are mounted on round bases. These bases come in • D6+1: To use these dice, simply roll a D6 and add 1 to
various sizes, and we recommend that you always mount the result.
miniatures on the bases they come with.

Here are some rough guidelines for model and base sizes:
Whenever a rule tells you to re-roll a dice result, simply pick up the
• Infantry: 32mm tall on 20mm/32mm round bases number of dice you have to re-roll, and roll them again. The result
• Large Infantry: 50mm tall on 40mm/50mm round bases of the second roll is the final result, even if it’s worse than the first.
• Cavalry: 40mm tall on 60mm oval bases A die roll may only be re-rolled once, regardless of how many rules
apply to it.
Note that the base size that you use doesn’t matter, as long as you
keep base sizes consistent across all models.

Whenever a rule tells you to roll-off, all players involved in the roll-
off must roll one die, and then compare their results. The player
In the rules, individual miniatures are referred to as models, whilst
with the highest result wins the roll-off, and in the event of a tie the
groups of one or more models are referred to as units.
players must re-roll until there is a winner.
This means that when a rule applies to a unit it applies to all
miniatures within that unit, whilst if a rule applies to a model it
only applies to one individual miniature.
During the game you will be required to take Stat tests in order to
see if a model succeeds at doing various things such as hitting its
targets or passing morale tests.
Units come with a variety of statistics that define who they are and
Whenever a rule states that a unit must take a Stat test, roll one
what they can do.
die. If you score the model’s Stat value or higher, then it counts as a
• Name [Size]: The name and number of models. success, else it counts as a fail.
• Quality: The score needed for attacks and morale.
Whenever a Hero fails a Str, Dex, or Wil stat test, it may suffer 3
• Defense: The score needed for defense.
stress to count as having passed it instead.
• Equipment: Any weapons and gear the unit has.
• Special Rules: Any special rules the unit has. Example: A model with Str 4+ must take three Str tests. The player
• Cost: How many points it costs to take this unit. rolls three dice and scores a 3, a 4 and a 5. This means that the model
gets two successes (the 4 and 5), and one fail (the 3).
Additionally, heroes come with some additional stats.

• Endurance: How much stress the hero can take.


• Strength: The score needed for Str tests, used for
things like Pushing, or overcoming Affliction.
• Dexterity: The score needed for Dex tests, used for
things like Jumping, or overcoming Crippling.
• Willpower: The score needed for Wil test, used for
things like Discovering, or overcoming Disease.

4
Throughout the game there are going to be rules that apply When measuring how far a model moves always measure so that
modifiers to your die rolls. These will usually raise or lower the no part of its base moves further than the total distance.
value of a unit’s roll results by either +1 or -1, but the exact number
may vary.

Whenever a modifier applies to one of your rolls, simply add or


subtract the value from the roll and the new value counts as the
final result, however a roll of 6 always counts as a success and a roll
of 1 always counts as a fail, regardless of how much it is being
modified by.

Example: A model with Str 4+ must take three Str tests with a -1
modifier. The player rolls three dice and scores a 3, 4 and 5, but
because of the modifier the final result is a 2, a 3 and a 4.

All weapons in the game are separated into two categories: ranged
weapons and melee weapons. Ranged weapons have a range 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:


Note that these movement restrictions apply in the same way to
• Name (Range, Attacks, Special Rules)
models on bases of any shape or models without a base.
Example: Heavy Rifle (24”, A1, AP(1))

When playing the game, line of sight is used to determine if a model


To play the game you are going to need a ruler marked in inches, can see another model for any purpose. Simply get down to the eye
which you may use to measure distances at any time: level of the miniature, and check if it can see the target. If the target
is visible, then it has line of sight.
• When measuring the distance between two models you
always measure from/to the closest point of their bases. Models can always see in all directions, regardless of where the
• When measuring the distance between two units you always miniature is actually facing, always have line of sight to
measure from/to the closest model in each unit. themselves, and may always target themselves (unless stated
otherwise). Models can’t see through solid obstacles, including the
Distances are usually measured from a model’s base, however if a
perimeter of other units (friendly or enemy), but they can always
model has no base, then players must agree from where distances
see through friendly models from their own unit.
are to be measured (such as its hull/torso), and which unusual
features may be ignored (like decorative banners or flame effects). Note that for players may agree to ignore unusual features (like
decorative banners or flame effects) for line of sight.

5
The game is primarily built around campaign play, so the mission The game is structured into game rounds, player turns and unit
you play will either be generated using the campaign builder, or activations. Here is the breakdown of what these mean:
will be described in the narrative campaign.
• Rounds: Each round is made up of multiple turns.
Follow the mission instructions from the campaign that you’re • Turns: Each turn is made up of a single activation.
playing to set up models, objectives, etc. • Activations: Each activation is made of an action.

Note that you don’t have to always play a full campaign, but can
play any mission as a one-off.
After heroes and enemies have been deployed, the game starts
with the first round and the players take the first turn.

The game is played solo or cooperatively, with 2-4 player During their turn, the players pick a hero that has not been
controlled heroes, which face off against AI enemies. activated yet, and activate it by performing an action. There is no
specific order in which heroes are activated, and players may freely
To put your heroes together, simply select a hero from your army’s
change the hero activation order each round.
list, give it a class, and select any upgrades you want.
Heroes may take any one action plus one Skill action, in any order.
The total point cost of all heroes will be used to determine how
Heroes may also choose to suffer 2 stress to take any one
many enemies they will face, so the game will always be balanced
additional action.
regardless of the cost of individual heroes.
Once the actions have been taken, the hero’s turn ends and
another hero’s turn starts. This continues until all heroes have
Before the game begins, you are going to need to prepare a activated, at which point it’s the AI’s turn to activate.
collection of enemy models for the AI to control. The AI follows the same sequence as the heroes, activating one unit
To put your collection together, simply select units and upgrades at a time, until all units have been activated. AI units are activated
from any army’s list, and there are no limitations as to how many in order from the unit closest to a hero to the furthest from a hero.
units a collection can have. Once all units have activated, the round ends, and a new game
round begins.
We recommend putting together a large collection worth at least 4
times as many points as the party’s total point value, to make sure The game continues like this, until a game end state has been
that you will face off against a variety of enemies, and won’t run reached, as described by the mission.
out of models whilst you play.

Here are all available actions and what they allow a unit to do:
You are going to need a flat 4’x4’ area to play on, which is usually • Rest - Doesn’t move or act, restores stress.
referred to as “the battlefield” or “the table”. Note that the game • Hold - Doesn’t move, can shoot.
can be also played on a smaller 2’x2’ area, by halving all distances • Advance - Moves 6” and can shoot after moving.
used in the game. • Rush - Moves 12” but can’t shoot.
Whilst we recommend playing on a table, you can of course play on • Charge - Moves 12” into melee.
the floor, on a bed, or wherever else you have space. • Skill - Doesn’t move, uses skill action.

Once you have found a space to play, you are going to have to
place at least 20 pieces of terrain on it, though we recommend
When AI units activate, follow these steps:
using 25 or more to keep things interesting. Whilst it’s always nice
to play with great looking pieces of terrain, you can simply use 1. Are any enemies in line of sight?
household items such as books or cups as terrain. • Yes - Go to step 2
• No - Go to step 3
There are no specific rules on how you should place terrain, but we
2. If you move, will any enemy be in range to shoot or
have provided some general guidelines in the terrain section of this
charge?
book to help you get started.
• Yes - Advance only as much as needed and
shoot closest, else Charge closest
• No - Rush to closest
3. Are you within 3” of an AI Goal?
• Yes - Skip activation
• No - Rush to nearest AI Goal

6
Models may move and turn in any direction regardless of their All models in AI units must always stay within 1” of at least one
facing, as long as no part of their bases move further than the total other model, and must stay within 3” of all other models (or as
movement distance. Models may never be within 1” of models from close as possible), forming an uninterrupted chain of models in 1”
other units, unless they are taking a Charge action, and may never coherency with each other.
move through other models or units (friendly or enemy), even if
If a model is not in coherency with its unit at the beginning of its
they are taking a Charge action.
activation, then you must take an action so that the model gets
Note that models may also never move outside of the battlefield back into coherency.
(no part of them, at any point), or be placed in physically
impossible locations.

Note that Advance, Rush, and Charge actions may sometimes be


referred to as “Move Actions”.

When taking a Rest action, the hero restore 6 stress, but must stay
idle, and can’t take any other actions for that round, before or after
resting.

If a hero ever suffers stress which brings it over its Endurance value,
then it takes that many wounds instead.

Example: A hero with Endurance 3 already had 3 stress, and suffers


an additional 2 stress. Since that would take it over its Endurance
value, it takes 2 wounds instead.

When taking a Hold action, the models in the unit may not move,
but may freely turn to face any direction.

When taking a Skill action, the hero may not move or turn in any
direction (note that only heroes can take Skill actions). Note that
When taking an Advance action, all models in the unit may move by heroes may only attempt each skill action and hero skill once per
up to 6”. round.

Common Skills: All heroes have access to these skills:

When taking a Rush action, all models in the unit may move by up • Discover: The hero may reveal one search token in line of
to 12”. sight and within 6” by passing a Wil test, or may reveal it and
pick it up without needing to roll if within 1” of it.
• Push: Pick one enemy unit within 3" and take a Str test. If
When taking a Charge action, all models in the unit may move by passed, the target is pushed directly away by 2”.
up to 12”, trying to reach base contact with one enemy unit, and • Scurry: The hero may move by up to D3” in any direction by
may ignore the 1” distance restriction. Units may only take a passing a Dex test.
Charge action if at least one model is within charge distance of the Hero Skills: When using hero skills, take a test of that skill’s stat. If
target unit (including any additional movement from special rules). passed the hero may resolve its effect, and if failed it first suffers 1
Note that Charge moves don’t have to be in a straight line, and if stress and may then resolve its effect.
being within charge distance becomes impossible (due to killed
models, special rules, etc.), then the unit may complete its move in
any direction and ends its activation.

7
When taking a Shooting action, a unit must pick one valid target Shooting is done in a simple sequence which has to be followed
and all models in the unit may shoot at it. separately for each weapon group:

If at least one model in the unit has line of sight to an enemy 1. Determine Attacks
model, and has a weapon that is within range of that model, then 2. Roll to Hit
that enemy is a valid target. 3. Roll to Block
4. Resolve Wounds

All models in a unit with line of sight to the target, and that have a
weapon that is within range of it, may fire at it. Note that models Sum the Attack value from the weapons of all models that can
may always ignore friendly models from their own unit when shoot at the target to determine how many attacks the unit has in
determining line of sight. total for this shooting.

Example: A Dynasty Warrior is shooting at a Dwarf. He is armed with


a Rifle (Attack 1) and is within range and line of sight of the Dwarf,
which means he has a total of 1 attack for this shooting.

After having determined how many attacks the unit has in total,
take as many Quality tests as attacks. Each successful roll counts
as a hit, and all failed rolls are discarded with no effect.

Example: The Dynasty Warrior (Quality 4+) is shooting at the Dwarf.


He takes one Quality test and rolls a 5. This means that he scored a
total of 1 hit.

For every hit that the unit has taken, the defending player must roll
one die, trying to score the target’s Defense value. Each success
counts as a blocked hit, and for each failed roll place one wound
Example: Only the Dynasty Warrior in the middle can shoot at the marker on the model.
Dwarves. The model at the top is in range but has no line of sight,
Example: The Dwarf (Defense 4+) has taken 1 hit. He rolls one die and
whilst the model at the bottom has line of sight but is out of range.
gets a 3. This means that the Dwarf has taken 1 wound and must
check to see its effects.

See resolving wounds page on how to deal with wounds.

8
When taking a Charge action, a unit must pick one valid target and Melee is done in a simple sequence which has to be followed
all models in the unit must charge it. separately for the charging unit and the target unit:

If at least one model in the unit is within charge distance of one 1. Determine Attacks
model from the target unit, and has a clear path to reach it, then 2. Roll to Hit
that enemy is a valid target (no line of sight is needed). 3. Roll to Block
4. Resolve Wounds

Charging models must move by up to 12” to get into base contact


with an enemy model from the target unit, or as close as possible, Sum the Attack value from the weapons of all models that can
whilst still maintaining unit coherency (charge moves don’t have to strike at the target to determine how many attacks the unit has in
be in a straight line). total for this melee.

Once all charging models have moved, all models from the target Example: A Dynasty Warrior is charging a Dwarf. He is armed with a
unit that are not in base contact with a charging model must move CCW (Attack 1) and is in range of the Dwarf, which means that he has
by up to 3” to get into base contact with a charging model, or as a total of 1 attack for this melee.
close as possible, maintaining unit coherency.

After having determined how many attacks the unit has in total,
take as many Quality tests as attacks. Each successful roll counts
as a hit, and all failed rolls are discarded with no effect.

Example: The Dynasty Warrior (Quality 4+) is striking at the Dwarf in


melee. He takes one Quality test and rolls a 5. This means that he
scored a total of 1 hit.

For every hit that the unit has taken, the defending player must roll
one die, trying to score the target’s Defense value. Each success
counts as a blocked hit, and for each failed roll place one wound
marker on the model.

Example: The Dwarf (Defense 4+) has taken 1 hit. He rolls one die and
gets a 3. This means that the Dwarf has taken 1 wound and must
check to see its effects.

All models that are within 2” horizontally and 4” vertically of an


enemy model from the target unit, may attack it.
See resolving wounds page on how to deal with wounds.
Models must strike with all of their melee weapons, and may only
strike at models from the target unit.

Once all charging models have attacked, the defending unit must
strike back (following the melee sequence again).

Note that striking back does not count as its activation, and
activated units may strike back.

At the end of an activation in which they charged, or after striking


back, units only hit on unmodified rolls of 6 in melee until the end
of the round.

If neither of the units was destroyed, then the charging unit must
move back by 1” (if possible), to keep the separation between units
clear, and show they are not locked in melee.

9
Once a model has taken as many wounds as its Tough value, it is At the end of an activation in which a unit takes wounds that leave
removed as a casualty. it with half or less of its starting size or tough value (for units with a
single model), then it must take a morale test.
The players may remove models from the target in any order,
keeping unit coherency in mind. Note that starting size is counted when the unit is deployed.

Example: A unit of Dwarves shoots at a Hero with Tough(9), and


manages to deal 5 wounds. Since the Hero has taken over half as
If a hero takes enough wounds to be removed as a casualty, it many wounds as its Tough value, the Hero must take a morale test.
counts as being unconscious instead.

Unconscious heroes must remain idle until they are revived, and
they are ignored by AI enemies. At the end of each round until they To take a morale test, the affected unit must simply take one
are revived, they take 1 bleeding marker, and if they have 3 regular Quality test, and see what happens:
bleeding markers, then they are removed as casualties.
• If the test is passed, nothing happens.
Heroes within 3” of an unconscious hero may use a skill action and • If the test is failed, the unit is Shaken.
suffer 3 stress to revive it, and it restores 3 wounds
Heroes may immediately suffer 2 stress when Shaken from morale
tests, to ignore being Shaken.

Shaken units must stay idle, always count as fatigued, always fail
morale tests, and can’t contest or seize objectives.

When activated, Shaken units must spend their activation being


idle and doing nothing, which stops them from being Shaken at the
end of their activation.

Enemies with Tough(9) or more can’t be Shaken, but take D3


wounds whenever they would be Shaken instead.

10
When setting up terrain, players must agree on what terrain type
rules each piece of terrain follows. This will make sure that you do
not have any arguments during your game, and that things can
proceed smoothly.

Each piece of terrain may count as having multiple terrain types,


and you may also add other conditions to further customize your
terrain rules.

Example: A piece of Forest terrain could count both as Cover as well


as Difficult Terrain. Additionally, you could allow units to shoot into
and out of it freely, but not through it.

Examples: Grass Fields, Dirt Roads, Streets, etc. Examples: Woods, Mud, Rivers, etc.
Any surface that is not specifically defined as a type of terrain (like Terrain features that hinder a model’s movement, or force them to
forests, buildings, rivers, etc.) counts as open terrain. slow down, count as difficult terrain.
Open terrain does not have any special rules, and any rules that If any model in a unit moves in or through difficult terrain at any
affect terrain do not apply to open terrain. point of its move, then all models in the unit may not move more
than 6” for that movement.

Examples: Mountains, Canyons, Deep Water, etc.

Any surface that would stop models from moving through it, as Examples: Quicksand, Razor Wire, Mine Fields, etc.
well as gaps over 1” wide, count as impassable terrain. Terrain features that could harm models, or outright kill them,
Units may not move through impassable terrain, unless they have count as dangerous terrain.
any rules that allow them to ignore it. Note that units may move If a model moves in or through dangerous terrain, or is activated in
across gaps up to 1” wide as if they were flat ground, but may not it, then it must take a dangerous terrain test.
end their move partially overhanging gaps or terrain.
To take a dangerous terrain test, roll one die (or as many dice as
the model’s Tough value), and if the result is 1, then the unit takes
one automatic wound.
Examples: Walls, Buildings, Rocks, etc.

Any piece of terrain that models can’t see or shoot through counts
as blocking terrain. Examples: Rooftops, Cliffs, etc.
Units may not draw line of sight through blocking terrain, unless Terrain features that are over 3” tall count as elevated terrain, and
they have any rules that allow them to ignore it. are impassable, but any terrain piece that is up to 3” tall may be
climbed as part of a unit’s move (units may not end their move
mid-climb).
Examples: Forests, Ruins, Sandbags, etc.
Note that short terrain up to 1” tall may be ignored for the
Terrain features that models can hide in or behind, or that could purposes of movement (instead of having to climb up 1” and down
stop projectiles, count as cover terrain. 1” to cross it).
If the majority of models in a unit are fully inside a piece of cover
terrain or behind a sight blocker (for multi-model units), or that are
mostly inside cover terrain or behind sight blockers (for single-
model units), they get +1 to Defense rolls when blocking hits from
shooting attacks.

Note that other units are sight blockers and provide cover (despite
not being terrain), since models can’t see through the perimeter of
other units (friendly or enemy).

11
Whilst there are no specific rules as to how terrain should be When setting up terrain, you should use at least 20-25 pieces of
placed, here are some guidelines on how to handle terrain to have terrain, although using more can be more interesting.
a balanced game.
A simple way to make sure that you’re using enough terrain is to
Here are all the things you should consider: take as many pieces of terrain as you need to fully cover at least
50% of the table, and then spread them out.
• Size of your terrain
• Rules for each terrain It’s also good to keep a balance of different terrain types, so that
• Number of pieces units with different weapons and special rules can use them
• How to place it effectively in various situations.

Here are some basic terrain type recommendations:

Whilst there is no limit to the size of terrain that you can use for • At least 50% should block line of sight
your games, we have a few recommendations for you: • At least 33% should provide cover
• At least 33% should be difficult terrain
• Small pieces of scatter terrain, like barrels, boxes, • Randomly pick 2 pieces to be dangerous
barricades, etc. should be somewhere between 1”x1” and
3”x3” in size. Example: If you’re playing with 18 pieces of terrain, at least 9 should
• Large terrain features, like buildings, forests, lakes, etc. block line of sight, 6 should provide cover, 6 should be difficult
should be somewhere between 4”x4” and 8”x8” in size, terrain, and 2 should be dangerous terrain.
but can be as large as 12”x12”. Once you have chosen which terrain pieces you are going to use,
For each terrain feature you’ll also have to define some basic rules you can either have one player set up all of the terrain, or have all
for how it works in the game. Most terrain features will probably players set up terrain together.
have a single type, but you can combine multiple types together, To make sure each player has a say in setting up the table, you can
and even add extra conditions to them. roll-off, and then then alternate in placing one terrain piece each,
Here are some guidelines for common terrain types: starting with the player that won the roll-off.

• Barricades - Cover 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
• Buildings - Impassable + Blocking
provide a balanced playing field for everyone involved.
• Fields - Difficult + Cover
• Forests - Difficult + Cover + Units can see into and out of Ideally you want to place enough blocking terrain that you can’t
forests, but not through them draw clear line of sight from edge to edge across the table, as well
• Hills - Cover + Difficult when moving up + Units on top as make sure that there are no gaps bigger than 6” between
may ignore one unit/terrain for line of sight different terrain pieces. If you are playing with large units, we also
• Lakes - Difficult (if shallow) or Impassable (if deep) recommend making sure that there are gaps of at least 3” between
• Lava - Dangerous terrain, so they can fit through.
• Mountains - Impassable + Blocking
• Rivers - Dangerous when using rush/charge
• Rubble - Difficult
• Ruins - Cover + Dangerous when using rush/charge
• Swamps - Difficult

Note that whilst all of the terrain we mentioned so far is what you’ll
need for gameplay purposes, it’s also always good to have
elements of decorative terrain that have no effect on the game, but
that help make your table look better.

These could be elements such as patches of grass, shallow water


puddles, scattered gravel, chain-link fences, street signs, and other
things that make sense for your table.

12
Caster(X) [AI Units]
Most units have one or more special rules that affect the way they Follows same rules as heroes, picking one random spell to cast,
behave, and that sometimes go against the standard rules. and spending all tokens to cast it when activated. If the chosen
spell can’t be cast for any reason, then the model doesn’t cast.
Whenever you come across one of these situations, the special rule
always takes precedence over the standard rules. Counter
Note that effects from multiple instances of the same special rule Strikes first with this weapon when charged, and the charging unit
or spell don’t stack, unless it is a rule with (X) in its name, or unless gets -1 total Impact rolls per model with Counter.
it is specified otherwise.
Example: A model with Impact(3) charges a unit with 1 model that
has Counter, so it only makes 2 Impact rolls.

Ambush Deadly(X)
May be set aside before deployment. At the start of any round after Assign each wound to one model, and multiply it by X. Hits from
the first, may be placed anywhere over 9” away from enemy units. Deadly must be resolved first, and these wounds don’t carry over to
other models if the original target is killed.
Ambush [AI Units]
Fast
This AI unit only deploys D3 rounds afters its wave is deployed, and
at the start of the round it's placed at the centre of a random table Models with this special rule move +2” when using Advance and +4”
quarter. when using Rush/Charge.

AP(X) Fear(X)
Targets get -X to Defense rolls when blocking hits from weapons This model counts as having dealt +X wounds when checking if the
with this special rule. target must take morale test in melee (must deal at least one
wound).
Blast(X)
Example: A unit with Fear(1) has dealt 1 wound to an enemy with
Ignores cover, and after resolving other special rules, each hit is Tough(3) in melee. Because of Fear(1) it counts as having dealt 2
multiplied by X, where X is up to as many hits as enemy models in wounds, and so the enemy must take a morale test.
the target unit and within 3” of it. Hits must be split evenly between
all enemy units within 3” of any model from the target (players pick Fearless
how). Whenever a unit where most models have this rule fails a morale
Example: A weapon with 2 Attacks and Blast(3) scores two hits test, roll one die. On a 4+ it counts as passed instead.
against a unit with 2 models. Each hit is multiplied by 2, so the target
Flying
takes a total of 4 hits.
May move through units and terrain, and ignores terrain effects
Example: A weapon with 1 Attack and Blast(6) scores a hit against a
whilst moving, and automatically passes jumping rolls.
unit with 3 models that is within 3” of two other enemy units with 1
model each. The hit is multiplied by 5, and the players pick which two Furious
units take 2 hits, and which unit takes 1 hit.
When charging, unmodified rolls of 6 to hit in melee deal one extra
Caster(X) hit (only the original hit counts as a 6 for special rules).

Gets X spell tokens at the start of each round, but can’t hold more Example: A Furious model with a weapon with 1 Attack and Rending
than 6 tokens at once. At any point before attacking, spend as scores one hit on a roll of 6, so it deals two hits, of which only the first
many tokens as the spell’s value to try casting one or more spells counts as having AP(4) because of Rending.
(only one try per spell). Roll one die, on 4+ resolve the effect on a
target in line of sight. Heroes may spend any number of spell
tokens before rolling to get +1 to the roll per token, or to give an
enemy caster within 18” and in line of sight -1 to their roll per spell
token. Whenever a hero fails to cast a spell, it may suffer X*2 stress
to count as having cast it instead, where X is the spell’s casting
value.

Note that Casters get spell tokens each round even if they are not
on the table (waiting to Ambush for example), and that the Caster’s
spells must be picked from their own faction.

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Immobile Stealth
Models with this special rule may only use Hold actions. Enemies get -1 to hit rolls when shooting at units where all models
have this rule from over 9" away.
Impact(X)
Strider
Roll X dice when attacking after charging, unless fatigued. For each
2+ the target takes one hit. May ignore the effects of difficult terrain when moving, and only
needs 2+ to pass jumping rolls.
Indirect
Villain
Gets -1 to hit rolls when shooting after moving. May target enemies
that are not in line of sight as if in line of sight, and ignores cover AI units within 12” of this Villain may take morale tests using the
from sight obstructions. Villain’s Quality if it is better than their own, as long as the Villain
isn’t Shaken.
Lance
When charging, gets +1 to hit rolls and AP(+1) in melee.
When activated, heroes may suffer D3+3 stress to remove all status
Lock-On
conditions.
Ignores cover and all negative modifiers to hit rolls and range.
Afflicted: When activated, must pass a Str test to remove. If failed,
Limited the model takes 1 wound.

Weapons with this rule may only be used once per mission. Crippled: When activated, must pass a Dex test to remove.
Crippled models halve their movement distance.
Poison
Diseased: When activated, must pass a Wil test to remove.
This weapon ignores Regeneration, and the target must re-roll Diseased models take as many wounds as stress they suffer.
unmodified Defense rolls of 6 when blocking hits.
Impaired: When activated, may suffer D3+1 stress to remove.
Note that a die roll may only be re-rolled once, so if another 6 is Impaired models get -1 to all stat rolls.
rolled after re-rolling Defense, then the hit is blocked.

Regeneration
Jumping
When taking a wound, roll one die. On a 5+ it is ignored.
Jumping: Heroes may cross 1” gaps or drop off 3” of elevation as
Relentless regular movement, but they must jump to cross gaps or drop off
elevation of up to 6”. Take X+1 Dex tests, where X is one die for
When using Hold actions and shooting, unmodified rolls of 6 to hit
every full 3” the hero wants to move. If all rolls are successes, then
deal one extra hit (only the original hit counts as a 6 for special
the hero may cross the distance, without counting it towards its
rules).
move. If any roll is failed, then the hero falls instead.
Note: Check out the examples from the Furious special rule.
Example: A Hero wants to jump down 4” of elevation, so it must roll 2
Reliable Dex tests.

Models attacks at Quality 2+ with this weapon. Falling


Note that Reliable only changes the Quality value, so the roll can If a model falls or is pushed off an elevated position at least 2” tall,
still be modified, Fatigue still applies, etc. it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then
place the model within 2” of the bottom, and its activation ends
Rending
immediately. For units with multiple models, falling kills the model
This weapon ignores Regeneration, and unmodified rolls of 6 to hit instead, until only one last model remains, which falls normally.
get AP(4). Whenever a hero would fall, it may suffer 3 stress to stop within 1”
of the ledge instead, and immediately ends its activation.
Scout
Example: A unit of two models has fallen down 4” of elevation, so one
This model may move by up to 12” after being deployed.
model is killed, and the other takes 1 hit with AP(1).
Slow
Models with this special rule move -2” when using Advance, and -4”
when using Rush/Charge.

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This campaign builder will help you generate a random campaign, When playing, heroes suffer injuries and become stronger as they
or you can use it to generate random one-off missions to play. go on missions. Note that progression is the same across
campaigns, so you can carry over heroes between campaigns.

Each campaign is made up to D3+1 chapters, with each chapter


having D3 missions. After all missions in a chapter have been If a hero is killed, you may choose to revive them after the mission
played, the chapter is over, and once all chapters have been (but don’t have to). Revived heroes must roll one die to see what
played, set up a final chapter with D3 missions. injuries they sustain for the next 3 missions:

Chapters: Players may pick in which order to play any of the main Roll Injury
chapters, but once a chapter has started, all missions must be 1 Chest Wound: -1 to Def rolls
played before moving to the next chapter. 2 Blinded Eye: -1 to Qua rolls
3 Smashed Leg: -2” on Advance, and -4” on
Shop: Heroes may buy and sell items from the shop before starting Rush/Charge
or after finishing a chapter, but not between missions. 4 Broken Arm: -1 to Str rolls
5 Spinal Injury: -1 to Dex rolls
Difficulty: Before each chapter begins, choose a difficulty level, 6 Crushed Spirit: -1 to Wil rolls
which will be used for all missions in that chapter:

• Difficulty 1 = Beginner
• Difficulty 2 = Intermediate Whenever a hero earns enough XP to level up, they improve their
• Difficulty 3 = Expert stats (player picks which).
• Difficulty 4 = Legendary
LVL XP Improvements
For first time players, we recommend playing on Difficulty 1, and 1 0 n/a
doubling the amount of alertness needed to deploy a new wave of 2 3 +1 Tou or +1 Skill
reinforcements. 3 6 +1 Str, +1 Dex, or +1 Wil
4 12 +2 Tou or +1 Qua
Successful Missions: At the end of each mission, Heroes restore 3 5 18 +2 End, +2 Skill, or +1 Caster
wounds, 3 stress, and all bleeding, and may transfer any found 6 27 +1 Tou or +1 End
items and credits to other Heroes. At the end of each chapter, 7 36 +1 Str, +1 Dex, or +1 Wil
Heroes restore all wounds, stress, bleeding, and status conditions 8 48 +2 Tou or +1 Qua
instead (but don’t restore injuries). 9 60 +2 End, +2 Skill, or +1 Caster
10 75 +1 Tou or +1 Skill
Failed Missions: If all heroes are killed during a mission, they must 11 90 +1 Str, +1 Dex, or +1 Wil
re-start the chapter, but restore all wounds, stress, bleeding, 12 108 +2 Tou or +1 Qua
conditions, and injuries. 13 126 +2 End, +2 Skill, or +1 Caster
14 147 +1 Tou or +1 End
Final Chapter: The last chapter works just like other chapters, but 15 168 +1 Str, +1 Dex, or +1 Wil
players get +1 when rolling for alertness increase. Once the final
chapter is completed, the campaign is over.

15
Primary 3 - Retrieval

Missions are set up with this structure: Place one objective marker within 6“ of a random table corner,
which counts as the AI Goal (if the heroes are deployed in the same
1. Objectives & Rewards corner, move the marker to the centre of the table). Heroes within
2. Search Tokens 1“ of the marker may pick it up by using a skill action and passing a
3. Enemy Deployment Dex test, and drop it within 1“ if they are shaken. The objective is
4. Hero Deployment completed when the hero carrying the marker ends its activation
5. Challenge Hazards (optional) within 6“ of the hero corner.
Each step must be followed in this order and once all steps have Primary 4 - Investigation
been completed you start from the first again.
Place two objective markers randomly at the centre of two
different table quarters or the centre of the table, and the marker
closest to the hero nearest to an enemy counts as its AI Goal.
Primary Objective: To set up the table, roll for a random primary
Heroes may use a skill action whilst within 1“ of a marker, and if
objective.
they pass a Dex test, the marker is removed. The objective is
Secondary Objective: After the primary objective is completed, set completed once both markers are removed.
up a random secondary objective at the end of the round, increase
Primary 5 - Area Search
alertness by 3*X (where X is the chosen difficulty level), and then
roll for alertness increase. Place three objective markers randomly at the centre of three
different table quarters or the centre of the table, and the marker
Rewards: Once the heroes have completed the primary objective,
closest to the hero nearest to an enemy counts as its AI Goal.
they must all be within 6“ of the same table corner at the end of
Heroes may use a skill action whilst within 1“ of a marker, and if
any round in order to end the mission and collect rewards (the
they pass a Wil test, remove the marker and roll one die. On a 5+, or
secondary objective doesn’t need to be completed to end the
if it was the last marker, the objective is completed.
mission). Each hero always gets hazard pay, and then earns an
amount of XP based on which objectives have been completed: Primary 6 - Delivery

• Hazard Pay – Get 5c times the chosen difficulty level. Place two delivery markers within 6“ of two different random table
• Primary Objective – Earn double as much XP as the chosen corners (if the heroes are deployed in the same corner as a marker,
difficulty level. move it to the centre of the table). When the heroes deploy, place
• Secondary Objective – Earn as much XP as the chosen one objective marker in their deployment zone, which counts as
difficulty level. the AI Goal. Heroes within 1“ of the marker may pick it up by using
a skill action and passing a Wil test, and drop it within 1“ if they are
shaken. When the hero carrying the objective ends its activation
Roll Primary Objective within 3“ of a delivery marker, remove that marker. The objective is
1 Clean Sweep completed once both markers are removed.
2 Target Defense
3 Retrieval
4 Investigation
5 Area Search
6 Delivery

Primary 1 - Clean Sweep

The centre of the table counts as the AI Goal. When the last model
from the first wave of reinforcements is killed, it drops an objective
marker within 1“. Heroes may use a skill action whilst within 1“ of
the marker, and if they pass a Str test, the marker is removed and
the objective is completed.

Primary 2 - Target Defense

Place one objective marker randomly at the centre of a table


quarter or the centre of the table, which counts as the AI Goal.
Heroes may use a skill action whilst within 1“ of the marker and
take a Str test. If passed, at the end of each round, if any hero is
within 3“ of the marker while enemies aren’t, then it’s seized, and
gets one token. The objective is completed once the marker has
6*X tokens (where X is the chosen difficulty).

16
Roll Secondary Objective When setting up the table, you must place D3+2 search tokens. Roll
1 Interrogate one die for each token, and on a 1-3 it will be placed in a table
2 Safeguard quarter, whilst on a 4-6 it will be placed in a table corner. Then
3 Capture number each table quarter/corner from 1-4, and roll one die. On a
4 Sabotage
1-4 place the token at the centre of that table quarter or within 6“
5 Scavenge
of that table corner. On a roll of 5-6, you may pick in which quarter
6 Escort
or corner to place it instead.
Secondary 1 - Interrogate
Hidden Treasure: When a search token is revealed, roll one die to
The centre of the table counts as the AI Goal. When the last model see what it contains. If it’s an item or credits, replace the token with
from the next wave of reinforcements is killed, it drops an objective a treasure marker, which heroes within 1“ can pick up by using a
marker within 1“. Heroes may use a skill action whilst within 1“ of skill action.
the marker, and if they pass a Wil test, the marker is removed and
Roll Treasure
the objective is completed
1 Empty – Remove token.
Secondary 2 - Safeguard 2 Creature Nest – Remove token, and if the hero is
within 1”, it gets one random condition:
Place one objective marker at the centre of the table, which counts • 1-3 = Afflicted
as the AI Goal. Heroes may use a skill action whilst within 1“ of the • 4-6 = Diseased
marker and take a Dex test. If passed, at the end of each round, if 3 Booby Trap – Remove token, and if the hero is
any hero is within 3“ of the marker while enemies aren’t, then it’s within 1”, it gets one random condition:
• 1-3 = Crippled
seized, and gets one token. The objective is completed once the
• 4-6 = Impaired
marker has 3*X tokens (where X is the chosen difficulty level). 4 Hidden Cache – Replace with treasure marker,
Secondary 3 - Capture which contains one random item:
• 1-3 = Courage Injector
Place one objective marker at the centre of the table, which counts • 4-5 = Flash Grenade
as the AI Goal. Heroes within 1“ of the marker may pick it up by • 6 = Med Kit
using a skill action and passing a Str test, and drop it within 1“ if 5 Equipment Box – Replace with treasure marker,
they are shaken. The objective is completed when the hero carrying which contains one random item:
• 1-3 = Curing Kit
the marker ends its activation within 6“ of any corner.
• 4-5 = Nanoplate Injector
Secondary 4 - Sabotage • 6 = Fire Grenade
6 Credits Stash – Replace with treasure marker,
Place one objective marker within 6“ of the table corner furthest which contains a random amount of credits:
from one random hero, which counts as the AI Goal. Heroes may • 1-3 = 5c
use a skill action whilst within 1“ of the marker, and if they pass a • 4-5 = 10c
Wil test, the marker is removed and the objective is completed. • 6 = 15c

Secondary 5 - Scavenge

Place two objective markers within 6“ of the two corners closest to


one random hero, and the marker closest to the hero nearest to an
enemy counts as its AI Goal. Heroes may use a skill action whilst
within 1“ of a marker, and if they pass a Dex test, remove the
marker and roll one die. On a 4+, or if it was the last marker, the
objective is completed.

Secondary 6 - Escort

Place one objective marker within 3“ of one random hero, which


counts as the AI Goal, and place one extraction marker within 6“ of
the table corner furthest from that hero. Heroes within 1“ of the
marker may pick it up by using a skill action and passing a Str test,
and drop it within 1“ if they are shaken. When the hero carrying the
objective ends its activation within 3“ of the extraction marker the
objective is completed.

17
During each mission, enemies will be deployed in two ways: For an additional challenge, players may choose any of the
following hazards, which are completely optional. Note that these
• Sentries – Before the mission starts, deploy a wave of enemy
hazards can dramatically increase difficulty, and are not
units which act as sentries.
recommended for beginners.
• Reinforcements – Every so many rounds, a new wave of
enemies is deployed, based on their alertness. Location Events: Pick in which location the mission takes place, or
roll for it:
Wave Size: The total point value of all enemy units in a wave is
based on a % of the total point value of the heroes: Roll Event
1 Steep Mountain - One random hero is Crippled.
• Difficulty 1 = 50%
2 Mysterious Valley - One random hero is Afflicted.
• Difficulty 2 = 100% 3 Raging River - One random hero is Impaired.
• Difficulty 3 = 150% 4 Dark Wilderness - One random hero is Diseased.
• Difficulty 4 = 200% 5 Bustling City - One random hero gets 5c.
6 Quiet Road - Nothing happens.
Example: If heroes’ total point value is 300pts, then a Difficulty 1
wave is 150pts. Increased Alertness: Pick how alert the enemies are, or roll D6+X
for it, where X is the chosen difficulty level:
Alertness: At the end of each round, roll one die, on a 6 increase
alertness by 2, else by 1. Once you reach 6*X alertness (where X is Roll Alertness
the chosen difficulty level), deploy a new wave of reinforcements, 1-6 Vigilant – No effect
and remove all alertness. 7-8 Alarmed – Get +1 when rolling for alertness increase
9+ Full Assault – Get +2 when rolling for alertness
Deployment: Enemies are deployed differently based on if they are increase
sentries or if they are reinforcements:
Random Time of Day: Pick at what time the mission takes place,
• Sentries – The starting sentries are deployed at the centre of a
or roll for it:
random table quarter. Number each table quarter from 1-4,
then roll one die for each unit, and on a 1-4 place that unit at Roll Time of Day
the centre of that table quarter. On a roll of 5-6, you may pick 1 Dusk – For D3+3 rounds it’s Day, and then it’s Night
in which quarter that unit is placed. 2 Night – All heroes get -1 to hit rolls for D3+3 rounds,
• Reinforcements – The reinforcing waves are deployed within and then it’s Dawn
3 Dawn - For D3+3 rounds it’s Night, and then it’s Day
6” of a random table corner. Number each table corner from 1-
4-6 Day – No effect until the end
4, then roll one die for each unit, and on a 1-4 place that unit
within 6“ of that table corner. On a roll of 5-6, you may pick in Random Weather: Pick in what weather the mission takes place,
which corner that unit is placed. or roll for it:

Roll Weather
1 Worsening – For D3+3 rounds it’s Good, and then
Deployment: After sentries have been deployed, number each it’s Bad
table corner from 1-4, then roll one die, and on a 1-4 place the 2 Bad – All heroes halve their movement for D3+3
heroes within 6“ of that table corner. On a roll of 5-6, you may pick rounds, and then it’s Improving
in which table corner heroes are deployed. 3 Improving - For D3+3 rounds it’s Bad, and then it’s
Good
Play Mission: After heroes have been deployed, mission 4-6 Good – No effect until the end
preparation is fully finished, and the game begins.

18
31 - Heavy Rain 51 - Psychic Fog

Random Events (Optional): At the All models get -1” when Advancing, and -2” One random hero inside terrain gets +1
beginning of each round roll one die, and when Rushing/Charging until the next Qua until the end of the game.
on a 6 a random event happens. Then roll event.
52 - Spotter Drone
two separate dice one at a time, where the 32 - Creature Nest
One random hero gets +6” range when
first one represents the first number, whilst
One random hero inside terrain is Crippled. shooting until the next event.
the second one represents the second
number, and resolve that event. 33 - Sleeping Spores 53 - Haste Stims
Example: A player rolls two dice, with the All models get -1 Qua until the next event. All heroes may move by up to 6”.
first result being a 2 and the second result
34 - Monstrous Shriek 54 - Hidden Shield-Projector
being a 1. This would mean that random
event 21 is chosen. One random hero suffers D3 stress. One random hero inside terrain gets +1 Def
until the end of the game.
11 - Lightning Strike 35 - Solar Flare
55 - Enhancing Force-Field
One random hero outside of terrain All models get -1 Def until the next event.
immediately takes 1 wound. Pick one random table quarter. All heroes
36 - Thick Clouds
get +1 Str until the end of the game whilst
12 - Alien Swarms
All models get -6” range when shooting inside.
The hero closest to the centre of a random until the next event.
56 - Sinkhole
table quarter is Shaken.
41 - Invigorating Fumes
Remove one random piece of terrain in a
13 - Razor Vines
All heroes get +1 Wil until the next event. random table quarter.
One random hero inside terrain
42 - Robot Guide 61 - Supporting Bots
immediately takes 1 wound.
One random hero inside terrain gets +1 Dex The hero closest to a random table corner
14 - Falling Debris
until the end of the game. may take an action.
One random hero within 3” of terrain
43 - Sticky Foliage 62 - Healing Kit
immediately takes 1 wound.
All heroes get -1 Dex until the next event. One random hero may remove all stress.
15 - Sworn Guard
44 - Debilitating Static 63 - Guardian Beast
The enemy unit closest to the table centre
may take an action. All heroes get -1 Str until the next event. The enemy unit closest to the centre of a
random table quarter is Shaken.
16 - Hunting Rush 45 - Shifting Tremors
64 - Xenos Warriors
The enemy unit closest to a random table Move one random piece of terrain in a
corner may take an action. random table quarter by D6” in any The enemy unit closest to the table centre
direction. is immediately Shaken.
21 - Stuck in the Mud
46 - Terrifying Quakes 65 - Psychic Pool
One random hero is Impaired.
Pick one random table quarter. All heroes One random hero within 6” of the table
22 - Gang Ambush
get -1 Wil until the end of the game whilst centre gets +1 End until the end of the
One random hero inside terrain inside. game.
immediately takes D3 hits.
66 - War-God’s Blessing
23 - Venomous Moss
One random hero may move by up to 6”.
One random hero is Diseased.

24 - Anomalous Gale

One random hero is Afflicted.

25 - Explosive Trap

One random hero takes D3 hits.

26 - Crumbling Earth

One random hero inside terrain


immediately takes D3 hits.

19
There is much more to Grimdark Future: Star Quest than just the If you want to help us in making more awesome content, you can
content of this beginner’s guide, and what you’ve seen here so far support us on Patreon: www.patreon.com/onepagerules
is only the tip of a very large iceberg!
By supporting you will get access to a ton of extra content,
exclusive updates, early access, rulebooks, point calculators,
miniatures and much more.
The game is primarily built around campaign play, and you can buy
official narrative campaigns, which feature exciting stories, lots of This project was made by gamers for gamers, and it can only exist
new missions, and epic villains to defeat. thanks to the support of our awesome community.

New campaigns are being released every year, and you can string
them together to watch your heroes grow over the course of
We hope that you enjoyed this beginner’s guide, and that you are
multiple campaigns.
as excited as we are to be part of this amazing hobby.
We are also working on lots more ways for you to play the games,
Happy Wargaming!
so keep your eyes peeled for more news!
- The OPR Team

There is a whole universe to explore with Grimdark Future,


featuring dozens of factions, heroes, conflicts, and more.

Make sure to check out our website to find free lore for all of the
factions and the universe, as well as short stories, comics, and
more background stories.

Additionally, you can also learn more about our universes by


buying narrative campaigns, faction guides, books, and story
collections, which provide a deeper insight into our lore.

There are hundreds of incredible Grimdark Future miniatures for


you to collect, paint, and play with, made by our amazing team of
artists at OPR.

We release new miniatures, terrain, game aids, and much more


every month, giving you everything you need in order to play
exciting games of Grimdark Future: Star Quest.

Our miniatures are available as physical prints shipped right to


your door, as digital STL files for 3D printing at home, as well as
cheap and convenient paper miniatures. Make sure to check out
our website to get them in the format you prefer!

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