0% found this document useful (0 votes)
38 views2 pages

GF - Core Rules v3.0.0

Uploaded by

jim contreras
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
0% found this document useful (0 votes)
38 views2 pages

GF - Core Rules v3.0.0

Uploaded by

jim contreras
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
You are on page 1/ 2

General Principles Deployment: Players roll-off, and the Melee

winner picks a long table edge as their


The most important rule: Whenever the deployment zone, with their opponent Charging models must move into base
rules are unclear, use common sense taking the opposite. Then the players contact with the target, or as close as
and personal preference. Have fun! alternate in placing one unit each within possible, and then defenders must do
12” of their table edge, starting with the the same by moving up to 3”. Models
Quality Tests: Roll one six-sided die, and
player that won the deployment roll-off. within 2” of enemies may strike with all
if you score the unit‘s quality value or
their melee weapons, which works just
higher, then it‘s a success.
Playing the Game like shooting. Then the defending unit
Modifiers: Regardless of modifiers, rolls may choose to strike back, but doesn’t
The game is played in rounds, with
of 6 are always successes, and rolls of 1 have to. Once both units are done, the
players alternating in activating one unit
are always fails. loser must take a morale test. If one of
each, starting with the player that won
the two units is destroyed, the other may
Preparation the deployment roll-off. Each new round
move by up to 3”, else the charging unit
the player that finished activating first
The Armies: The players put together must move back by 1” (if possible).
on the last round gets to start.
two armies of equal points before the Fatigue: Units only hit on unmodified
game begins (we recommend 750pts to Activation results of 6 in melee until the end of the
start, and 2000pts for a full match). round after they charge or strike back.
The player picks one unit, and it may do
Combined Units: Players may combine one of the following:
Morale
two copies of the same multi-model unit
Action Move Notes
into a single unit, if upgrades that apply Morale Tests: Whenever a unit takes
Hold 0” Can shoot
to all models are bought for both. wounds that leave it with half or less of
Advance 6” Can shoot after move
its total size or tough value (for units
Force Org. (optional): Players may only Rush 12” Can’t shoot
with a single model), or it loses a melee,
bring up to 1 hero/caster per 500pts in Charge 12” Moves into melee
it must take a morale test. Take a quality
their army, and only 1+X copies of the
test, and if failed it is Shaken until the
same unit, where X is 1 per 1000pts in Movement
end of its next activation. Shaken units
their army (combined units count as
Unit members must stay within 1” of at count as fatigued, always fail morale
one). No single unit may be worth over
least one other member, and within 9” of tests, and must stay idle.
35% of total points, and armies may only
all other members. Units may only move
have max. of 1 unit per 185pts. Melee Results: Units in melee don’t take
within 1” of other units when charging,
morale tests from wounds. Instead they
Ex.: At 2000pts, max. 4 heroes/casters, and may only charge if at least one
compare the number of wounds each
max. 3 copies of each unit, no unit worth charging model can reach base contact
unit caused, and the unit with the lowest
over 700pts, and max. 10 units in total. with one model from the target unit.
total loses, and must take a morale test.
The Battlefield: The game is played on a Shooting If the test is failed whilst the unit is down
flat 6‘x4‘ surface, with at least 10-15 to half or less of its total size or tough
pieces of terrain on it. The game can be Models in range and line of sight may value, then it Routs (remove from play),
also played on smaller surfaces, as long fire all ranged weapons, and may fire at else it is Shaken instead.
as armies deploy at least 24" apart. up to two different targets with different
weapon types. Shooting models take one Terrain
Mission: Place D3+2 objectives. Players quality test per attack, and each success
roll-off to go first, and then alternate in Cover Terrain: Units with most models in
is a hit. For each hit defending units roll
placing one marker each outside of or behind cover get +1 to Defense rolls
one die trying to score their Defense
deployment zones, and over 9” away when blocking hits from shooting.
value or higher, and each fail causes one
from each other. At the end of each Difficult Terrain: Units moving through
wound. For each wound, the defender
round, if a unit is within 3” of a marker must remove one model. difficult terrain can’t move more than 6”
while enemies aren’t, then it’s seized, in total at a time.
and remains seized even after leaving.
Shaken units can’t seize markers, and if Dangerous Terrain: Models moving
units from both sides are contesting a across dangerous terrain, or that
marker, then it becomes neutral again. activate in it, must roll one die (or as
The game ends after 4 rounds, and the many as their tough value), and for each
player that controls most markers wins. roll of 1 the unit takes one wound.

1
Aircraft: Must deploy before all other Fearless: When failing a morale test, wounds before being killed. If a model
units, ignores all units and terrain when roll one die. On a 4+ it’s passed instead. with tough joins a unit without it, then it
moving/stopping, can’t seize objectives, is removed last when the unit takes
Flying: May go through obstacles and
and can’t be moved in contact with. May wounds. Note that you must continue to
ignores terrain effects when moving.
only use Advance actions, moving in a put wounds on the tough model with
straight line by 30”-36” without turning. Furious: When charging, unmodified most wounds in the unit until it is killed,
If it moves off-table, its activation ends, rolls of 6 to hit are multiplied by 2. before starting to put them on the next
and it must be deployed on any table tough model (heroes must be assigned
Hero: Heroes with up to Tough(6) may
edge at the beginning of the next round. wounds last).
deploy as part of one multi-model unit
Units targeting this model get -12” range
without another Hero. The hero may Transport(X): May transport up to X
and -1 to hit rolls.
take morale tests on behalf of the unit, models or Heroes with up to Tough(6),
Ambush: This model may be kept in but must use the unit’s Defense until all and non-Heroes with up to Tough(3)
reserve instead of deploying. At the start other models have been killed. which occupy 3 spaces each. Units may
of any round after the first, you may deploy inside or embark by moving into
place the model anywhere, over 9” away Immobile: May only use Hold actions. contact, and may use any action to
from enemy units. If both players have disembark, but may only move up to 6”.
Impact(X): Gets X attacks that hit on 2+
Ambush, roll-off to see who goes first, If a unit is inside a transport when it is
when charging.
and alternate deploying units. Units that destroyed, then it takes a dangerous
deploy like this on the last round can’t Indirect: May target enemies that are terrain test, is immediately Shaken, and
seize or contest objective markers. not in line of sight, and ignores cover surviving models must be placed within
from sight obstructions, but gets -1 to hit 6” of the transport before it is removed.
AP(X): Targets get -X to Defense rolls
rolls when shooting after moving.
when blocking hits.
Lance: Gets AP(+2) when charging.
Blast(X): Each attack ignores cover and
multiplies hits by X, but can’t deal more Lock-On: Ignores cover and all negative
hits than models in the target unit. modifiers to hit rolls and range.

Caster(X): Gets X spell tokens at the Poison: Targets must re-roll unmodified
beginning of each round, but can’t hold Defense rolls of 6 when blocking hits.
more than 6 tokens at once. At any point
Regeneration: When taking a wound, roll
before attacking, spend as many tokens
one die. On a 5+ it is ignored.
as the spell’s value to try casting one or
more spells (only one try per spell). Roll Relentless: When using Hold actions and
one die, on 4+ resolve the effect on a shooting, unmodified rolls of 6 to hit are
target in line of sight. This model and multiplied by 2.
other casters within 18” in line of sight
Reliable: Attacks at Quality 2+.
may spend any number of tokens at the
same time before rolling, to give the Rending: Targets get -1 to Regeneration
caster +1/-1 to the roll per token. rolls, and unmodified results of 6 to hit
count as having AP(4).
Counter: Strikes first with this weapon
when charged. Enemies charging units Scout: This model may be deployed after
where all models have this rule only hit all other units, and may then move by up
on 6 when rolling Impact attacks. to 12”, ignoring terrain. If both players
have Scout, roll-off to see who goes first,
Deadly(X): Assign each wound to one
and alternate deploying units.
model, and multiply it by X. Hits from
Deadly must be resolved first, and these Slow: Moves -2” when using Advance,
wounds don’t carry over to other models and -4” when using Rush/Charge.
if the target is killed.
Sniper: Shoots at Quality 2+, and may
Entrenched: Enemies get -2 to hit when pick one model in a unit as its target,
shooting at this model from over 12” which is resolved as if it’s a unit of 1.
away, as long as it hasn’t moved since
Stealth: Enemies get -1 to hit rolls when
the beginning of its last activation.
shooting at units where all models have
Fast: Moves +2” when using Advance, this rule from over 12" away.
and +4” when using Rush/Charge.
Strider: May ignore the effects of
Fear(X): Counts as having dealt +X difficult terrain when moving.
wounds when checking who won melee.
Tough(X): This model must take X

You might also like