Rules Reference
Core Rules Summary (GF v3.4.1)
Game Structure
Games consist of Rounds (usually 4). Each round consists of alternating player Turns. Each turn consists of one unit Activation.
- Player who finished activating first last round goes first in the next round.
- After 4 rounds, check mission objectives to determine the winner.
Activation Actions
Activate one unit per turn. Choose one action:
Action | Movement | Notes |
---|---|---|
Hold | 0" | Can shoot |
Advance | Up to 6" | Can shoot after moving |
Rush | Up to 12" | Cannot shoot |
Charge | Up to 12" | Move into base contact for Melee. |
Shooting Sequence
- Determine Attacks: Sum Attack values of shooting models in range & LoS.
- Roll to Hit: Roll Quality tests for each attack. Success = Hit.
- Roll to Block: Target rolls Defense tests for each hit. Success = Block. Fail = Wound.
- Remove Casualties: Remove one model per Wound taken.
Melee Sequence
- Charge Moves: Move up to 12" to base contact (or as close as possible). Target models move up to 3" into base contact.
- Who Can Strike: Models within 2" horizontally AND 4" vertically of an enemy model.
-
Melee Sequence (Attacker & Defender):
- Determine Attacks: Sum Attack values of striking models.
- Roll to Hit: Roll Quality tests. Success = Hit.
- Roll to Block: Target rolls Defense tests. Success = Block. Fail = Wound.
- Remove Casualties: Remove one model per Wound taken.
- Return Strikes: Defender may choose to strike back after the attacker finishes.
- Fatigue: After attacking in melee (charging or striking back) for the *first time* in a round, the unit only hits on unmodified 6s in melee for the rest of that round.
Melee Resolution
- Determine Winner: Compare total wounds caused by each unit. Unit that caused more wounds wins. Tie if wounds are equal or zero.
- Morale Test: Only the LOSER of the melee takes a morale test.
-
Consolidation Moves:
- If one unit was destroyed/routed: Winner moves up to 3".
- If neither unit destroyed/routed: Charger moves back 1" (if possible).
Morale
-
When to Test:
- End of activation if unit took wounds AND is now at half starting size/toughness or less.
- After losing a melee.
- Test: Roll one die, succeed on unit's Quality value or higher.
-
Outcomes (Activations where Wounds are taken):
- Pass = No effect.
- Fail = Shaken.
-
Outcomes (Melee Loss):
- Pass = No effect.
- Fail = Shaken.
- Fail while at <= half strength = Routed.
- Shaken Effects: Must Hold action to recover. Counts as Fatigued. Auto-fails morale tests. Cannot contest/seize objectives.
- Routed Effects: Unit is removed from play as casualty.
Basic Terrain Effects
- Cover: +1 Defense vs Shooting if majority of unit models are inside/behind.
- Difficult: Max 6" move if any model moves through it.
- Dangerous: Roll 1 die per model (or Tough value) moving through/activating in it. On a 1, unit takes 1 wound.
Campaign Rules Summary (v3.4.0)
Campaign Flow (Checklist)
- Mission Setup (Points, Underdog, Objectives)
- Play Mission (4+ rounds)
- Check for Casualties
- Earn Experience (XP)
- Upgrade Armies
- Recruit Units
Pre-Mission Setup
Army Size Limit
No army may have > 250pts more than the lowest point value army in the match.
Underdog Bonus
Get 1 Underdog Point (UP) for every 50pts difference below the highest point value army. Spend 1 UP to modify any single roll (friendly or enemy) by +/- 1.
Special Objectives
Roll D6 for a bonus objective (worth 75pts if completed):
D6 Roll | Objective | Condition |
---|---|---|
1 | Mastery | Friendly unit in each table quarter at end. |
2 | Honor | No enemy units in own deployment zone at end. |
3 | Casting | Attempt to cast a spell each round. |
4 | Recovery | First player to stop a unit from being Shaken. |
5 | Rage | First player to destroy an enemy unit. |
6 | Destruction | Destroy the most expensive enemy unit. |
Post-Mission Steps
Mission Rewards
Winner gets 2 VP + 150pts. Loser(s) get 300pts.
Casualties (Destroyed/Routed Units)
D6 Roll | Result | Effect |
---|---|---|
1 | Dead | Remove unit from army. |
2-5 | Recovered | No penalties. |
6 | Natural Talent | Recovers and gains +1 XP. |
D6 Roll | Result | Effect |
---|---|---|
1 | Dead | Remove hero from army. |
2 | Chest Wound | Gets -1 to Defense rolls. (-5pts) |
3 | Blinded Eye | Gets -1 to Shooting hit rolls. (-5pts) |
4 | Arm Injury | Gets -1 to Melee hit rolls. (-5pts) |
5 | Traumatized | Gets -1 to Morale tests. (-5pts) |
6 | Smashed Leg | Moves -1" Advance / -2" Rush/Charge. (-5pts) |
D6 Roll | Talent | Effect |
---|---|---|
1 | Natural Talent | Recovers and gets +1 XP. (+5pts) |
2 | Motivated | Always passes first morale test of match. (+5pts) |
3 | Crazed | Gets +1 Attack in melee when charging. (+5pts) |
4 | Bitter Rivalry | Gets +1 to hit vs enemy Heroes. (+5pts) |
5 | Horrible Scars | Enemies get -1 to hit in melee vs hero. (+5pts) |
6 | Toughened | Gets Tough(+1). (+5pts) |
Re-roll if trait already gained.
XP Earning
- +1 XP: Unit was not a casualty.
- +1 XP: Unit killed an enemy unit.
- +2 XP: Unit killed an enemy HERO unit.
- +3 XP: Unit killed an enemy HERO and its joined unit.
Leveling Up (at 5 XP)
Unit becomes more expensive and gains a Trait (Regular Unit) or Skill Set/Trait (Hero Unit).
D6 Roll | Trait | Effect (+25pts Cost) |
---|---|---|
1 | Agile | Moves +1" Advance / +2" Rush/Charge. |
2 | Headstrong | Gets +1 to Morale tests. |
3 | Specialist | Gets +1 to hit rolls in Melee OR Shooting (pick one). |
4 | Resilient | Gets +1 to Defense rolls. |
5 | Elite | May re-roll one roll of any kind once per game. |
6 | Fast Learner | May pick any other trait from this list. |
Re-roll if trait already gained (except Specialist).
D6 Roll | Skill Set(s) |
---|---|
1-2 | Captain OR Support |
3-4 | Fighter OR Shooter |
5-6 | Pathfinder OR Healer |
Each time the Hero levels up (including the first), roll D6 for a Skill Trait from their chosen set(s). Re-roll if trait already gained. If all 3 traits from the first set are gained, roll for a second set.
D6 | Trait |
---|---|
1-2 | Leader: Friendly units within 6" get +1 to morale. |
3-4 | Instigator: Friendly units activating within 6" get +1 to hit in melee. |
5-6 | Tactician: Friendly units activating within 6" get +1 to hit when shooting. |
D6 | Trait |
---|---|
1-2 | Vanguard: Friendly units activating within 6" move +4" on Charge. |
3-4 | Scavenger: Friendly units activating within 6" get +6" range when shooting. |
5-6 | Mastermind: Enemy units within 6" get -1 Defense. |
D6 | Trait |
---|---|
1-2 | Duellist: Enemy units get -1 to hit in melee vs hero. |
3-4 | Fanatic: Hero gets +1 Attack in melee. |
5-6 | Berserker: Enemies get -1 to morale tests in melee vs hero. |
D6 | Trait |
---|---|
1-2 | Hunter: Hero may shoot even after Rush actions. |
3-4 | Destroyer: Hero gets AP(+1) when shooting. |
5-6 | Suppressor: Enemies shot by hero get -1 to hit shooting until end of round. |
D6 | Trait |
---|---|
1-2 | Runner: Hero always moves +2" (even in terrain). |
3-4 | Prowler: Enemies >12" get -1 to hit shooting vs hero. |
5-6 | Climber: Hero ignores difficult terrain effects. |
D6 | Trait |
---|---|
1-2 | Chemist: Friendly units within 6" get +1 morale in melee. |
3-4 | Herbalist: Friendly units within 6" ignore wounds on 6+. |
5-6 | Warden: Friendly units within 6" stop being Shaken on hero activation. |
Upgrading & Recruiting
Spend earned points on unit upgrades or new units. Upgrades can be sold for half price (round down to nearest 5). Recruit up to 1 new Hero per mission (max 3 total). Recruit regular units freely (one can start with 5XP for +50pts). Units/armies can be disbanded.
Command Points & Stratagems
Command Point Generation (Fixed)
Players get 4 Command Points (CP) per 1000pts in their army list at the start of the game.
Using Stratagems
At any point during the game (friendly or enemy activation), players may spend CP to activate Stratagems. Each specific Stratagem can only be used once per unit activation.
Players always have access to the Universal Doctrine Stratagems below, plus the Stratagems from one other Doctrine chosen before the game begins (see options below).
Glossary
Random Events
At the start of each round, roll D6. On a 5+, roll 2D6 (reading them like D66, e.g., a 2 and a 5 is 25) and consult the events below.