Grimdark Future Star Quest Core Rules
General Principles
The most important rule: Whenever the rules are unclear, use common sense and personal preference. Have fun!
Stat Tests: Roll one six-sided die, and if you score the model’s stat value or higher, then it counts as a success. Whenever a hero fails a Str/Dex/Wil stat test, it may suffer 3 stress to count as having passed it instead.
Modifiers: Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.
Preparation
Campaigns & Missions: The game is played using either a narrative campaign book, or the campaign builder, which tell you how to set up your missions.
The Party: The game is played solo or co-op, with 2-4 player controlled heroes.
The Enemies: Before the game begins, you will need to prepare a collection of enemy models for the AI to control.
The Battlefield: The game is played on a 4’x4‘ area, with 20+ pieces of terrain. The game can be also played on a smaller 2’x2’ area, by halving all distances used.
Playing the Game
Each round, players activate all heroes first, and then the AI activates all units in order from the closest to a hero to the furthest.
Activation
Heroes may take any one action plus one Skill action (in any order), and may suffer 2 stress to take any one additional action.
| Action | Move | Notes |
| Rest | 0” | Restore stress |
| Hold | 0” | Can shoot |
| Advance | 6” | Can shoot after move |
| Rush | 12” | Can’t shoot |
| Charge | 12” | Moves into melee |
| Skill | 0” | Use skill action |
Resting
Heroes taking a rest action restore 6 stress, but must stay idle, and can’t take any actions for that round (before or after resting).
Endurance: If a hero suffers stress which brings it over its End value, then it takes that many wounds instead.
Movement
Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.
Shooting
Models in range and line of sight may fire all ranged weapons. Shooting models take one Qua test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Def value or higher to block, and each fail causes one wound. Once a model has taken as many wounds as its Tou value, it is killed (remove from play).
Unconscious: If a hero would be killed, it is unconscious instead, must remain idle until revived, and is ignored by AI. At the end of each round until it is revived, the hero takes 1 bleeding marker, and if it has 3 markers it is killed (remove from play). Heroes within 3” may use a skill action and suffer 3 stress to revive the hero, and it restores 3 wounds.
Melee
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” horizontally and 4” vertically of enemies must strike with all melee weapons, which works like shooting. Then defenders must strike back, and if neither unit is killed, chargers must move back and separate by 1” (if possible).
Fatigue: At the end of an activation in which they charged, or after striking back, units hit on unmodified rolls of 6 in melee until the end of the round.
Morale
At the end of an activation where wounds leave a unit with half or less of its total size or Tou value (for single-model units), the unit must take a morale test. To take a morale test, take a Qua test, and if failed the unit is Shaken. Heroes may suffer 2 stress to ignore being Shaken from failed morale tests.
Shaken: Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being shaken. Enemies with Tou 9+ can’t be Shaken, but take D3 wounds instead.
Skill actions
Heroes may only attempt each skill action and hero skill once per round.
Discover: The hero may reveal one search token in line of 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 passed, the target is pushed directly away by 2”.
Scurry: The hero may move by up to D3” by passing a Dex test.
Hero Skills: When using hero skills, take a test of that skill’s stat. If passed the hero may resolve its effect, and if failed it first suffers 1 stress and may then resolve its effect.
Terrain
Cover Terrain: Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.
Difficult Terrain: Units moving through difficult terrain at any point can’t move more than 6” at a time in total.
Dangerous Terrain: Models moving across dangerous terrain, or that activate in it, must roll one die (or as many as their Tou value), and for each roll of 1 the unit takes a wound.
AI Activations
When AI units activate, follow these steps:
- Are any enemies in line of sight?
- Yes – Go to step 2
- No – Go to step 3
- If you move, will any enemy be in range to shoot or charge?
- Yes - Advance only as much as needed and shoot closest, else Charge closest
- No - Rush to closest
- Are you within 3” of an AI Goal?
- Yes – Skip activation
- No - Rush to nearest AI Goal
AI Groups: Group members must stay within 1” of at least one other member, and within 3” of all other members.
Special Rules Reference
Ambush
May be set aside before deployment. At the start of any round after the first, may be placed anywhere over 9” away from enemy units.
Ambush [AI Units]
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 quarter.
AP(X)
Targets get -X to Def rolls when blocking hits from this weapon.
Blast(X)
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in 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 how).
Caster(X)
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (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 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.
Caster(X) [AI Units]
Follows same rules as heroes, picking one random spell to cast, 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.
Counter
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.
Deadly(X)
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.
Fast
Moves +2” when using Advance, and +4” when using Rush/Charge.
Fear(X)
This model counts as having dealt +X wounds when checking if the target must take morale test in melee (must deal at least one wound).
Fearless
When failing a morale test, roll one die. On a 4+ it’s passed instead.
Flying
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls.
Furious
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).
Immobile
May only use Hold actions.
Impact(X)
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.
Indirect
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 from sight obstructions.
Lance
When charging, gets +1 to hit rolls and AP(+1) in melee.
Lock-On
Ignores cover and all negative modifiers to hit rolls and range.
Limited
May only be used once per mission.
Poison
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.
Regeneration
When taking a wound, roll one die. On a 5+ it is ignored.
Relentless
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).
Reliable
Attacks at Quality 2+.
Rending
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).
Scout
This model may move by up to 12” after being deployed.
Slow
Moves -2” when using Advance, and -4” when using Rush/Charge.
Stealth
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9" away.
Strider
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls.
Villain
AI units within 12” may take morale tests using the Villain’s Qua if it is better than their own, as long as the Villain isn’t Shaken.
Status conditions
When activated, heroes may suffer D3+3 stress to remove all status conditions.
Afflicted
When activated, must pass a Str test to remove status. If failed, the model takes 1 wound.
Crippled
When activated, must pass a Dex test to remove status. Crippled models halve their movement distance.
Diseased
When activated, must pass a Wil test to remove status. Diseased models take as many wounds as stress they suffer.
Impaired
When activated, may suffer D3+1 stress to remove status. Impaired models get -1 to all stat rolls.
Special movement
Jumping
Heroes may cross 1” gaps or drop off 3” of elevation as 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 every full 3” the hero wants to move. If all rolls are successes, then the hero may cross the distance, without counting it towards its move. If any roll is failed, then the hero falls instead.
Falling
If a model falls or is pushed off an elevated position at least 2” tall, 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 immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally. Whenever a hero would fall, it may suffer 3 stress to stop within 1” of the ledge instead, and immediately ends its activation.