Grimdark Future Core Rules: Difference between revisions

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''[[OPR Rules Versions#Current version|Current rules version 3.4.1]]''
= General Principles =
= General Principles =


'''The most important rule: '''Whenever the rules are unclear, use common sense and personal preference. Have fun!
'''The most important rule: '''Whenever the rules are unclear, use common sense and personal preference. Have fun!


'''Quality Tests: '''Roll one six-sided die, and if you score the model’s quality value or higher, then it counts as a success.
'''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.
'''Modifiers: '''Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.
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= Preparation =
= Preparation =


'''The Armies: '''The players put together two armies of equal points before the game begins (we recommend 1000pts to start, and 2000pts for a full match).
'''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.
 
'''Combined Units: '''Players may combine two copies of the same multi-model unit into a single unit, if upgrades that apply to all models are bought for both.
 
'''Force Org. (optional): '''Players may only bring up to 1 hero per 500pts in their army, and only 1+X copies of the same unit, where X is 1 per 1000pts in their army (combined units count as one). No single unit may be worth over 35% of total points, and armies may only have max. 1 unit per 200pts.


'''The Battlefield: '''The game is played on a 6‘x4‘ area, with 15+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24" apart.
'''The Party: '''The game is played solo or co-op, with 2-4 player controlled heroes.


'''Mission: '''Place D3+2 objectives. Players roll-off to go first, and then alternate in placing one marker each outside of deployment zones, and over 9” away from each other. At the end of each round, if a unit is within 3” of a marker while enemies aren’t, then it’s seized. Markers stay seized even after leaving, but if units from both sides are contesting a marker, then it becomes neutral again. The game ends after 4 rounds, and the player that controls most markers wins.
'''The Enemies: '''Before the game begins, you will need to prepare a collection of enemy models for the AI to control.


'''Deployment: '''Players roll-off, and the winner picks a long table edge as their deployment zone, with their opponent taking the opposite. Then the players alternate in placing one unit each within 12” of their table edge, starting with the player that won the deployment roll.
'''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 =
= Playing the Game =


Each round, players alternate in activating one unit each, starting with the player that won the deployment roll-off. Each new round, the player that finished activating first on the last round gets to go first.
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 =
= Activation =


The player picks one unit that hasn’t activated yet, and it must take one action:
Heroes may take any one action plus one Skill action (in any order), and may suffer 2 stress to take any one additional action.


{| class="wikitable"
{| border=1
|- style="background: #d1fffd;"
|| '''Action ''' || '''Move ''' || '''Notes '''
|| '''Action '''
|-
|| '''Move '''
|| Rest  || 0”  || Restore stress
|| '''Notes '''
|-
|-
|| Hold  
|| Hold || 0” || Can shoot  
|| 0”  
|| Can shoot  
|-
|-
|| Advance  
|| Advance || 6” || Can shoot after move  
|| 6”  
|| Can shoot after move  
|-
|-
|| Rush  
|| Rush || 12” || Can’t shoot  
|| 12”  
|| Can’t shoot  
|-
|-
|| Charge  
|| Charge || 12” || Moves into melee  
|| 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 =
= Movement =


Unit members must stay within 1” of at least one other member, and within 9” of all other members. 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.
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 =
= Shooting =


Models in range and line of sight may fire all ranged weapons, and may fire at up to two different targets with different weapon types. Shooting models take one quality test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Defense value or higher to block, and each fail causes one wound. For each wound, the defender must remove one model.
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 =
= 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 may choose to strike back, but don’t have to. Once both units are done, the losing unit must take a morale test (see morale section). If one of the units is destroyed, the other may move by up to 3”, else chargers must move back and separate by 1” (if possible).
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: '''After charging or striking back, units only hit on unmodified results of 6 in melee until the end of that round.
'''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 =
= Morale =


'''Morale Tests: '''At the end of an activation where wounds leave a unit with half or less of its total size or tough value (for single-model units), or it loses a melee, the unit must take a morale test. To take a morale test, take a quality test, and if failed the unit is Shaken.
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”.


'''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.
'''Scurry: '''The hero may move by up to D3” by passing a Dex test.


'''Melee Results: '''Units in melee don’t take morale tests from wounds at the end of an activation. Instead they compare the number of wounds each unit caused, and the unit with the lowest total loses, and must take a morale test. If the test is failed whilst the unit is down to half or less of its total size or tough value, then it routs (remove from play as destroyed), else it is Shaken instead.
'''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 =
= Terrain =
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'''Difficult Terrain: '''Units moving through difficult terrain at any point can’t move more than 6” at a time in total.
'''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 tough value), and for each roll of 1 the unit takes a wound.
'''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


= Speical Rules Reference =


=== Aircraft ===
'''AI Groups: '''Group members must stay within 1” of at least one other member, and within 3” of all other members.


May only use Advance actions, moving in a straight line, and adding 30” to its total move (even if Shaken). Aircraft ignore all units and terrain when moving and stopping, can’t seize objectives, can’t be charged, and units targeting them get -12” range and -1 to hit.
= Special Rules Reference =


=== Ambush ===
=== Ambush ===


May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9” away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy.
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) ===
=== AP(X) ===


Targets get -X to Defense rolls when blocking hits from this weapon.
Targets get -X to Def rolls when blocking hits from this weapon.


=== Blast(X) ===
=== 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 models in the target unit.
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) ===
=== 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. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token.
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 ===
=== Counter ===
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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.
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.
=== Entrenched ===
Enemies get -2 to hit when shooting at this model from over 9” away, as long as it hasn’t moved since the beginning of its last activation.


=== Fast ===
=== Fast ===


Moves +2” when using Advance and +4” when using Rush/Charge.
Moves +2” when using Advance, and +4” when using Rush/Charge.


=== Fear(X) ===
=== Fear(X) ===


This model counts as having dealt +X wounds when checking who won melee.
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 ===
=== Fearless ===


Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead.
When failing a morale test, roll one die. On a 4+ it’s passed instead.


=== Flying ===
=== Flying ===


May move through units and terrain, and ignores terrain effects whilst moving.
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls.


=== Furious ===
=== 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).
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).
=== Hero ===
Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until all other models have been killed.


=== Immobile ===
=== Immobile ===
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When charging, gets +1 to hit rolls and AP(+1) in melee.
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 ===
=== Limited ===


May only be used once per game.
May only be used once per mission.


=== Poison ===
=== Poison ===
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=== Scout ===
=== Scout ===


May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next.
This model may move by up to 12” after being deployed.


=== Slow ===
=== Slow ===


Moves -2” when using Advance, and -4” when using Rush/Charge.
Moves -2” when using Advance, and -4” when using Rush/Charge.
=== Sniper ===
Shoots at Quality 2+, and each model with Sniper may pick any model in the target unit as its individual target, which is resolved as if it was a unit of 1. Sniper shooting must be resolved before other weapons.


=== Stealth ===
=== Stealth ===
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=== Strider ===
=== Strider ===


May ignore the effects of difficult terrain when moving.
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.
 
= Command Groups =
 
=== Sergeant ===
 
This model gets +1 to hit rolls.
 
=== Musician ===
 
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1” when using move actions. This effect lasts until the end of the round.
 
=== Banner ===
 
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1 to morale test rolls. This effect lasts until the end of the round.
 
= 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 =


=== Tough(X) ===
=== Jumping ===


This model must take X wounds before being killed. If a model with tough joins a unit without it, then it is removed last when the unit takes wounds. Note that you must continue to put wounds on the tough model with most wounds in the unit until it is killed, before starting to put them on the next tough model (heroes must be assigned wounds last).
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.


=== Transport(X) ===
=== Falling ===


May transport up to X models or Heroes with up to Tough(6), and non-Heroes with up to Tough(3) which occupy 3 spaces each. Transports may deploy with units inside, and units may enter/exit by using any move action, but must stay fully within 6” of it when exiting. When a transport is destroyed, units inside must take a dangerous terrain test, are Shaken, and must be placed fully within 6” of the transport before removing it.
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.

Revision as of 12:56, 26 February 2025

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:

  1. Are any enemies in line of sight?
    • Yes – Go to step 2
    • No – Go to step 3
  1. 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
  1. 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.

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.

Command Groups

Sergeant

This model gets +1 to hit rolls.

Musician

This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1” when using move actions. This effect lasts until the end of the round.

This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1 to morale test rolls. This effect lasts until the end of the round.

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.