GFF - Basic Rulebook v2.16
GFF - Basic Rulebook v2.16
Introduction Contents
Grimdark Future: Firefight is a miniature wargame set in a Basic Rules ............................................................................... 3
war-torn sci-fi future, which is played using 28mm miniatures.
General Principles .........................................................3
The game mechanics are designed to be easy to learn but hard
Preparation ....................................................................5
to master, bringing engaging sci-fi battles for new and
experienced players alike. Playing the Game ...........................................................6
Suppression ................................................................. 29
City Fighting.................................................................. 30
2
The Most Important Rule Dice
When playing a complex game there are going to be occasions To play the game you are going to need some six-sided dice,
where a situation is not covered by the rules, or a rule does not which we will refer to as D6. Depending on how many models
seem quite right. When that is the case use common sense and you are playing with, we recommend having at least 10 to 20
personal preference to resolve the situation. dice to keep things fast.
If you and your opponent cannot agree on how to solve a Additionally, we recommend having dice of multiple colors so
situation, use the following method in the interest of time. that you can combine them for faster rolling. Whenever a unit
is using multiple weapons, you can use different colors for
Roll one die. On a result of 1-3 player A decides, and on a result
each weapon, and then roll them all at once.
of 4-6 player B decides. This decision then applies for the rest
of the match, and once the game is over you can continue to Sometimes the rules will refer to different types of dice, for
discuss the 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
Scale Conventions explanations to all types of weird dice you come across.
This game was written to be played with 28mm heroic-scale • D3: To use these dice, simply roll a D6 and halve
miniatures in mind, which are mounted on round bases. the result, rounding up.
These bases come in various sizes, and we recommend that • 2D6: To use these dice, simply roll two D6 and sum
you always mount miniatures on the bases they come with. the results of both dice.
• D6+1: To use these dice, simply roll a D6 and add 1
Here are some general guidelines for base sizes: to the result.
• Infantry: 20mm to 40mm
Re-Rolls
• Bikes & Beasts: 25mm x 70mm
• Monsters & Walkers: 60mm Whenever a rule tells you to re-roll a dice result, simply pick
• Vehicles: Not mounted on a base up the number of dice you have to re-roll, and roll them again.
The result of the second roll is the final result, even if it’s
Note that the base size that you use doesn’t matter, as long as
worse than the first. A die roll may only be re-rolled once,
you keep base sizes consistent across all models.
regardless of how many rules apply to it.
Models & Units
Roll-Offs
In the rules, individual miniatures are referred to as models,
Whenever a rule tells you to roll-off, all players involved in the
whilst groups of one or more models are referred to as units.
roll-off must roll one die, and then compare their results. The
This means that when a rule applies to a unit it applies to all player with the highest result wins the roll-off, and in the event
miniatures within that unit, whilst if a rule applies to a model it of a tie the players must re-roll until there is a winner.
only applies to one individual miniature.
Quality Tests
Unit Stats
During the game you will be required to take Quality tests in
Units come with a variety of statistics that define who they are order to see if a unit succeeds at doing various things such as
and what they can do. hitting its targets or passing morale tests.
• Name [Size]: The unit name and number of models. Whenever a rule states that a unit must take a Quality test, roll
• Quality: The score needed for attacks and morale. one die. If you score the unit’s Quality value or higher, then it
• Defense: The score needed for defense. counts as a success, else it counts as a fail.
• Equipment: Any weapons and gear the unit has.
Example: A model with Quality 4+ must take three Quality tests.
• Special Rules: Any special rules the unit has.
The player rolls three dice and scores a 3, a 4 and a 5. This
• Upgrades: What upgrade lists it has access to.
means that the model gets two successes (the 4 and the 5), and
• Cost: How many points it costs to take this unit.
one fail (the 3).
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Modifiers Measuring Movement
Throughout the game there are going to be rules that apply When measuring how far a model moves always measure so
modifiers to your die rolls. These will usually raise or lower the that 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.
Weapons
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 whilst all examples here show round bases, these
movement restrictions apply in the same way to models on
• Name (Range, Attacks, Special Rules) bases of different shape or models without a base.
Example: Heavy Rifle (24”, A1, AP(1)) Line of Sight (LoS)
Measuring Distances Unless stated otherwise, models can see in all directions,
To play the game you are going to need a ruler marked in regardless of where the miniature is actually facing.
inches, which you may use to measure distances at any time. To determine if a model has line of sight to another model,
Distances are usually measured from a model’s base, however simply draw a straight line from one model’s base to the other,
if a model has no base, then all distances are measured from and if the line doesn’t pass through any solid obstacle
its hull or torso. (including other units), then it has line of sight.
When measuring the distance between two models you always For the purpose of determining line of sight, a model may
measure from/to the closest point of their bases. always ignore friendly models from its own unit.
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Preparing the Battlefield
You are going to need a flat 4’x4’ surface to play on, which is
usually referred to as “the battlefield” or “the table”.
Once you have found a space to play, you are going to have to
place at least 15 pieces of terrain on it, though we recommend
using 20 or more to keep things interesting.
Ideally you want to place enough blocking terrain that you can’t Deploying Armies
draw clear line of sight from edge to edge across the table, as
Once the mission has been set, up the players roll-off and the
well as place a variety of cover and difficult terrain so that
winner must start deploying their army first.
there are no gaps bigger than 12” between terrain pieces.
The winning player first chooses one table edge to deploy on
Placing Objectives
and then places one unit fully within 12” of their table edge.
After the table has been prepared, you and your opponent must
Once they are done, then the opposing player places one unit
set up D3+2 objective markers on the battlefield.
fully within 12” of the opposite table edge.
The players roll-off and the winner picks who places the first
Then the players continue alternating in placing one unit each,
objective marker. Then the players alternate in placing one
until all units have been deployed.
marker each outside of the deployment zones, and over 9”
away from other markers.
The Mission
At the end of each round, if a unit is within 3” of a marker whilst
no enemies are, then it counts as being seized.
After 4 rounds have been played, the game ends, and the player
that controls most markers wins.
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Rounds, Turns & Activations
The game is structured into game rounds, player turns and unit
activations. Here is the breakdown of what these mean:
Game Structure
After both players have deployed their armies, the game starts
with the first round and the player that won the deployment
roll-off takes the first turn.
During their turn, the player picks a unit that has not been
activated yet, and activates it by performing an action.
Once the action has been taken, their turn ends and the
opposing player’s turn starts. This continues until all units have
activated, at which point the round ends and a new one begins.
After 4 full rounds have been played the game ends, and
players determine who won, by checking if they completed
their mission objectives.
Activating Units
Players may activate one unit that has not been activated yet
and take one action.
Here are all available actions and what they allow a unit to do:
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Unit Coherency Charging
Units that consist of two or more models must always maintain When taking a Charge action, all models in the unit may move
unit coherency. by up to 12”. Models taking a Charge action may ignore the 1”
distance restriction, however since this is a little more complex
All models in the unit must stay within 2” of at least one other
it will be explained in detail in the Melee section.
model at all times, and all models must stay within 6” of all
other models at all times (or as close as possible). Note that units may only take a Charge action if their move
would bring at least one model into base contact with another
model from the target unit.
Dropping
Models may drop off steep elevation up to 6” high instead of
climbing down. Roll X+1 dice trying to score 3+, where X is one
die for every full 3” it drops. If all rolls are successes, you may
place the model within 2” of the bottom, and continue moving
without counting elevation. If any roll is failed the model falls
down instead (see below).
Leaping
Models may leap off steep elevation up to 6” high onto enemies
within 2” of the bottom. Roll X+1 dice trying to score 3+, where X
is one die for every full 3” it drops. If all rolls are successes,
you may place the model in contact with the target, and deal as
many automatic hits as dice rolled. If any roll is failed the
model falls down instead (see below).
Advancing Falling
When taking an Advance action, all models in the unit may If a model falls or is pushed off an elevated position at least 2”
move by up to 6”. Models may move and turn in any direction tall, then it takes 1 hit with AP(1+X), where X is AP(+1) for every
regardless of their facing, as long as no part of their bases full 3” it fell. Then place the model Stunned within 2” of the
move further than the total movement distance. bottom of the elevation.
Models may not move within 1” of models from other units
(friendly or enemy), unless they are taking a Charge action.
Rushing
When taking a Rush action, all models in the unit may move by
up to 12”. The same rules about turning, facing and keeping 1”
distance apply to Rush actions.
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Picking Targets Area Shooting
When taking a Shooting action, a unit must pick one valid target When firing weapons with multiple attacks, models may split
and all models in the unit may shoot at it. their attacks as evenly as possible between all enemy units
within 3” of a single model, with the defending player picking
If at least one model in the unit has line of sight to an enemy
which models are targeted.
model, and has a weapon that is within range of that model,
then that enemy is a valid target.
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The Shooting Sequence 4. Check Wound Effects
Shooting is done in a simple sequence which has to be followed If the target has taken at least one wound, roll one die and add
separately for each weapon group: the number of wound markers to it, and then check to see what
happens to the target:
1. Determine Attacks
2. Roll to Hit • 2-5: Stunned
3. Roll to Block • 6+: Knocked Out
4. Check Wound Effects
Example: An Orc has just taken one wound and must now
1. Determine Attacks check its effect. He rolls one die and gets a 5, and adds +1
because it had one wound. The final result is 6 and so the
Each ranged weapon has an Attack value which represents its model is Knocked Out.
overall firepower.
Knocked Out Models
Sum the Attack value from the weapons of all models that can
shoot at the target to determine how many attacks the unit has Knocked Out models are removed from play as casualties.
in total for this shooting.
Stunned Models
Example: A Battle Brother is shooting at an Orc. He is armed
with an Assault Rifles (Attack 1) and is within range and line of Stunned models are placed on their side to show their state,
sight of the Orc, which means that he has a total of 1 attack for and they must remain idle during their next activation, after
this shooting. which they stop being Stunned.
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Picking Targets Area Striking
When taking a Charge action, a unit must pick one valid target When striking in melee with multiple attacks, models may split
and all models in the unit must charge it. their attacks as evenly as possible between all enemy units
within 3” of a single model, with the defending player picking
If at least one model in the unit is within 12” of one model from
which models are targeted.
the target unit, and has a clear path to reach it, then that
enemy is a valid target.
Charge Moves
To charge, you must move charging models by up to 12” to get
into base contact with an enemy model from the target unit, or
as close as possible to an enemy model from the target unit,
maintaining unit coherency.
Once all charging models have moved, all models from the
target unit that are not in base contact with a charging model
must move by up to 3” to get into base contact with a charging
model, or as close as possible to an enemy model from the
charging unit, maintaining unit coherency.
Models may strike with all of their melee weapons, and may
only strike at models from the target unit.
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The Melee Sequence 4. Check Wound Effects
Melee is done in a simple sequence which has to be followed If the target has taken at least one wound, roll one die and add
separately for the charging unit and the target unit: the number of wound markers to it, and then check to see what
happens to the target:
1. Determine Attacks
2. Roll to Hit • 2-5: Stunned
3. Roll to Block • 6+: Knocked Out
4. Check Wound Effects
Example: An Orc has just taken one wound and must now
Determine Attacks check its effect. He rolls one die and gets a 5, and adds +1
because it had one wound. The final result is 6 and so the
Each melee weapon has an Attack value which represents its model is Knocked Out.
overall strength.
Knocked Out Models
Sum the Attack value from the weapons of all models that can
strike at the target to determine how many attacks the unit has Knocked Out models are removed from play as casualties.
in total for this melee.
Stunned Models
Example: A Battle Brothers is charging an Orc. He is armed
with a CCW (Attack 1) and is in range of the Orc, which means Stunned models are placed on their side to show their state,
that he has a total of 1 attack for this melee. and they must remain idle during their next activation, after
which they stop being Stunned.
2. Roll to Hit
Stunned models automatically fail morale tests, and if they
After having determined how many attacks the unit has in total, take any hits from shooting, or are charged again, then they are
take as many Quality tests as attacks. Knocked Out immediately (without needing to check wounds).
Each successful roll counts as a hit, and all failed rolls are Pushing Stunned Models
discarded with no effect.
Whenever a model is Stunned, the attacker may try to push it
Example: The Battle Brother (Quality 3+) is striking at the Orc. by rolling one die. On a 4+ the attacker may move the model by
He takes one Quality test and rolls a 5. This means that he up to 2” in any direction.
scored a total of 1 hit.
Groups & Wounds
3. Roll to Block
When a unit with multiple models takes wounds, each wound
For every hit that the unit has taken, the defending player must kills one model, until only one last model remains. Only the
roll one die, trying to score the target unit’s Defense value. last model then accumulates wound markers and rolls to see if
Each success counts as a block, and for each failed roll place it’s Stunned or Knocked Out.
one wound marker on the model. Example: A unit of three Goblins has taken three wounds from
Example: The Orc (Defense 5+) has taken 1 hit. He rolls one die an attack, so it first removes two models as casualties, and
and gets a 4. This means that the Orc has taken 1 wound and then puts one wound marker on the last model and rolls to
must check to see its effects. check the wound’s effect.
Return Strikes
Once all charging models that were able to attack have done
so, the defending unit may choose to strike back (following the
melee sequence again), but doesn’t have to.
Fatigue
After attacking in melee for the first time during a round, either
by charging or by striking back, units only hit on unmodified
rolls of 6 in any subsequent melee until the end of the round.
Consolidation Moves
If the defending unit was not completely destroyed, then the
charging unit must move back by 1” separating itself from the
defending unit.
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When to Test Routed Units
As armies take casualties, their psychological well-being Routed units have lost all hope and are taken captive, flee the
deteriorates, and they will flee from the battlefield. battle, or are otherwise rendered ineffective.
Whenever an army is down to half or less of its starting units at Simply remove the entire unit from the game as a casualty.
the end of a round, or whenever a spell or special rule requires
Example: An army of 5 Battle Brother has lost 3 m and the
it, then you must take a morale test.
remaining 2 units must take a morale test. They each take a
Example: An army of Battle Brothers started the game with 5 morale test and pass, so they both get to continue fighting.
units, and is down to 2 units at the end of a round, so all of its
units must take a morale test.
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Terrain Rules Elevation
When setting up terrain, all players must agree on what terrain Hills, Rooftops, Cliffs, etc.
type rules each piece of terrain follows.
Any terrain piece that is at least 3” taller than the surface of
This will make sure that you do not have any weird situations or the table counts as elevation.
misunderstandings during your game, and that things can
When moving onto elevation, simply count the vertical
proceed smoothly.
movement as part of the unit’s regular movement.
Note that each piece of terrain may use multiple terrain type
rules where it makes sense.
Open Terrain
Grass Fields, Dirt Roads, Streets, etc.
Any surface that is not specifically defined as a type of terrain
(like forests, buildings, rivers, etc.) counts as open terrain.
Open terrain does not have any special rules, and any rules
that affect terrain do not apply to open terrain.
Impassable Terrain
Mountains, Canyons, Deep Water, etc.
Any surface that would stop models from moving through it
counts as impassable terrain.
Units may not ever move through impassable terrain under any
circumstances.
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Cover Terrain Dangerous Terrain
Forests, Ruins, Sandbags, etc. Quicksand, Razor Wire, Mine Fields, etc.
Terrain features that models can hide in or behind, or that Terrain features that could harm models, or outright kill them,
could stop projectiles, count as cover terrain. count as dangerous terrain.
If the majority of models in a unit are in or behind a piece of If a model moves in or through dangerous terrain, then it must
cover terrain, enemy units shooting at it get -1 to their hit rolls. immediately take a dangerous terrain test.
To take a dangerous terrain test, roll one die, and if the result
is 1 the unit takes one automatic wound.
If there are models with the Tough(X) rule in the unit, then you
must roll X dice for them instead of only 1 die.
Difficult Terrain
Woods, Mud, Rivers, etc.
Terrain features that hinder a model’s movement, or force
them to slow down, count as difficult terrain.
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Rules Priority & Stacking Effects Fear
Most units have one or more special rules that affect the way When in melee, units with this special rule count as having
they behave, and that sometimes go against the standard rules. caused +D3 wounds when checking for wound effects.
Whenever you come across one of these situations, the special Note that the unit must deal at least 1 wound from regular
rule always takes precedence over the standard rules. attacks to check for wound effects.
Note that effects from multiple instances of the same special Fearless
rule or spell don’t stack, unless it is a rule with (X) in its name,
or unless it is specified otherwise. Models with this special rule get +1 to their morale test rolls.
Flying
Models with this special rule may move through other units and
impassable terrain, and they may ignore terrain effects.
Furious
Whenever a model with this special rule charges an enemy, it
gets +1 attack with a weapon of your choice.
Hero
Friendly units within 12” of a model with this special rule may
use its quality for morale tests instead of their own, as long as
Ambush
it is not Stunned.
You may choose not to deploy a model with this special rule
Immobile
with your army, but instead keep it off the table in reserve.
Models with this special rule may only use Hold actions.
At the beginning of any round after the first, you may place the
model anywhere on the table, over 9” away from enemy units.
AP(X)
Enemy units taking hits from weapons with this special rule get
-X to Defense rolls.
Blast(X)
This weapon ignores cover and multiplies hits by X, however it
can’t deal more than one hit per model.
Deadly(X)
Whenever a model takes wounds from a weapon with this
special rule, multiply the amount of wounds suffered by X.
Fast
Models with this special rule move +2” when using Advance
actions, and +4” when using Rush or Charge actions.
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Impact(X)
Whenever a model with this special rule charges, it deals X
automatic melee hits, as long as it reaches striking range.
Indirect
Weapons with this special rule may shoot at enemies that are
not in line of sight, and ignore cover from sight obstructions,
however they get -1 to hit when shooting after moving.
Lock-On
Weapons with this special rule ignore all negative modifiers to
hit rolls and range. Scout
Poison Models with scout may deployed after all other units, and may
immediately be moved by up to 12”, ignoring any terrain.
Whenever you roll an unmodified to hit result of 6 whilst firing
this weapon, that hit is multiplied by 3. If both players have units with Scout, they must roll-off to see
who goes first, and then alternate in placing them.
Psychic(X)
Slow
Models with this special rule may cast one spell at any point
during their activation, before attacking. Models with this special rule move -2” when using Advance
actions, and -4” when using Rush or Charge actions.
To cast a spell, select one from the psychic’s army list, pick a
target in line of sight, and roll D6+X. If the result is equal to or Sniper
higher than the number in brackets, then you may resolve the
Models firing weapons with this special rule count as having
spell’s effects.
Quality 2+ when rolling to hit, and the attacker may pick one
Spells may target a single unit, or split their hits/wounds or model from the target unit as its target.
bonus/penalties evenly among all friendly/enemy units within
Note that shooting is resolved as if the target was a unit of 1.
6” of a single model (target picks how).
Enemy psychics within 18” and line of sight may also roll D6+X Stealth
at the same time, and if the result is higher than that of the Enemies targeting this unit get –1 to hit when shooting at it.
casting psychic, then the spell’s effects are blocked instead.
Strider
Note that each psychic may only either try to cast a spell or try
to block a spell each round. Models with this special rule treat Difficult Terrain as Open
Terrain when moving (may move more than 6”).
Regeneration
When dropping, leaping or jumping they only need to roll 2+ to
Whenever this model takes wounds, roll one die for each. On a succeed the action.
5+ the wound is ignored.
Tough(X)
Relentless
Models with this special only roll to check wound effects once
Whenever this model rolls an unmodified to hit result of 6 when they have taken at least X wound, and are only Knocked Out on
shooting, it may roll 1 extra attack. This rule doesn’t apply to rolls of 5+X or more.
newly generated attacks.
When Stunned and charged or hit by shooting, they take one
Rending wound instead of being Knocked Out, unless they already have
X or more wounds.
Whenever you roll an unmodified to hit result of 6 whilst using
this weapon, that hit counts as having AP(4), and it ignores the Example: A model with Tough(3) only rolls to check wound
Regeneration rule. effects once it has taken at least 3 wounds, and then is only
Knocked Out on rolls of 8 or more.
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Want more Grimdark Future: Firefight? Full Rulebook Contents
If you like Grimdark Future: Firefight and want to support us in Whilst the basic rulebook provides you with all you need in
making more awesome content, then you can donate to the order to play exciting games of Grimdark Future: Firefight,
project on Patreon here: patreon.com/onepagerules there is even more content in the full rulebook, giving you
access to a large set of advanced rules which you can use to
By donating you will get access to a ton of extra content,
customize the game to play the way you like.
exclusive updates, early access to WIP files, full rulebooks,
point calculators, miniatures and much more. The full rulebook contains all of the following:
This project was made by gamers for gamers, and it can only • Terrain Placement Rules
exist thanks to the support of our awesome community. • Multiple Deployment Styles
• Extra Missions
Thank you for playing! • Side-Missions
• Extra Actions
• Random Events
• Battlefield Conditions
• Terrain & Objective Effects
• Fog of War Rules
• Tactical Phase Rules
• Command Points Rules
• Suppression Rules
• City Fighting Rules
• Rules for Multiplayer Games
• Rules for Kitchen Table Games
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