GF - Core Rules v2.10
GF - Core Rules v2.10
GF - Core Rules v2.10
The most important rule: Whenever the The player picks one unit and it may do Morale Tests: Whenever a unit takes
rules are unclear use common sense one of the following: wounds that leave it with half or less of
and personal preference. Have fun! its total size or tough value (for units
Action Move Notes
with a single model), it must take a
Quality Tests: Roll one six-sided die, and Hold 0” Can shoot.
morale test. Take a quality test, and if
if you score the unit‘s quality value or Advance 6” Can shoot after move.
failed it is Pinned until the end of its next
higher it‘s a success. Rush 12” Can’t shoot.
activation. Pinned units only hit on rolls
Charge 12” Moves into melee.
Modifiers: Regardless of modifiers, rolls of 6+ in melee, automatically fail morale
of 6 are always successes, and rolls of 1 tests and must stay idle.
Movement
are always fails.
Melee Results: Units in melee don’t take
Unit members must stay within 2” of at
Preparation morale tests from wounds. Instead they
least one other member, and within 6” of
compare the number of wounds each
The Battlefield: The game is played on a all other members. Units may only move
unit caused, and the unit with the lowest
flat 6‘x4‘ surface, with at least 10-15 within 1” of others when charging, and
total loses and must take a morale test.
pieces of terrain on it. may only charge if at least one model
If the test is failed whilst the unit is down
can reach base contact with one model
The Armies: The players put together to half or less of its total size or tough
from the target.
two armies of equal points before the value, then it Routs (remove from play),
game begins (we recommend starting Shooting else it is Pinned.
with 750pts per player).
Models in range and line of sight may Terrain
Combined Units: Two copies of the same fire all weapons, and units with multiple
Cover Terrain: Units that shoot at
unit can be deployed together, as long as weapon types may fire each type at a
enemies with most models in or behind
upgrades that are applied to all models different target. Shooting models take
cover get –1 to shooting.
are bought for both. one quality test per attack, and each
success is a hit. For each hit defending Difficult Terrain: Units moving through
Mission: Place D3+2 objectives. Players
models roll one die trying to score their difficult terrain can’t move more than 6”
roll-off to go first, and then alternate in
Defense value or higher, and each fail in total at a time.
placing one marker each outside of
deployment zones and over 9” away causes one wound. For each wound the
Dangerous Terrain: Models moving
from each other. At the end of each defender must remove one model.
across dangerous terrain or that activate
round, if a unit is within 3” of a marker Weapon Profiles: The stats of each in it must roll one die (or as many as
while enemies aren’t, then it’s seized weapon are shown like this: their tough value), and for each roll of 1
and remains seized even after leaving. they take one wound.
Pinned units can’t seize markers, and if
Name (Range, Attacks, Special)
units from both sides are contesting a Weapons with a range value are for
marker then it becomes neutral again. shooting, and without are for melee.
The game ends after 4 rounds, and the
player that controls most markers wins. Melee
Deployment: Players roll-off, and the Charging models must move into base
winner picks one long table edge as his contact with the target or as close as
deployment zone, with his opponent possible, and then defenders must do
taking the opposite. Then the players the same by moving up to 3”. Models
alternate in placing one unit each within within 2” of enemies may strike with all
12” of their table edge, starting with the their melee weapons, which works just
player that won the deployment roll-off. like shooting. Then the defending unit
may choose to strike back, however
Playing the Game after attacking in melee for the first time
units only hit on unmodified rolls of 6 in
The game is played in rounds, with
any subsequent melee, until the end of
players alternating in activating one unit
the round. Once both units are done the
each, starting with the player that won
loser must take a morale test, and the
the deployment roll-off. Each new round
charging unit must move back by 1”. If
the player that finished activating first
one of the two units is destroyed the
on the last round gets to start.
other may move by up to 3”.
AP(X): Targets get -X to Defense rolls Regeneration: When taking a wound, roll
when blocking hits. one die. On a 5+ it is ignored.
Blast(X): All hits are multiplied by X. Relentless: For each unmodified roll of 6
to hit when shooting, this model may roll
Deadly(X): Assign each wound to one
1 extra attack. This rule doesn’t apply to
model and multiply it by X. Note that
newly generated attacks.
these wounds don't carry over to other
models if killed. Rending: Unmodified rolls of 6 to hit
count as having AP(4) and ignore the
Fast: Move 9” when using Advance and
regeneration rule.
18” when using Rush/Charge.
Scout: This model may be deployed after
Fear: Always counts as having dealt +D3
all other units, and may then move by up
wounds for seeing who won melee.
to 12”, ignoring terrain. If both of the
Fearless: Gets +1 to morale tests. players have Scout they roll-off to see
who deploys first, and then alternate in
Flying: May move through obstacles and
placing and moving them.
may ignore terrain effects.
Slow: Move 4” when using Advance and
Furious: Gets +1 attack with a weapon of
8” when using Rush/Charge.
your choice when charging.
Sniper: Shoots at Quality 2+, ignores
Hero: May be deployed as part of friendly
cover and may pick which model is hit.
units, and they may use his quality value
for morale tests. When taking hits you Stealth: Enemies get -1 to shooting when
must use the defense value of the hero’s targeting this unit.
unit until all non-hero models are killed.
Strider: This model may ignore the
effects of difficult terrain.