You are on page 1of 2

ONE PAGE RULES FIREFIGHT: CYBERPUNK (house rules)

General Principles 2. Rush / Charge. Move up to 12” Can’t shoot. Can move
The most important rule: Whenever the rules are unclear, in to base contact with enemy and make melee attacks.
use common sense and personal preference. Have fun! 3. Stealth move. Move up to 6”. Enemies targeting unit
Quality Tests: Roll one six-sided die, and if you score the suffer -1 to hit. Can't shoot.
unit‘s quality value or higher, then it‘s a success. 4. Hunker down. Can not move. Enemies targeting this
Modifiers: Regardless of modifiers, rolls of 6 are always unit suffer -2 to hit. Can't shoot.
successes, and rolls of 1 are always fails. 5. Overwatch. Can not move. However, can interrupt
opponent’s turn to shoot one of two ways. Once a unit has
Preparation shot while on overwatch, it is no longer on overwatch.
The Battlefield: The game is played on a flat 4‘x4‘ Suffers a -1 for shooting when on overwatch.
surface, with at least 15-20 pieces of terrain on it. a. Can stop an enemy unit at any point during it’s
movement to shoot at it.
The Armies: The players put together two armies of equal b. If shot at by an enemy, can shoot back, even if
points before the game begins 150pts is a small game, wounded. Resolve after enemy has resolved
400pts is a large one. their shot.
Each unit consists of a single model. The troop types are 6. Recover (initial activation only). Move 0” can't shoot or
in the blue section of the army sheet (militia/ skirmisher, do anything. Remove all fatigue counters or remove
line infantry, etc. ). Each unit can be customised by stunned status. The recover action is only available to a
purchasing weapons and skills for it out of the red / green unit that has not yet activated this round.
sections. The costs for each upgrade differ for each troop
type according to the tables. Where there is no value in Movement Units may only move within 1” of other units
the table, the upgrade is unavailable for that troop type. A when charging. Movement is limited to 6” in terrain even
unit can only have one weapon from each of the weapon when fast or rushing / charging. Units can climb ladders at
tables. normal movement, but can not move more than 6" in an
activation that it does so (unless it has the strider skill).
Mission: Place 3 objectives. Players roll-off to go first, and
then alternate in placing one marker each outside of Pushing: Whenever a unit rolls a Stunned result, the
deployment zones, and over 9” away from each other. At attacker may try to push it away. Roll one die, and on a 4+
the end of each round, if a unit is within 3” of a marker the attacker may move the model by up to 2” in any
while enemies aren’t, then it’s seized, and remains seized direction.
even after leaving. Stunned units can’t seize markers, and
if units from both sides are contesting a marker, then it Falling: If a unit is pushed off an elevated position at least
becomes neutral again. The game ends after 3 rounds, 2” tall, it takes 1 hit with AP(1+X), where X is AP(+1) for
and the player that controls most markers wins. every full 3” it fell. Then place the model Stunned within 2”
Alternatively, you can make up or choose a different of the bottom.
mission from the multitude of other wargames with
missions. Dropping / Jumping: Units may drop off steep elevation /
cross gaps up to 6” high / wide, instead of climbing down.
Deployment: Players roll-off, and the winner picks a table Roll X+1 dice, trying to score 3+, where X is one die for
edge as their deployment zone, with their opponent taking every full 3” it drops / jumps. If all rolls are successes, then
the opposite. Then the players alternate in placing one unit you may place the model within 2” of the bottom, and
each within 12” of their table edge, starting with the player continue moving without counting elevation. If any roll is
that won the deployment roll-off. Note that models can be failed, then the model falls instead.
placed in ‘overwatch’ or ‘hunkered down’ (see below) by
stating this as they are deployed. Shooting Models in range and line of sight may fire one
weapons at a single unit, or split their attacks evenly
Playing the Game among all enemy units within 3” of a single model (target
The game is played in rounds, with players alternating in picks how). Shooting models take one quality test per
activating one unit each, starting with the player that won attack, and each success is a hit. For each hit defending
the deployment roll-off. units roll one die trying to score their Defence value or
higher, and each fail causes one wound. Then check the
Units can be activated multiple times each round. Each wounds section to see what happens to the unit.
unit must be activated once. For activations after the initial Weapon Profiles: The stats of each weapon are shown
one, place a fatigue token on the unit. Fatigue tokens like this: Name (Range, Attacks, Special) Weapons with a
reduce the effectiveness of the unit. range value are for shooting, and without are for melee.
The effects of special abilities are listed in the skills
The round ends when each player 'passes' (elects not to section of the army sheet.
activate a unit) one after the other. There are three rounds
to a game. Melee Charging units must move into base contact with
the target and strike with their melee attacks (one weapon
Each new round the player that finished activating first on only). Then the defending unit may strike back and if they
the last round gets to start. do, place a fatigue token on them after the attacks have
been resolved. If one of the two units is destroyed, the
Activation The player picks one unit, and it may do one of other may move by up to 3”, else the charging unit must
the following: move back by 1”.
1. Advance. Move up to 6”, can shoot at end of movement.

An adaption of One Page Rules Grimdark firefight by Gaetano Ferrara. Adaptions made by Christian Hetebry christianhetebry@gmail.com.
ONE PAGE RULES FIREFIGHT: CYBERPUNK (house rules)
Wounds Whenever a model takes one or more wounds, Each player nominates a leader in their army. At the start
place one marker next to it for each wound. Then roll one of the leader’s initial activation each turn, remove one
die, and add the number of markers to the result to see fatigue token from the leader, and X fatigue tokens from
what happens: • 2-5: Stunned • 6+: Knocked Out Knocked models within 12” of the leader. (X equals the size of the
Out: Remove from play. Stunned: The model is Stunned army /100, rounding down).
until the end of its next activation (place it on its side to If a leader is killed, a different model may spend an action
show this). Stunned models fail morale tests automatically, to ‘take command’. If they pass a quality test, they resume
and must stay idle. If a Stunned model takes any hits from as leader.
shooting, or is charged again, then it is Knocked Out.
Writing an Army List
Morale An army is made by paying points for each unit. These are
Morale Tests: To take a morale test, the unit simply takes listed on the army sheet. Each unit can be upgraded with
one Quality test. Rout Tests: If at the end of any round an better (or worse) equipment and skills. The upgrade costs
army does not have a leader then all of its units must take are dependent on the type of unit. Where there is a blank
a morale test. If the test is failed, the unit immediately box on the upgrade table, that upgrade is not available to
Routs (remove from play). that type of unit.

Terrain Optional Rules for faction flavour.


Cover Terrain: Units shooting at enemies that are The rules written above and the army builder sheet allow a
obscured by terrain have -1 to hit. great game, but if you are looking to retain the character of
If a model is in base contact with cover terrain that is the Infinity factions, apply the following rules as well.
obscuring LOS, it gains +1 to it’s defence rolls. Command Tokens
Each player has X command tokens, where X is the
Difficult Terrain: Units moving through difficult terrain can’t number of points of their army divided by 100, rounding
move more than 6” in total at a time. down. Each faction can spend these differently.
Dangerous Terrain: Models moving across dangerous
terrain, or that activate in it, must roll one die (or as many
PanO Re-roll shooting to hit roll
as their tough value), and for each roll of 1 the unit takes
one wound. Haqqislam Re-roll regeneration or heal roll

Fatigue Yu Jing Re-roll CC to hit roll


Units accumulate fatigue tokens through activations and
the effects of some weapons / skills. Each fatigue token Ariadna Give any Q4+ or 5+ model stealth for the
applies a -1 modifier on all "to hit" rolls and reduces round
movement by 1", or 2" in the case of rush / charge.
Nomads Re-roll hacking attempt
Fatigue tokens can be removed the ways.
1. The first time the leader of an army is activated, Combined Give Q3+ unit stealth for 1 turn
a player can remove X tokens from models
within 12". (X equals the size of the army Aleph Remove a fatigue token
divided by 100, rounding up, eg. 3 for a 250pt
army). Tohaa Re-roll defence save
2. When a unit is activated the first time each
round, make a quality roll for each fatigue token
Additionally, the types of units can be limited as follows,
on the unit. For each pass, remove a token.
where each number refers to the number of each type of
3. If a unit chooses to recover as it's initial
unit can be chosen per 100pts.
activation, it can remove all fatigue tokens.

E
If a unit accumulates more than 3 fatigue tokens, it runs
RE TA TA
the risk of becoming stunned. For the fourth and all M/S LI EI HI EHI M HB G G
subsequent fatigue tokens, make a quality test. If it is
failed the unit becomes stunned. Pan O 2 5 2 2 1 2 2 1 1

Yu Jing 2 5 2 3 2 2 2 1 0
Beginning a new round
At the start of the round, complete the following: Haqq 5 5 3 1 0.5 1 1 1 0.5
1. Remove any smoke templates
Nomads 3 5 2 2 0.5 2 2 1 0.5
2. Place any units arriving by ambush
3. For any units that are on overwatch it hunkered Tohaa 3 5 2 2 0 1 2 0 0
down, the owning player can choose to keep
them in this state, in which case they don't not Ariadna 5 5 3 1 0 0 0 0 0
have an initial activation (that is, they can be Combined 1 0 3 2 1 1 1 1 1
activated, but can not recover, and accumulate
a fatigue token to activate) Aleph 1 0 3 2 1 5 2 0 1

Additionally, PanO and Aleph should not have access to


Leaders smoke and only Combined army should have access to
plasma rifles.

An adaption of One Page Rules Grimdark firefight by Gaetano Ferrara. Adaptions made by Christian Hetebry christianhetebry@gmail.com.

You might also like