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TROOP TYPE

Description Q D Equipment Skills Cost Hacking abilities


4+ Hackable unit within 12" has +1 to hit on its
Militia / Skirmisher (M/S) 5+ 5+ Knife (A1), Pistol (12" A1) 8 next shooting attack
4+ Put a fatigue token on any unit within 12"
Line Infantry (LI) 4+ 5+ Knife (A1), Rifle (A1, 24") 14 which is hackable or has a defence of 3+ or 2+
5+ Remove stealth or camouflage from any
Elite Infantry (EI) 3+ 4+ Knife (A1), Rifle (A1, 24") 16 unit within 12"
5+ Remove a fatigue token from any hackable
Heavy Infantry (HI) 4+ 3+ Knife (A1), Rifle (A1, 24") Tough (2) 29 unit within 12"
5+ Unit within 12" gains stealth until the round
Elite Heavy Infantry (EHI) 3+ 3+ Knife (A1), Rifle (A1, 24") Tough (2) 39 is completed
6+ Take control of enamy hackable unit within
6" for one activation (i.e. activate it and use it
as if you control it). Place a fatigue token on
Remote (REM) (robots) 4+ 5+ Knife (A1), Pistol (12", A1) Hackable 12 the unit once complete

Helper Bot (HB) 4+ 6+ CCW (A1) Hackable 8


Heavy Machine Gun (30" A3 AP1), Hackable, Tough (3), Tactical
TAG (TAG) 4+ 2+ Energy CCW (2A, AP1, Rend) Awareness 81 House rules for One Page Rules:Grimdark future
firefight. Original rules available at: onepagerules.
Heavy Machine Gun (24" A3 AP1), Hackable, Tough (3), Tactical com author of these
Elite TAG (ETAG) 3+ 2+ Energy CCW (2A, AP1, Rend) Awareness 108 house rules: christianhetebry@gmail.com

WEAPONS & ARMOUR


Armour M/S LI EI HI EHI REM HB TAG E TAG Special Weapons M/S LI EI HI EHI REM HB TAG E TAG

Flak (5+) -6 -9 Plasma Rifle (18", A3, Rending, AP1) 6 9 13 14 19 19 25

Body (4+) 2 3 -3 -5 Grenade Launcher (24" A1, Blast (3) 3 4 5 6 8 8 10

Powered (3+) 4 Smoke Grenade Launcher (24" A1 Smoke 5) 3 5 6 7 9 9 12

Flamer (12" A6 Flaming) 6 9 12 14 18 9 18 24

Close Combat M/S LI EI HI EHI REM HB TAG E TAG Heavy Flamer (12" A8 AP1 Flaming) 11 17 22 25 34 17 34 45

Demo Charges (A1, AP3) 1 2 2 2 3 2 Spitfire(24" A3 AP1) 4 6 8 9 13 6 13 17

Energy weapon (A2, AP1, Rend) 3 5 7 8 10 Mk12 (18" A4) 3 5 6 7 9 9 12

Dual weapons / claws (2A) 1 2 2 2 3 2 Grenades (12" A1 Blast 3) 1 2 3 3 4

Monofilament weapon (A2 AP2 Deadly 3) 8 13 Smoke Grenades (12", A1, Smoke 5) 1 2 2 2 3

Big powered weapon (A1, AP3, Deadly 2) 3 5 6 7 9 0 0 Electro magnetic blaster (18" A2 E/M) 5 8 10 11 15

Upgraded TAG CCW (A2, AP4, Deadly 2) 14 19

Heavy Weapon M/S LI EI HI EHI REM HB TAG E TAG


Missile Launcher (Anti Pers) (36" A1 AP1 Blast
Standard Weapon M/S LI EI HI EHI REM HB TAG E TAG 3) 8 11 12 16 8 0 0
Missile Launcher (AntiArmour) 36" A1 AP3
Rifle (24" A1) 1 2 Deadly 3 10 14 16 21 10 5 7

AP Rifle (24", A1, AP1) 1 1 1 1 1 2 Heavy Machine Gun (30", A3, AP1) 5 8 11 12 16 8 16 21

Viral Rifle (24", A1, Poison) 1 0 0 0 1 2 Sniper Rifle (36", A1, Rend, Snipe) 4 6 8 8 11

Combi Rifle (18" A2) 2 1 1 1 2 2 Viral Sniper Rifle (36", A1, Poison, Snipe) 4 6 8 8 11

Shotgun (12" A2 AP1) 1 1 1 1 1 2 Big AP gun (36", A1, AP4, Deadly3) 16 22 6 8

Stun Rifle (24" A1 AP4 Stun) 1 0 0 0 0 0 Adhesive Launcher (30" A2 AP2 Stun) 7 8 11

SMG (12" A3) 2 1 1 1 2 2

Chain Rifle (9" A4 Scatter Ammo) 2 2 2 2 2 2 3 3

ABILITIES
Special Rules M/S LI EI HI EHI REM HB TAG E TAG
Model may be kept in reserve during deployment and deployed at least 9" away from nearest enemy model at the
Airborne Deployment start of any game round after the first. 2 3 4 5 6 3 6 8
Before the game starts, deploy the unit according to usual deployment rules, and use scout if applicable, when your
opponent is not looking. Take a photo / draw a diagram of where model is deployed. Remove model. When it is your
Ambush turn to activate, you may do so, with the model commencing where it was deployed. 2 3 4 5 6 3

Armour Piercing (AP X) Apply an -X modifier on enemy defence roll when hit by a weapon with AP

Blast (X) Ignores cover. All models within X" of hit target take 1 hit.

Deadly(X) Each unsaved hit inflicts X wounds on target


Unit begins game as a camougaed token, and player does not need to reveal what the unit is. While camouflaged, it
can not be targeted with a shooting attack. Camouflage status is lost when the unit is 'spotted' (as shooting attack,
Camouflage with cover / stealth modifier if applicable), when another unit enters b2b contact or when the unit makes an attack. 2 3 4 5 6 3

E/M (electromagnetic) Inflicts wounds when a defence roll is passed rather than failed

Engineer INstead of shooting, may attempt to pass Q test to restore lost wound to hackable target in base contact 1 2 2 2 3 2 3 4

Explode Instead of shooting attack, remove unit and inflict 1 hit to all models within 3" 0

Fast +2" to move, +4" to rush / charge 2 3 4 5 6 3 3 6 8

Flaming Unmodified to hit rolls of 6 cause 3 hits rather than 1.


Instead of shooting attack, may 'spot' target in LOS. Pass Q test, if successful target is +1 to hit from next shooting
Forward observer attack. +1 to 'spotting' attempts (see camouflage) 1 2 2 2 3 2 3 4

Furious +1 melee attack on the charge 2 3 4 5 6 6 8

Hackable Can be targetted by friendly and enemy hacking

Hacker (1) 20 20 20 20 20 20 20 20 20
Hacker (X) Can use hacking abilities instead of shooting, and is hackable. To use ability roll a D6 add X. If it is equal
Hacker (2) to or above the hacking roll required, the effect takes place. Refer hacking abilities table above. 35 35 35 35 35 35

Marksman Ignores cover modifier on shooting attacks 6 7 9 9 12

Martial Arts +1 to hit in close combat. -1 to be hit in close combat 3 5 6 7 9 9 12

Medic Instead of shooting, may pass Q test to restore a wound to non-hackable model in base contact 1 2 2 2 3 2 3 4
Instead of shooting may place 2 mines within 3". If successful place a token. Token is immobile. If an enemy model
Mines moves within 3" of mine token, remove token and inflict one automatic hit on enemy, 2 3 4 5 6 3 6 8
Can not climb. Add 3" to move, 6" to rush (not charge). Any terrain counts as dangerous terrain. Can dismount and
Motorcycle lose motorcycle ability 3 5 6

No wound Incapacitation Rather than becoming stunned, place a fatigue token on model. This fatigue token doesn't trigger a morale test 5 3 10 11 15 8 8

Poison Deadly 2 against units that are not remotes, TAGS or helper bots
When unit takes a wound, roll a d6. on a 5+, the wound is ignored. Can not be used if attack is AP3 or better, or
Regeneration poison. 5 8 10 11 15 8 15 4

Rend Natural 6's to hit are resolved at AP4

Scatter Ammo Always hits on 5+, ignore all modifiers.


This unit may deploy after all other models. After deploying it can move 12" ignoring terrain. If both players have
Scout units wioth scout, roll off and then alternate placing units. 2 3 4 5 6 3 6 8

Slow -1" to move -2" to rush / charge -2 -4 -5 -6 -3


Weapons with scout may target a point rather than enemy unit. If shot is successful place a X" template centred
Smoke (X) around target point. Template blocks LOS. Remove template at end of round.

Snipe +2 to hit when shooting at models over 12" away

Stealth Enemy units shooting at this unit suffer -1 to hit 3 5 6 7 9 5 5 9 12

Strider Ignores effects of difficult terrain. Needs 2+ rather than 3+ for successful drop, leap or jump 2 3 4 5 6 3 6 8

Stun Rather than inflicting a wound, place a fatigue token on target model.

Tactical Awareness Ignores the negative to-hit modifiers for the first fatigue token. 5 6 7 9 5

Total Reaction Ignores the -1 to hit for overwatch. 6 3


When unit takes a wound, reduce the tough value by 1. Once the tough value is 1, treat as a model without tough.
Tough (X) Tough value can be restored by using medic / engineer skills.

Visor Can see through smoke. Ignores stealth modifier 2 3 4 5 6 3 6 8

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