Professional Documents
Culture Documents
Grand Tactics 15mm 1.0
Grand Tactics 15mm 1.0
15MM SCI-FI
Objectives: Page 5
Scenarios: Page 7
Traits: Page 8
Preparing a game
Introduction Grand Tactics is designed to accommodate many
Grand Tactics is a 15mm Sci-Fi platoon+ sized game table sizes, understanding that players may not
have a 6'x4' table they can always play on.
set in the Grand Fleet Admiral universe. Build your
However, to play the game there are some required
formation and battle over distant colonies with a
items. Most will be available on the store, such as
variety of units and factions. models and terrain, however there are a few items
All modelling and rules are created by a single you will need to acquire yourself.
developer, so the game is heavily reliant upon
- Tape measure
community input and feedback. This is an
- Many 10-sided Dice
opportunity for you, the player, to both have a say in
- Numbered Activation tokens (Free on store)
how your favourite faction plays and to be able to - Infantry models and vehicles.
see your own ideas of scenarios and game - Terrain
adjustments make it into the official rules. The best
way to contact me with ideas and suggestions is via You will also need a table to play the game on. In the
the community Discord. This rulebook will be Scenarios section there are specific scenarios you
updated monthly, adding factions, scenarios, more can play based on your table size. Grand Tactics is
units, and more options for your forces. best played on tables around 6'x4' however you can
still get great smaller games going with as little as
2'x2' tables.
1
Your formation means that some teams will have to stay in the open
while they guide their weapons towards their target.
In Grand Tactics, formations are made up of
sections, with each section being activated at a time. Go to ground (Infantry only)
Each Turn, players will alternatively draw a section Unit goes to ground, reducing shooting rolls against
activation token from the bag. Each numbered token this unit by -1 until it’s next activation. Place down
in the bag will represent one of the sections within a ‘gone to ground’ token to show the unit has gone to
player’s formation. ground.
Shoot The unit within the vehicle spends the point not the
Unit can shoot at any targets within range. Some vehicle itself. The same applies for units entering a
weapons have the trait “Heavy” which require the vehicle, a single activation token is required.
unit to not move before shooting that activation
representing weapon set up time. Some weapons Consolidate Section
have the trait “Guided” which requires the unit to not If both teams in a section have taken casualties they
move after they fire during their activation. This can choose to consolidate into a single team. They
must be within 2” of one another to do this.
2
Movement Shooting procedure
All units in Grand Tactics have a movement value in - Unit declares to shoot at enemy unit.
inches represented in their stats. This shows the
distance they can move per activation point spent - Measure range of weapons in unit and count
choosing to move. number of shots. This is the number of dice to use.
Make sure to keep weapons with different power
A single team or vehicle can spend up to 3 activation separate.
points per turn, this means if a unit has a move stat
of 4” then they can move up to a limit of 12” per turn - Roll to hit using D10’s needing 5+, add modifiers.
if all points are spent moving.
- Tally number of hits with each weapon. Defender
Movement can sometimes be deadly as it can trigger then rolls that many armour saves. Armour saves
an enemy’s overwatch. are modified by the power of shooting weapon.
Moving through terrain - Each failed save is a wound. Most infantry have a
single wound. Models are killed from closest to the
Some terrain is classed as ‘difficult terrain’ and shooter first going backwards.
costs multiple activation points to move through.
Shooting at vehicles
To move a unit up onto terrain, it is measured from
the ground to the ledge they are attempting to climb Units with the ‘vehicle’ trait act slightly differently to
onto. If the distance from ground to the ledge is other units. When shooting at a unit with this trait,
greater than the movement value, then the unit rolling to hit is the same, however, you must then
cannot move up onto it. If a unit drops off terrain roll to damage the vehicle. This is done by rolling a
higher than 4” then they must take an armour save. D10 and adding your weapons ‘power’. If the outcome
Failed save means death for each failure. is greater than the armour of your target, then it
damages the vehicle. This means that if your target’s
Shooting armour is 12 and your weapons power is below 3, it
is impossible to damage the vehicle with that
All shots are rolled using D10’s and hit on 5+ before weapon.
modifiers. 10+ is the max a roll to hit can be after
modifiers are applied. Vehicles often have different armour values
- Range is the distance in which the weapon can depending on which angle they are being shot from.
target and shoot at enemies. Check the vehicle you are targeting before shooting
- Power is the stopping power of the weapon and your weapons. Some weapons have the ‘top attack’
how well they pierce enemy armour. Against trait which means they always target the top
infantry this is the modifier to the save roll. Against armour of a vehicle no matter the angle they shoot
Vehicles this is the number you add to your D10 roll from.
to see if it pierces the armour.
- Shots is the number of dice that are rolled for
each weapon when it is fired by a unit.
- Traits can affect how the weapon operates. These
can be found in the ‘weapon traits’ section of the
book. There are a wide range of these.
3
A vehicle has hull points. Every damage point taken Unless stated otherwise, units cannot shoot into CQB
is a hull point removed. Each time a hull point is combat.
removed the player must roll a D10 on the damage
table, with different possible effects. Once the Leadership and Morale
vehicle is reduced to 0 hull points it is wrecked but
does not explode. If you roll the same effect twice All Infantry units have a ‘Leadership’ stat. This
then the second roll is treated as ‘no effect’ and just shows their willingness to fight when taking losses.
removes a hull point as per usual.
At the end of the turn, all teams on the table who
If a vehicle explodes, then all units embarked within took casualties during the turn must roll a
the building and within 3” must make a single leadership save using their stat. If failed, then the
armour save, taking a wound if failed. team becomes ‘broken’ and a broken token is placed
next to them. They must then make a single move
DMG roll Effect backwards towards their table edge.
1-5 No effect
5-6 Immobilised If the team moves outside 8” of their coherence with
7-8 Weapon destroyed; Shooter decides their other team within the section, then that team is
9-10 Vehicle explodes
destroyed.
All units in Grand Tactics have a CQB weapon option If a unit is only made up of one team, then they must
listed. These have the same stat titles as the ranged use an activation token to rally and then act as
weapons but some work in a slightly different way. normal.
To engage in CQB you must move your unit within If it suffered damage that turn, then the save
range of the enemy using your CQB weapon range becomes 8+ as the crew inside are in shock and
stat. Once this is done both units then consolidate possibly facing injuries.
into combat. After all attacks are rolled then the
side that has lost more units must roll a leadership
save. Upon passing, the combat carries on next time
one of the units within it is activated. Upon a failure,
the unit retreats from combat 4” and must all take
an addition armour save, each fail is a death chosen
by the player retreating.
4
Terrain and Cover Setting a table up with terrain
Terrain is a big part of Grand Tactics and players Grand tactics requires a healthy amount of terrain,
who make good use of cover will have a large both line of sight blocking and also light cover.
advantage against their adversaries. A team who Some vehicles and heavy weapons can be quite
has gone to ground behind heavy cover will be shot deadly, so units must make good use of the available
at on 9+ rolls while a team running in the open will terrain. Here is a good example of a 6’x4’ table:
be hit on 5+’s.
5
Solo Play Movement and Shooting
6
Scenarios
Three basic objectives are placed down across the 4 basic objectives are placed down within 8” of the
middle of the table. central point on the table. Each player can place 2
objectives.
Deploy using activation tokens. Deployment zone is
12” away from the central line. Deploy using activation tokens. Deployment zone is
14” away from the central line.
First player to reach 8 points wins.
First player to reach 7 points wins.
Ground War
Ambush
Each player places three basic objectives on their
own side within 16” of the central line. Objectives on Highest roller is defender. Defender places two
each side cannot be closer than 8” together but basic objectives down across the middle of the table.
cannot be further than 12” apart. They cannot be within 8” of each other. The Attacker
then places a third objective down on the central
Deploy using activation tokens. Deployment zone is line which cannot be further than 14” away from
12” away from the central line. another objective.
You can only score points on your opponent’s Defender deploys within 2” of the central line on
objectives. First to 4 points wins. either side. Attacker deploys after. Attacker
deployment zone is 12” away from either side of the
central line.
Seize and Secure
First player to reach 8 points wins. Once the
Highest roller is defender. Defender places three Attacker activates an objective the defender can no
basic objectives down across the middle of the table, longer score points from it for the rest of the game.
and three basic objectives on their own side within
16” of the central line. Objectives back from the
central line cannot be closer than 8” together but
cannot be further than 12” apart.
7
Traits Single Use
Once this weapon is fired it can no longer be used
this game.
Brutal
This weapon has a lot of stopping power. If an
Top Attack
infantry team or vehicle takes a hit with this weapon
This weapon launches up into the air and angles
– even if no penetration is caused. The unit must
itself to hit the top of the target. Hits against
take a morale test.
vehicles uses the vehicles ‘Top’ armour value when
determining penetration of armour.
Burnout
This weapon has the option of overcharged allowing
Torrent
the user to fire double the number of shots at once
This weapon engulfs the target and cover they are
in one shooting activation; however, it cannot fire
behind in flame, acid, or plasma. Units targeted by
again this game.
this weapon act as if they are not in any cover.
CQB
This weapon is to be used in close combat only.
Corrosive
This weapon corrodes enemy armour. Each turn a
vehicle takes hits from a weapon with this trait, its
armour on all sides reduces by 1 next turn.
Explosive X
This weapon hits X targets in a team per shot that
has hit.
Guide
This weapon requires the shooter to guide the
weapon to towards the target after they have fired.
A team cannot move in the same activation after
they have fired this weapon.
Heavy
This weapon is heavy to move and takes time to set
up ready to fire. It requires 2 activation tokens to
shoot this weapon if it is being used by Infantry. Has
no effect on vehicles.
Indirect
This weapon can fire at a target without needing
direct line of sight. However, at least one other
friendly unit must have line of sight on the target.
Quick
This weapon is lightweight and can be used on the
move. This weapon can be fired during movement
and doesn’t require a shooting point to be used.