Grindark Future Epic
Grindark Future Epic
General Principles reaction fire or activates all his a wound, if wound 1 time on the
units. same shoot the unit is pinned 2
The most important rule: If the fasing player lose the times the unit is suppressed 3
Whenever the rules are unclear iniciative and oposing player have times the unit is killed:
use common sense and personal no unit to activate the turn ends. • Pinned: Can’t move.
preference. Have fun! Chose a officer to activate a • Suppressed: Can’t shoot or
Unit Leaders: All units must platonn, all units in the platon with move. If alredy suppressed it’s
have a unit leader with a clearly in 6” will be activated. killed
marked • Killed: Remove from play.
Line of Sight/Fire: Units have Activation: The player picks one Adds one pin from each wound.
360° line of sight, however oficer to activate a platoon and it If the numbers of pins are equal
Heavy support can only shoot in may do any of the following to the quality the unit will be
the front 180° part of the base. actions: suppres.
Units can shoot through friend • Advance: Move normal distance, If suppres on this way remove
units on base contact but not can shoot. the pins (except one).
other wise. • Shoot: Fire at one enemy. If none of the shooting units
Basing Conventions: If playing •Charge: Move straight into melee. score two or more wounds, then
with 15mm models or smaller • Rally: Shake off pin markers. the player’s fase ends.
each unit (team) consists of a For a successful activation roll a
single 30mm x 30mm base. If 1D6 with a result, plus units pins Melee: Charging units move
playing with 28mm models and number of consecutive orders, into base contact with the
commanders, officers and lower than the moral available target, and then both
riflemen have 25mm bases, and players roll as many dices per
MG teams have 40mm bases. Movement: Units may move in a unit as they CCW attacks in
Rifle squads are made up of 5 direction as far as they want until base contact with the enemy or
models each, and they must all be they fully spend they movement in base contact with a friend
in base contact with the leader. allowence and need another action unit in base contact with the
to keep moving. enemy. Hits on 4+ against
The Battlefield: The game is Infantry move 6” infantry(the higher quality
played on a flat 6‘x4‘ surface, veicles move 12”, moves on infantry gain +1) auto hit
with as many terrain pieces as double on roads, move half on against veicles, 3+ against
necessary to cover at least 50% difficult terrain Mosters. Roll for wound agaist
of the table. Each terrain piece the armour. Remove one team
should be between 4“x4“ and Shooting: Unit can chose to shoot for wound (roll for veicles and
8“x8“ in size, and they should be at any unit in its weapons range monsters)
placed so that no clear line of and line of fire. Than decide who lost the
sight can be drawn for over half Roll as many dice as the unit’s combat (+1 for charge +wounds
the table‘s length in any weapons ROF, infantry is hit on 4+ – wounds taken + or – special
direction. veicles and monsters on 3+(on rules) remove one team of the
cover 4+). If infantry been shoot defender for each positive point
Playing the Game: The game is have superior quality is hit on 5+ if on the result, remove one
played in turns alternating player inferior quiality it’s hit on3+. The attacker team for each negative
fasings in which they activate one hits will be distributed equaly point.
or more of heir units, starting between all teams in the platoon
with the player that deployed with same or lower quality with in Morale: Units with one or two
first. During their fases players 2”. pin markers on them may only
may activate all units as once as Them roll as many dices as hits use rally actions. Roll one die
they want, and their fase only multiplied for the strengt value of and apply the following
ends once they either fail a the weapon, and for each result of modifiers to the result:
morale test, cant suppres or kill the dice roll plus any bonus that • +1: No enemy in line of sight
when shooting, are suppressed by are higher than the unit armor put • +1: Officer in base contact
• +1: Commander in line of sight • 3x HMG Teams (Quality 3 Deadly Chart (only for veicles)
If the final result is 4+ you may Armor 3(4+) ROF:4 Strenght 4D6
remove one pin marker, and on a CCW 1 krak granades, Heavy deadly St. im. dam destroy
5+ you may remove two pin Support) 0 1; 5 6 --
markers. Else no pin markers are • 1x Batle tank commander(moral 2;
removed and the player’s turn 8) and 3x Batle tanks (Quality 3 3;
ends. If a unit have no pins on a Front Armor 5(6+), side/rear 4
4+ remove the suppres. Armor 4(5+) equip with one HMG
and one batle cannon ROF: 1D6 1 1; 4 5 6
Reactions: Whever a unit has Strenght AT 1D6+4 Deadly 3 or 2;
line of sight to an enemy as it ROF: 1D6 Strenght AT 1D6+3 3;
moves, it may react to it once at Blast 3 Heavy armored, Heavy 2 1; 3;4 5 6
any point by shooting. If it misses Support). 2
then it can‘t react to any other *Heavy armored: Can only be
3 1 2;3 4;5 6
action until the player‘s fase wounded by units with AT rule
ends. If it scores one hit the target *krak granades: hit on melle 4 1 2 3;4 5;6
ends its move on the spot, and if against veicles counts as Strenght
it scores two or more hits then the AT 1D6+3 Deadly 2
player‘s fase ends on top of that. *Deadly X: rolls a dice and look at ST: stuned (cant shoot or move
the Deadly chart for one turn)
Terrain: Cover Terrain: Units *Blast X: chose one unit if hit IM: immobilyse (stuned and
shooting at targets within cover them roll to hit all units on X cant move until fixed)
terrain get -1 strengt die. inches. DAM: damage (stuned main
Blocking Terrain: Units may *Over confidence: if a Battle weapon destroy until fixed)
shoot into and out of blocking Brother comands non Battle DESTROY: remove from play
terrain, but not through. Brother unit moral conts as 9. (if a unit is 2X DAM or 2X IM
or DAM and IM the veicle is
Recomendations Deployment: Players roll-off and Destroy)
the winner picks one of the table For Monsters IM and DAM
The Armies: Two armies each edges as his deployment zone with counts as Wounded (move half
made up of the following: his opponent taking the opposite. speed -1 to hit). Tow woundes
• 1x Battle Brother Starting with the player that won iquals a DESTROY.
Commander(moral 10) with the deployment roll-off, the
Battle Brother Infantry Squad players alternate in pacing one unit
(one team of batle brothers) each in base contact with the table
(Quality 5 Armor 5(6+) ROF:2 edge or with another friendly unit
Strenght 3D6+1 CCW 1 krak in contact with the table edge.
granades)
• 3x Officers(moral 8) with a AR Mission: Players roll-off and the
squad (two teans of AR each) winner picks one terrain piece
(Quality 3 Armor 3(4+) ROF:2 within the enemy’s table half to be
Strenght 3D6 CCW 1 krak the objective. At the end of each
granades) turn after the first, if units without
• 6x AR Squads with Missele pin markers from only one side are
lunchers(one team with only AR inside the terrain piece they score
one with AR’s and Misseles) 1 victory point. The first player to
(Quality 3 Armor 3(4+) ROF:2 score 5 victory points wins.
Strenght 3D6 CCW 1) or if with
Misseles(ROF: 1D6 Strenght AT
1D6+3 Deadly 2 CCW 1 krak
granades)