GF - Campaign Rules v3.1.0
GF - Campaign Rules v3.1.0
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4. Earn Experience Captain: The hero shines as a leader and Healer: The hero mends and protects
their men follow with pride. allies from terrible injuries with ease.
Earning XP: Units earn XP in battle for
each of the following things: Result Skill Trait Result Skill Trait
1-2 Leader - Friendly units within 1-2 Chemist - Friendly units within
• +1 XP: Not a casualty 6” get +1 to morale tests. 6” get +1 to morale tests when
• +1 XP: Killing a unit 3-4 Instigator - Friendly units that in melee.
activate within 6” get +1 to hit 3-4 Herbalist - Friendly units
• +2 XP: Killing a hero when in melee. within 6” may ignore wounds
5-6 Tactician - Friendly units that on a roll of 6+.
Mark earned XP on the army sheet in
activate within 6” get +1 to hit 5-6 Warden - When the hero is
order to see when units level up.
when shooting. activated roll one die, on a 5+
Regular Units: When a unit earns 5 XP it all friendly units within 6” stop
Support: The hero user powerful tools to being shaken.
becomes 25pts more expensive and you
buff allies and debuff enemies.
roll one die to see what trait it gets:
5. Upgrade Armies
Result Skill Trait
Result Trait
1-2 Vanguard - Friendly units that Buying Upgrades: Players may buy
1 Agile - Moves +1” on advance
activate within 6” get +4” upgrades for their units as detailed in
and +2” on rush and charge.
charge range. their army page by spending any points
2 Headstrong - Gets +1 to rolls
when taking morale tests. 3-4 Scavenger - Friendly units that they have available. When buying
activate within 6” get +6” range
3 Specialist - Gets +1 to rolls in upgrades worth less than 0pts, you gain
when shooting.
melee or shooting (pick one). those points instead of spending them.
4 Resilient - Gets +1 to rolls when 5-6 Mastermind - Enemy units
within 6” get -1 Defense. Selling Upgrades: Players may sell any
blocking hits.
5 Elite - May re-roll one roll of of their upgrades at half of their original
any kind once per game. Fighter: The hero has perfected close
price (rounding down to the nearest
6 Fast Learner - May pick any combat techniques beyond compare.
multiple of 5). If an item is only worth
other trait from the list.
Result Skill Trait 5pts roll one die, on a 1-3 the item can‘t
1-2 Duellist - Enemy units get -1 in be sold, on a 4+ it can be sold for 5pts
Each trait (except for Specialist) can only
melee against the hero. (you can only try to sell a 5pts item once
be gained once, and if you roll a trait you
3-4 Fanatic - The hero gets +1
already have simply re-roll. Units can’t after each mission). When selling
attack when in melee.
earn more than 30xp, so they can level 5-6 Berserker - Enemies get -1 to upgrades worth less than 0pts, you must
up max. 6 times. morale tests when in melee spend their full points cost instead of
with the hero. gaining them.
Hero Units: Follow the same rules as
above, and the first time a hero levels up Shooter: The hero expertly handles all 6. Recruit Units
roll one die and pick one skill set: sorts of weapons and equipment. Recruiting Heroes: Players may recruit
Result Skill Set Result Skill Trait up to one new hero after each mission,
1-2 Captain or Support 1-2 Hunter - The hero may shoot and may only have up to three heroes in
3-4 Fighter or Shooter even after rush actions. their army at once.
5-6 Pathfinder or Healer 3-4 Destroyer - The hero gets
AP(+1) when shooting. Recruiting Regular Units: Players may
Every time the hero levels up, including 5-6 Suppressor - Enemies that are recruit as many regular units as they
the first time, roll one die to see what shot at by the hero get -1 to hit want after each mission. One of the new
skill trait it gets, and it becomes 25pts when shooting until the end of recruited units may also start with 5 XP
more expensive. Each trait can only be the round. if the player pays +50pts for it.
gained once, so if you roll the same
Pathfinder: The hero is a true master at Disabanding Units: Any unit may be
result simply re-roll. If a hero already
sneaking and collecting intel. freely disbanded, losing all of its XP and
has all 3 traits of its skill set, then it may
upgrades. Players may also choose to
roll on the table again to get a new Result Skill Trait
disband their full army, losing all units,
second skill set. 1-2 Runner - The hero always
moves +2” (even in terrain). VP, points, etc. and start a new army
3-4 Prowler - Enemy units further from scratch.
than 12” get -1 to shooting rolls
against the hero.
5-6 Climber - The hero ignores
difficult terrain effects.
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Rolling for Random Events 16 - Combat Fatigue 31 - Psychic Anomaly
When rolling for random events roll two One of the armies has been fighting for A psychic anomaly has formed, casting
separate dice one at a time, where the too long and has become exhausted. electric bolts at anyone nearby.
first one represents the first number
All units from one random army get -1 to Place an anomaly marker in the center
whilst the second one represents the
morale until the end of the game. of one random table quarter. All units
second number.
that move within 3“ of it take D3+3 hits.
Example: A player rolls two dice, with 21 - Carnivorous Fauna
the first result being a 2 and the second 32 - The Walking Dead
The local terrain is infested with vicious
result being a 1. This would mean that creatures, always ready to attack. The battlefield is covered in corpses
event 21 (carnivorous fauna) is chosen. ready to rise again from the grave.
Until the end of the mission whenever a
Rolling for Random Units unit enters terrain roll one die, on a 1 it Place a unit of D6+4 Zombies (Qua 5+,
takes a dangerous terrain test. Def 5+, Claws (A3), Slow) in the center of
If a random event calls for randomly
one random table quarter. At the end of
selecting a unit from any warband you 22 - Toxic Fumes each round the zombies must charge or
must first randomly select a warband for
Strange fumes start building in the area, rush the nearest unit.
the event, and then randomly select a
choking anyone caught in them.
unit to be the target. 33 - Crazed Sniper
Select one random table quarter. All of
11 - P.O.W. A local farmer is sick of the fighting and
the units within that table quarter take
has taken justice in his own hands.
A unit was captured by a local militia and D3+4 automatic hits.
is now being held as prisoners of war. Place a sniper on the highest piece of
23 - Rigged to Blow terrain with most line of sight on the
Select one random unit, and remove it
Sometimes you might just walk into a table. Select one random unit, and at the
from play. At the end of the mission it
ridiculous amount of explosives... end of each round if it is in line of sight
may be bought back for D3 * 50pts or
of the sniper it takes D3 hits.
else it‘s disbanded. Select one random player, who may note
down one piece of terrain in secret. The 34 - Old Friend
12 - Bring me their Heads
first unit to enter that terrain takes D3+3
Out of pure chance an army runs into an
A local warlord wants one of the armies automatic hits with AP(2).
old friend that is ready to lend a hand.
dead, and is willing to pay for it.
24 - Earthquake Place a Mercenary (Qua 3+, Def 3+,
Select one random army. Enemy armies
A sudden earthquake makes everything Carbine (18“, A3)) as part of a random
get 25pts at the end of the mission for
crumble, burying units in the rubble. unit and that player may control it until
every unit from it that they destroyed.
the end of the mission.
All units within terrain must take a
13 - Fragile Guns
dangerous terrain test. 35 - Escort Mission
After walking through a psychic field
25 - Dark Clouds A unit was hired by a local warlord to
some weapons suddenly start breaking.
take them through enemy lines.
Select D3 random units, which can‘t use Psychic clouds cover the area, reducing
visibility to a minimum. Select one random unit. If it manages to
one random ranged weapon or upgrade
exit the table through an opponent‘s
until the end of the mission. Select one random table quarter. All of deployment zone it gets D3 * 25pts.
the units within that table quarter get
14 - Monstrous Spawn
-6“ range when shooting. 36 - Enemy Intel
A unit accidentally walks into a beast’s
26 - Finish Them! A data core filled with enemy intel has
nest and is brutally mauled.
been found, which could change the tide
Select one random unit, which takes The armies are eager to finish the fight of this conflict.
D3+3 automatic hits with AP(1). at all cost, even if it means killing the
enemy with their bare hands. Place an intel marker at the center of a
15 - Low Supplies random table quarter. Units can pick it
All units get +1 attack in melee and earn up by moving into contact with it, and
The army’s supply routes have been cut, +D3 XP when destroying enemies in they drop it if they are destroyed or
leaving some units without ammo. melee until the end of the round. shaken. If a unit with it manages to exit
Select D3 random units, which can‘t the table through an opponent‘s table
shoot until the end of the mission. edge its army gets 1 VP.
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41 - Surprise Attack 52 - Moral Victory 63 - Alien Cannon
A local militia has ambushed one of the An enemy unit has managed to inflict A unit dug up a mysterious crate whilst
units, trying to steal its gear. enough casualties to become a priority setting up defensive positions, revealing
target for everyone in the army. a very powerful weapon.
Select one random unit that is inside a
piece of terrain. That unit is shaken. Select one random player, who may note Select one random unit, which gets the
down one enemy unit in secret. If that Alien Cannon (24“, A3, AP(D3)).
42 - Grave Miscalculation unit is destroyed then all units in the
army get +1 XP.
64 - Extortion
A stray shot accidentally hits a cache of
ammo, causing a massive explosion. One of the armies has been getting a lot
53 - Flash Grenades
of gifts from the “happy“ locals...
The first time during this round when a
Nothing confuses the enemy more than
unit rolls a 1 to hit for shooting it takes Select one random army, which
a blinding light followed by a punch.
D3+3 automatic hits with AP(2). immediately gets D3 * 25pts.
Select one random army. Enemy units
43 - Berserker get -1 in melee when attacking units
65 - Critical Transmission
One of the warriors is enraged and cuts from the selected army until the end of A unit randomly caught enemy radio
the enemy’s heads off clean. the round. chatter that revealed mission critical
information on enemy positions.
The first time during this round when a 54 - Suppressing Fire
unit rolls a 6 to hit in melee the target Select one random army, which
Continuous fire is bound to take out even
takes D3 automatic wounds. immediately gets 1 VP.
the most resilient of enemies.
44 - No Mercy Select one random unit, which doubles
66 - Time Warp
Some warriors are ready to cut down its shooting attacks during this round. A unit that was fleeing the battlefield ran
their foes even when they surrender. into a psychic anomaly and warped to a
55 - War Shout
different time and dimension.
The first time during this round when a
In desperate times a shout of war can
unit destroys an enemy unit that was Select one random unit that was
bring warriors back in fighting spirit.
shaken it receives +1 XP. destroyed and place it in a warp zone.
Select one random unit that is shaken, The warp zone should have an area of
45 - Weak Spot which immediately stops being shaken. 2’x2‘ and 3-5 pieces of terrain, and the
If you hit your enemy where it hurts unit must be placed within 3“ of one of
56 - Covered in Blood the zone’s edges. Then place a Time
most you can kill even mighty giants
with the smallest projectile. A unit is covered in blood from all the Beast (Qua 3+, Def 3+, Claws (A6, AP(2)),
fighting, terrifying all enemies around. Tough(6)) within 3“ of the opposing edge
The first time during this round when a of the warp zone, which is controlled by
unit with tough rolls a 1 to block from Select one random unit. Enemy units an opponent. Roll to see who goes first
shooting or melee it takes +D3 wounds. within 6“ of it get -1 to morale until the and then play out the fight like a regular
end of the mission. battle, until one of the two has been
46 - Countdown
61 - Ancient Relic destroyed. If the Time Beast wins then
High command has promised a large the unit is dead and removed from the
bonus if the battle can be ended quickly. In the midst of fighting a unit found an army sheet. If the unit wins then it gets
ancient relic, which provides the unit +3 XP and scavenges 150pts. The unit
If an army manages to win the mission
with unprecedented wisdom. may then join its army again at the end
by the end of the round it gets a bonus of
5 XP, which must be split as evenly as Select one random unit, which of the mission.
possible amongst units. immediately gets D3 * 1 XP.
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ARMY NAME: VP: