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GF - Campaign Rules v3.1.0

Campaign games involve playing multiple missions against other armies to earn victory points, with armies gaining experience and upgrading after each mission, and units that are defeated counting as casualties that can be recovered or removed based on die rolls.

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tioty
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0% found this document useful (0 votes)
39 views

GF - Campaign Rules v3.1.0

Campaign games involve playing multiple missions against other armies to earn victory points, with armies gaining experience and upgrading after each mission, and units that are defeated counting as casualties that can be recovered or removed based on die rolls.

Uploaded by

tioty
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Campaign Types 1 . Mission Setup 3.

Check for Casualties


Campaign Length: Campaigns are played The Armies: There are no point limits for Casualties: At the end of the game, all
with two or more players, and you must armies in campaign games, however no units that were fully destroyed or routed
pick one of these campaign types: army may bring over 250pts worth of count as casualties.
units more than the army with the
• Game-Limited: Play D6+4 Regular Units: For every unit that is a
lowest point value.
missions, and after the last casualty roll one die and check what
match the player with most VP Underdog Bonus: Any army that has a happens to it here:
is the winner. point value lower than at least one other
Result Casualty
• Point-Limited: The campaign gets an underdog bonus. For every 50pts
1 Dead - Remove the unit from
ends when one player has difference between your army and the your army sheet.
earned D6+4 VP after a match, one with the highest point value, you get 2-5 Recovered - Unit recovers and
who is the winner. 1 underdog point. Each point can be may be used without penalties.
• Time-Limited: The campaign spent to modify all dice in a friendly or 6 Natural Talent - Unit recovers
ends after D6+4 weeks, and the enemy roll by +1 or -1, but only one point and earns +1 XP.
player with most VP at the end can be spent per roll.
Hero Units: Follow the same rules as
is the winner.
Special Objectives: In addition to the above, however on a 1 it becomes 5pts
• Endless: The campaign never
mission objectives players may earn a cheaper and gets an Injury trait, and on
ends, but instead players keep
bonus of 75pts by completing special a 6 it becomes 5pts more expensive and
track of how many VPs they
objectives. Roll one die each to see gains a Talent trait. Each trait can only
earned on a leaderboard.
which objective must be completed: be gained once, so if you roll the same
Parallel Play: Usually all armies should result simply re-roll.
Result Objective
participate in every match, but if you
1 Mastery - One friendly unit in Result Injury Trait
want you can allow armies to play each table quarter at the end. 1 Dead - Remove the hero from
matches in parallel. If you do, then each 2 Honor - No enemy units in own your army sheet.
army‘s VP must be divided by the deployment zone at the end. 2 Chest Wound - Gets -1 to rolls
amount of matches they play, which 3 Casting - At least one attempt when blocking hits.
gives you their final VP score. to cast a spell per round. 3 Blinded Eye - Gets -1 to rolls
4 Recovery - First player to stop when shooting.
Late Joiners: If you want you can allow a unit from being shaken. 4 Arm Injury - Gets -1 to rolls
players to join the campaign whilst it’s 5 Rage - First player to destroy when in melee.
already ongoing. If you do, then they an enemy unit. 5 Traumatized - Gets -1 to rolls
6 Destruction - Most expensive when taking morale tests.
start with a regular army, and you must
enemy unit destroyed. 6 Smashed Leg - Moves -1” on
count VP as in parallel play.
advance and -2” on rush and
If you roll an objective which can’t be charge actions.
Preparation
completed, then you must re-roll.
The Armies: Before the first mission Result Talent Trait
each player receives 1000pts to spend on 2. Play Mission 1 Natural Talent - The hero
their army. Players may save up to Mission Length: Missions are played recovers and gets +1 XP.
200pts to be spent later, and they may 2 Motivated - Always passes the
using the standard rules, however if
first morale test of the match.
only buy one unit with the Hero rule. after 4 rounds there is no clear winner 3 Crazed - Gets +1 attack in
The Army Sheet: Each army and unit the game continues onto the next round melee when charging.
must be given a unique name, which you until there is one clear winner. 4 Bitter Rivalry - Always hits
shaken units on 2+.
can fill out on the army sheet. Conceding: At the beginning of any 5 Horrible Scars - Enemy units
Campaign Structure: Campaigns are round players may concede, removing get -1 to hit when in melee
played with the following structure: all of their units from the table, which against the hero.
don’t count as casualties. 6 Toughened - Gets Tough(+1).
1. Mission Setup
2. Play Mission Random Events: At the beginning of No Permadeath: Optionally you can play
3. Check for Casualties each round players must roll one die, without units being removed from the
4. Earn Experience and on a 5+ a random event happens. army when they die, but instead they
5. Upgrade Armies Mission Goals: The winning army gets lose all XP earned during the match and
6. Recruit Units 2 VP and 150pts, whilst all losing armies must sit out the next D3 matches.

Each step must be followed in this order get 300pts instead.


and once all steps have been completed
you start from the first again.

1
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.

2
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.

3
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.

51 - Hearts & Minds 62 - Abandoned Outpost


The locals are friendly to our cause, and Intel from our scouts has revealed an
are ready to take in our wounded. abandoned outpost filled with gear, and
one of the units decided to inspect it.
Select one random army which may pay
50pts to re-roll results of 1 once per unit Select one random army, which may
when checking for casualties. remove one unit that is not shaken from
play and get D3 * 50pts.

4
ARMY NAME: VP:

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

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