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rogue hammer sqr

The document outlines the rules and mechanics for the Rogue Hammer tabletop game, detailing squad coherence, activation levels, movement, fire combat, and close combat actions. It also covers vehicle and monster interactions, psionics, and victory conditions, including objective tokens and battlefield exploration. Players must manage cohesion and utilize various actions strategically to achieve victory within a defined turn sequence.

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0% found this document useful (0 votes)
44 views

rogue hammer sqr

The document outlines the rules and mechanics for the Rogue Hammer tabletop game, detailing squad coherence, activation levels, movement, fire combat, and close combat actions. It also covers vehicle and monster interactions, psionics, and victory conditions, including objective tokens and battlefield exploration. Players must manage cohesion and utilize various actions strategically to achieve victory within a defined turn sequence.

Uploaded by

birkoku
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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ROGUE HAMMER QRS 1/4

Squads 7+ Target in the open


▸ Coherence: models in a Squad must remain within 1" from 9+ Target in soft cover
each other. 11+ Target in hard cover
▸ Measurements: distances and LoS are measured from a
leader model. -1 Target is Hero or Light Vehicle
▸ Complicated Units: if two Squads are completely entangled, +1 Target is a Monster
treat them as single target, but apply any damage to both.
▸ Damage: a successful hit inflicts 1D6 damage, modified as
▸ Damage: a unit is destroyed once it reaches 0 Cohesion.
follows (minimum 1):
Turn Sequence & Actions +2 Double 6 on the Firepower roll
Player A Phase Player B Phase End Phase -1 Target is Defending

▸ Activation Level: in the respective Phase, each player -1 Target is a Monster (add the AT value)
receives 2 full activations and 2 partial activations (adjust up -1 Shooter is a Hero
or down if not at the 75-125pts standard).
▸ Firefight: if the target of a shooting attack is within 9" and
▸ End Phase: resolve any timed effects, and check victory
survives, it will fire back (no interaction with its own
conditions.
activation).
Full Actions Partial Actions
Close Combat
Move and Fire/Assault Move ▸ If within 3" of an enemy, a unit is not forced to attack, but if it
Double Move Fire/Assault does, it will be a close combat. Units that cannot move are
Move and Defend Carry Out/Meditate excepted, but can shoot only at enemies within 3".
▸ Combat Shock: if attacked in close combat, an Infantry unit
Regroup
immediately loses 1 Cohesion. If destroyed by it, the attacker
Move and Carry Out/Meditate can move to occupy its position.
▸ The Fight: both involved units roll 1D6 + close combat
▸ Complete a unit's activation before activating another.
value, modified as follows:
▸ A unit cannot be activated more than once in the same turn.
▸ Units just arrived from off-table can be activated normally. +1 Hero vs Squad
+1 Defending an obstacle
Movement +1 More Cohesion than opponent (only if both Infantry)
▸ Move up to Speed. Models cannot move through each other,
but Vehicles/Monsters can push Infantry (friend or foe) aside. ▸ Resolution: the unit with the lower score loses Cohesion
▸ Bad Going: if crossing rough terrain or obstacles, units have equal to the difference, then retreats 1 move away (2 moves if
their Speed capped for the whole activation (max 4" for losing 3+ Cohesion, Combat Shock excluded). The other unit
Infantry, Monsters and Walkers, 3" for Tracked Vehicles). can move to occupy the position.
Heroes ignore it. Wheeled Vehicles treat it as impassable. ▸ Draw: both units lose 1 Cohesion. Starting with the attacker,
decide to stay or retreat 1 full move away. If both decide to
Fire Combat stay, fight again.
▸ Targets: a unit must fire at a single target. Heroes cannot be ▸ Overrun: if one unit rolls a 1 and the other a 6, the one that
targeted if within 2” of a Squad. rolled 1 is immediately destroyed. The other regains +1
▸ Range Bands: units have different Firepower values for the 3 Cohesion and can move to occupy the position.
range bands (9”, 24”, unlimited, cannot fire on a “NA” value).
Other Actions
▸ Line of Sight: other units block LoS, unless the firer/target is
particularly taller or in elevated terrain. ▸ Regroup: the unit regains 2 Cohesion (3 if within 6" and LoS
of a Hero).
▸ Area Terrain: allows visibility up to 3".
▸ Defend: -1 damage if hit by ranged attacks. Impossible if
▸ Linear Terrain: blocks LoS unless either the firer or the
moving closer to any enemies. Keep the status until the unit is
target are within 3".
next activated.
▸ The Firepower Roll: 2D6 + relevant Firepower. To hit, the
▸ Carry Out: perform non-combat/mission action.
roll must reach:
▸ Meditate: regain 1 Power Point (see Psionics).
ROGUE HAMMER QRS 2/4

Heroes Transports
▸ Heroes ignore Bad Going. ▸ Units moving within 2" of a transport can embark, provided it
▸ Cannot be targeted if within 2” of a Squad. If shot at, -1 to hit. has enough free capacity (squads take 3, Heroes 1).
▸ When shooting, inflict -1 damage. ▸ Transported units can disembark by activating normally
(provided they move).
▸ +1 to the close combat roll vs Squads.
▸ If a transport is penetrated but not destroyed, all units inside
▸ Regrouping units in LoS and within 6” gain 1 extra Cohesion.
loses 1 Cohesion.
Vehicles ▸ If destroyed, all units disembark within 2" and lose 2
Cohesion.
▸ Vehicles cannot Regroup.
▸ They move up to Speed in a straight line, pushing Infantry Monsters
(friend or foe) aside. Each movement action can include an up
▸ Monsters can only move (as Infantry, can push actual Infantry
to 90° turn at any point.
aside) and attack.
Tracked Vehicles are capped at 3” in Bad Going. Wheeled
Vehicles cannot enter it at all. ▸ Monsters are Immune to Combat Shock.
▸ Vehicles do not inflict or suffer Combat Shock ▸ If shot at,+1 to hit but -1 damage (add any AT value to the
damage roll).
▸ They are never forced to retreat from a lost close combat.
Instead it’s the opposite unit (unless a vehicle too) that must ▸ Ramming: instead of attacking in close combat,
move until outside 3”. automatically hit a structure (damage equal to Size) or non-
walker Vehicles (add Size to the penetration roll).
▸ Open Vehicles: receive damage and can engage/be engaged
in close combat as normal. If classified as Light, -1 to be hit
Buildings
vs ranged attacks.
▸ Buildings are considered by room (a single one for "normal"
▸ Armored Vehicles: if hit, the Armor on the relevant facing
buildings). One room has a capacity of 3.
must be penetrated (impossible with AT values of “NA”).
They cannot engage in close combat. If already within 3” of ▸ To move inside, a unit must contact an access point. It takes a
enemies, they cannot move closer, but can Fire (enemy move action to move to an adjacent room.
responds with either a Firefight or an assault). If engaged, ▸ Buildings block LoS. Units in a room with any openings can
they suffer an automatic hit (use the close combat AT value). shoot and be shot at from outside (hard cover).
▸ Walkers: treated as Infantry for terrain. If attacking a close- ▸ Units attacking another in an adjacent room resolve first a
combat capable unit within 3”, they will engage in close simultaneous Firefight (hit on 8+), then an unavoidable close
combat (inflicting Combat Shock). Otherwise they can choose combat (no Combat Shock).
to Fire or assault. If they lose a close combat, roll for ▸ Rooms can be shot at. They are hit on 6+, and must be
penetration with a bonus equal to the differences in scores. penetrated like Vehicles. Armor values are:
▸ Penetration Roll: 2D6 + AT. Results with a * can be applied
multiple times. 8 Wooden building
10 Stone building
Minor Damage (Penetration roll = Armor) 11 Heavy stone building
1-2 * Slow Down: Speed is halved, rounding down. 12 Fortifications
3-4 * Firepower Reduced: All shooting is -1 to hit.
▸ Minor damage removes -1 Armor.
5 * Armor Breach: Armor on this facing reduced by 1.
▸ Major damage removes -1D6 Armor.
Immobilized: Unable to move or turn. If the Vehicle is
6
Immobilized again, it is Knocked Out. ▸ On Catastrophic Damage or 0 Armor, the room, and any
directly above, collapses. Any adjacent rooms suffer -1 Armor.
Major Damage (Penetration roll > Armor) ▸ Any unit inside a collapsing room suffers 1D6 damage, and
Immobilized: The Vehicle is unable to move or turn. If the must either change room or move outside.
1-3
Vehicle is Immobilized again, it is Knocked Out.
* Burning: The Vehicle is immobilized. At the start of each
4
turn roll 1D6. On a 6 it suffers Catastrophic damage.
5-6 Knocked Out: The Vehicle ceases to function.

Catastrophic Damage (double 6)


The Vehicles explodes. Roll 1D6. All units within this
- distance take 2 points of damage.
ROGUE HAMMER QRS 3/4

Psionics Evade: Place an Evade token on the Psionic. Discard


85-91 an Evade token to reduce incoming damage by 1D6
▸ Each Psionic starts the game with 1d3+10 Power Points. They (min 0). A token is kept until used.
select one Power and roll 1D100 for a second one.
Psionic Bolt: Select a unit in LoS and within 18” and
▸ Use a single Power when activated (before or after any roll 2D6. On a 6+ inflict 2 damage, which cannot be
92-100
action). Roll 2D6 and compare with current Power Points: reduced or negated by any unit abilities. No effect
against Armored vehicles.
Double 1 Cast the Power with no PP cost
Quick Battles
≤ PP Cast the Power, spend 1 PP
▸ Standard table size is 36”x36” (12 terrain features).
> PP Failure, regain 1 PP
Big size is 48”x48” (15 terrain features).
▸ Any tokens placed by a Power are removed after their effect is ▸ Standard game length is 5 turns. The player with more VP at
triggered. A unit can have multiple token of the same kind. the end of the 5th turn wins.
They do not stack, but must be used at different moments. ▸ Terrain Placement: starting with a random player, randomly
▸ The Meditate action makes a Psionic regain 1 PP (even over select one terrain piece and place it in one of the table
the initial value). quarters. The following player moves counter-clockwise to the
▸ Force Weapons: spend 0-3 PP to gain an equal bonus in close next quarter and does the same, until all terrain is placed.
combat. ▸ Objectives: the players alternate in placing objectives tokens,
▸ Psionic Storage: start the game with 1D3 extra PP. 2 each. They must be placed on neutral ground.
▸ Nullification: if contacting either the effect or the target unit ▸ Table Edges: randomly assign a player to a table edge. The
of a lasting Power, cancel it with 6+ on a 2D6. other player goes opposite.
▸ Deployment Zones: mark a 24” wide section of neutral
Psionic Powers ground between the players’ table edges. The space between a
Psionic Fury: Place a Fury token by the Psionic. In player’s table edge and the neutral ground is that player’s
01-06
the next Close Combat roll twice and pick the best. deployment zone.
Embolden: Select a unit in LoS and within 6”. They ▸ Detachments: divide each force in 3 equal-sized
07-14
recover 2 points of Cohesion. detachments. Starting with a random player, move counter-
Teleportation: The Psionic may instantly move to any clockwise and alternate in deploying a single randomly
15-22
location within 2D6”. selected detachment.
Guidance: Select a unit in LoS and place a Guidance ▸ First Player: each player rolls 1D6 (+1 for the army with the
23-31 token on it. The unit receives +2 to Firepower when it
shoots next. lowest point value). Highest decides to start first or last. Play
proceeds counter-clockwise.
Mire: Select a unit in LoS and place a Mire token on
32-38 it. The unit suffers a 1D6” reduction to its movement ▸ More Players: place 1 objective each (plus an additional one
the next time it moves. in the middle if 3 players). Randomly assign all additional
Obscure: Select a unit in LoS and place an Obscure players to a random free table edge.
39-46 token on it. The next ranged attack at the unit suffers a
-2 penalty to hit. Objectives Tokens
Mind Drain: Select a unit in LoS and within inches = Capture (3VP): End two consecutive turns with a unit
current PP (before activating the power). The unit 1-2
47-55 within 3” of the objective, and no enemies within 3”.
loses 1 Cohesion and the caster gains 1 (even above
their normal max). Can be used on friendly units. Scout (1VP): A unit finishes a move in contact with the
3-4
objective.
Fog Wall: Place a 6” fog wall entirely within 12”. The
wall cannot be seen through, but Psionics can use Sweep (2VP): Start a turn with a unit within 3” of the
5-6
56-62 Powers through it. No effect on movement. In the End objective, and no enemies within 6”.
Phase, a wall vanishes on a 1D6 roll of 1 (3+ if not
cast in the current turn). ▸ Objective tokens are revealed and rolled for once any unit
Tangle: Select a terrain feature in LoS and within 12”. moves within 6”. They can only be achieved by Infantry, and
63-68
It becomes Bad Going unless nullified. are removed after doing so.
Void Storm: Place a token within LoS and 15”, then
immediately move it 1D6” in a random direction. The Victory Conditions
storm extends 3” in every direction from the token.
69-76 Any shooting that goes into, out of or through the Objective Achieved: 1-3VP as per objective.
storm suffers a -1 hit penalty. On any Cohesion loss, Destruction: Total up the points value of enemy units destroyed.
any units within the storm loses 1 extra Cohesion. In 1VP each 20 points.
the End Phase, the storm expires on a 1D6 roll of 1.
Heroic Kill: One of your Heroes killed an enemy Hero. 1VP (only
Shadowy Steps: Select a unit in LoS and place a once per player).
77-84 Shadow token on it. The unit ignores penalties from
Bad Going until the token is removed.
ROGUE HAMMER QRS 4/4

Battlefield Exploration Objective Events


▸ Place 1 Exploration token in each 12”x12” square of the table, New Objective: Select a random terrain feature with no
after placing objectives but before assigning table edges. 1 current objective in it. Place an objective token in the
feature. It must be revealed to determine its true nature.
▸ Reveal an Exploration token the first time a unit moves within
2” (after the move but before further actions). Roll 1D6: Updated Coordinates: No effect if all objectives have
2 been revealed. Randomly select an objective that has not
been revealed yet and move it 6” in a random direction.
Exploration Finds
Priority Objective: Randomly select an objective
3
Dangerous Terrain: The closest terrain feature is revealed (revealed or not). If achieved, it grants 1 additional VP.
to be dangerous (2D6 Hazard Rating). Any Infantry Squad
1 Outdated Data: No effect if all objectives have been
within the terrain will roll 2D6. On results ≥ Hazard
Rating, loses 1 Cohesion (2 on a double 6). 4 revealed. Randomly select an objective that has not been
revealed yet and remove it from play.
Firing Position: A unit that is on the token gains +1 to all
2 Firepower ratings. Only one unit can claim the bonus in a Push Through: Both sides receive an additional objective,
given turn. 5 achievable only once per side: exit one unit off the enemy
table edge before the game ends (1 VP).
Unexploded Ordnance: The unit immediately retreats a
(bonus) full move. The ordnance then explodes. If the Kill Order: Each side selects one Hero in their force. If
3 this Hero is killed, the enemy dealing the final blow
token was in or adjacent to a terrain feature, the terrain 6
feature is destroyed. receives 1 Victory Point. If all Heroes on a side have been
killed, the force that eliminated the last receives the point.
4 Chaos: Immediately roll for a Random Event.
Sub Objective: If one side has a unit on the sub objective Character Events
5
at the end of the game, they receive 1 Victory Point.
Recovery: Each player selects a Hero to regain 2 Cohesion
Salvage: Can be collected by Infantry moving in contact 1
points (increase max Cohesion by 1 point if already full).
with the token. At the end of the battle roll 1D6. If the roll
6 Heroic Combat: On their next Phase, each player selects
is equal or below the number of tokens collected, the player
receives 1 Victory Point. one Hero to receive a +1 bonus to all Firepower and
2 Assault scores, +1 to all Anti-Tank rolls and +1 to any
ranged or assault damage they inflict. The effect lasts only
Random Events for that Phase and cannot be saved up.
▸ Prepare tokens equal to the number of players times the game Direct Leadership: On their next Phase, each player
length in turns. Include 1 Discard, 1 Reshuffle and 1-6 Events 3 reduces the number of available Limited Activations by 1,
but increases that of Full Activations by 1.
(pick or roll).
Blood Thirst: On their next Phase, each player selects a
▸ Draw a token at the start of each Player Phase. If no more
4 Hero or Squad within its LoS. It must move at full speed
tokens remain, no more Events can occur in the game. directly towards the nearest visible enemy.
Duel: The active player may select any two Heroes within
1-2: roll a Battlefield Event
Event 5 12” of each other. Place them in contact at the mid point
3-4: roll an Objective Event
(roll 1D6) between them and immediately fight a close combat.
5-6: roll a Character Event
Report In: On their next Phase, each player selects a Hero.
Take all previously drawn tokens and put them back in 6
Reshuffle It cannot be Activated.
the pool
Discard Draw an additional token and remove it permanently
Blank Nothing happens

Battlefield Events
Stray Shelling: On each quarter of the table randomly
1 select a terrain feature. All units within, in contact with or
on the feature take 2 points of damage.
2 Lull in the Fighting: All units regain 1 point of Cohesion.
Reinforcements: Each player may select one Squad on the
3 table. The Squad is removed and an identical Squad at full
Cohesion is placed within 3” of their table edge.
Pinned Down: The player selects a unit. It and the closest
4
visible enemy cannot activate during their next Phase.
5 Critter: A creature appears in the center of the table.
6 Grind: The duration of the battle is increased by 1 turn.

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