GF - Core Rules v2.16
GF - Core Rules v2.16
GF - Core Rules v2.16
The most important rule: Whenever the The player picks one unit, and it may do Morale Tests: Whenever a unit takes
rules are unclear, use common sense one of the following: wounds that leave it with half or less of
and personal preference. Have fun! its total size or tough value (for units
Action Move Notes
with a single model), or it loses a melee,
Quality Tests: Roll one six-sided die, and Hold 0” Can shoot
it must take a morale test. Take a quality
if you score the unit‘s quality value or Advance 6” Can shoot after move
test, and if failed it is Pinned until the
higher, then it‘s a success. Rush 12” Can’t shoot
end of its next activation. Pinned units
Charge 12” Moves into melee
Modifiers: Regardless of modifiers, rolls only hit on 6+ in melee, always fail
of 6 are always successes, and rolls of 1 morale tests, and must stay idle.
Movement
are always fails.
Melee Results: Units in melee don’t take
Unit members must stay within 2” of at
Preparation morale tests from wounds. Instead they
least one other member, and within 6” of
compare the number of wounds each
The Battlefield: The game is played on a all other members. Units may only move
unit caused, and the unit with the lowest
flat 6‘x4‘ surface, with at least 10-15 within 1” of other units when charging,
total loses, and must take a morale test.
pieces of terrain on it. and may only charge if at least one
If the test is failed whilst the unit is down
charging model can reach base contact
The Armies: The players put together to half or less of its total size or tough
with one model from the target unit.
two armies of equal points before the value, then it Routs (remove from play),
game begins (we recommend 750pts for Shooting else it is Pinned instead.
your first match).
Models in range and line of sight may Terrain
Combined Units: Two copies of the same fire all weapons, and units with multiple
Cover Terrain: Units shooting at enemies
unit can be combined into a single unit, weapon types may fire each type at a
with most models in or behind cover get
as long as upgrades that apply to all different target. Shooting models take
-1 to hit rolls.
models are bought for both. one quality test per attack, and each
success is a hit. For each hit defending Difficult Terrain: Units moving through
Mission: Place D3+2 objectives. Players
models roll one die trying to score their difficult terrain can’t move more than 6”
roll-off to go first, and then alternate in
Defense value or higher, and each fail in total at a time.
placing one marker each outside of
deployment zones, and over 9” away causes one wound. For each wound, the
Dangerous Terrain: Models moving
from each other. At the end of each defender must remove one model.
across dangerous terrain, or that
round, if a unit is within 3” of a marker Weapon Profiles: The stats of each activate in it, must roll one die (or as
while enemies aren’t, then it’s seized, weapon are shown like this: many as their tough value), and for each
and remains seized even after leaving. roll of 1 the unit takes one wound.
Name (Range, Attacks, Special)
Pinned units can’t seize markers, and if
units from both sides are contesting a Weapons with a range value are for
marker, then it becomes neutral again. shooting, and without are for melee.
The game ends after 4 rounds, and the
player that controls most markers wins. Melee
Deployment: Players roll-off, and the Charging models must move into base
winner picks a long table edge as their contact with the target, or as close as
deployment zone, with their opponent possible, and then defenders must do
taking the opposite. Then the players the same by moving up to 3”. Models
alternate in placing one unit each within within 2” of enemies may strike with all
12” of their table edge, starting with the their melee weapons, which works just
player that won the deployment roll-off. like shooting. Then the defending unit
may choose to strike back, but doesn’t
Playing the Game have to. Once both units are done, the
loser must take a morale test, and the
The game is played in rounds, with
charging unit must move back by 1”. If
players alternating in activating one unit
one of the two units is destroyed, the
each, starting with the player that won
other may move by up to 3”.
the deployment roll-off. Each new round
the player that finished activating first Fatigue: Units only hit on 6+ in melee
on the last round gets to start. until the end of the round after they
charge or strike back.