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GruntZ 15mm SCI-FI

Game Initiation
Each player rolls 2D6 add Commander
Skill statistic. The winner takes the first
turn.
Place Figures
The player that lost initiative places all
units on the table within 12 of their table
edge, then the initiative winner places
all of theirs. No enemy units should be
withing 24 of each other.
Turn Sequence (In standard rules)
Starting with the initiative winner. Activate
all of their units, finishing all actions for
one unit before moving onto the next. A
unit can pass.
1: Remove any Condition Brown tokens
from units which failed mental tests on the
opponents activation.
2: Activate each unit in any desired
sequence. Take care to activate
Commanders or Medics first if Push
Moves or Medic heals are required.
After completing all unit activation, the
turn passes to the opponent.
Activation
Each unit is activated independently.
Remove models from play that have
waxed condition when unit is activated.
Gruntz squads have 2 actions and can
combine them. Note Shoot is the last
action after moving and not before.
Movement
Gruntz squads always move 4 or 8 if
they complete a double move. Special
abilities and equipment can adjust this
number. Vehicle movement is listed on
the profile cards and
Move is always
a double move can be completed before Shoot
(In standard rules)
taken by using both
vehicle actions.

QUICK REFERENCE GUIDE v1.1

Actions (2 Per Unit Activation)


Actions

Shoot Modifiers

GRUNTZ

Modier to
Shoot Roll

Shooter Stationary

+1

Target Vehicle
Flank Moved

-2

Firing Vehicle Second


Weapon

-1

Assault +2"

Target in Soft Cover

-1

Climb 4"

Artillery Spot 24"

Target in Hard Cover

-2

Embark or
Disembark

Move 4"

Shoot

Move 8"

Go Prone

Rough Terrain
If a Gruntz squad passes over rough
terrain it will cost 2 of movement statistic
to move 1 in the rough terrain. You can
double move in rough terrain. Vehicle
modifiers are dependant on mobility type.
Shooting
Pre-measure to the target and check for
cover and LOS. Apply any modifiers.
Roll 2D6 and add the Shoot statistic. You
must equal or beat the targets Guard
statistic. Roll for each member of the
squad. If a vehicle has flanked moved it
is -2 to your shoot roll to hit them.
You can shoot all weapons up to double
the number listed for range. All shots
made over standard range are at -4 to the
Shoot roll.
Vehicles do not have a Shoot statistic.
When shooting a vehicle add the Skill
statistic of the Crew to your 2D6 roll.
Cover
Soft cover is any hedge or other light
area of cover which provides a +1 screen
against enemy fire but no substantial
cover. Hard cover is a +2 solid object.

Firer Prone
No stack with stationary
Shooting Long Range
(Up to double base range)

+2
-4

Assault and Ram


To assault a target you must reach them
by adding +2 to a Gruntz Squad move.
Then roll 2D6 + Assault statistic to equal
or beat target Guard. A vehicle can Ram
at normal speed +3 (it can not shoot when
ramming). Calculate damage for RAM.
Damage
Roll 2D6 and add the weapon or assault
damage. You must equal the targets Soak
statistic to cause 1 point of damage. Every
point scored over the Soak statistic is an
additional point of damage. If a weapons
does not have armour piercing (AP) it is -2
damage against vehicles and other hard
targets.
If a weapon has armour piercing (AP) it
adds the AP damage to the weapon base
damage against vehicles and hard targets
only (including buildings). AP does not
add to damage against soft targets like
Gruntz.
Area Effect Damage
Weapons with Area Effect (AE) damage
figures under the relevant template and

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can deviate if they miss. For missed


targets when firing a weapon with AE roll
a D6 deviation dice to determine direction
and distance the appropriate template
moves. Blast infrect damage is -5 to
standard weapon damage.
Gruntz Squad Damage
Gruntz have 1 wound each. Every model
taking one wound is Waxed. Place a token
by the model to show they are waxed.
Mental Checks
If one half (rounded up) of a remaining
Gruntz squad are waxed during a turn
they must make a Mental check of 2D6
equal or less than Mental statistic or enter
condition brown. Immediately run 8 away
from the enemy and suppressed.

Vehicle Critical Damage

When a C box (critical) is filled in roll a D6


for the three systems. First critical on a roll
Disabled System
Armour

-4 to Soak Statistic

Engine

Vehicle can not make


Double Move

Tek

Shooting at -3 to roll.

of 1 destroy a system, 2nd critical a roll of


1 or 2 destroy a system and on the 3rd
critical a 1, 2 or 3 will destroy a system.
A vehicle is only totalled when all damage
boxs are filled. Roll a D6 on a 1 the
vehicle explodes doing damage of 2D6 +
8 to all models within a 4 circular area
(including crew).
Crew Bail
When vehicle is destroyed the crew or
transported units must roll a Skill statistic
check of 2D6 of equal or under Skill. If they
fail they are removed from play, success
means they are suppressed and placed
within 3 of the vehicle wreck.

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