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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.
Shoot Modifiers
GRUNTZ
Modier to
Shoot Roll
Shooter Stationary
+1
Target Vehicle
Flank Moved
-2
-1
Assault +2"
-1
Climb 4"
-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
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-4 to Soak Statistic
Engine
Tek
Shooting at -3 to roll.