Grimdark Future: Firefight

General Principles

The most important rule: Whenever the rules are unclear use common sense and personal preference. Have fun!

Quality Tests: Roll one six-sided die, and if you score the unit‘s quality value or higher it‘s a success.

Modifiers: Regardless of modifiers, rolls of 6 are always successes, and rolls of 1 are always fails.


The Battlefield: The game is played on a flat 4‘x4‘ surface, with at least 15-20 pieces of terrain on it.

The Armies: The players put together two armies of equal points before the game begins (we recommend starting with 250pts per player).

Mission: Place D3+2 objectives. Players roll-off to go first, and then alternate in placing one marker each outside of deployment zones and over 9” away from each other. At the end of each round, if a unit is within 3” of a marker while enemies aren’t, then it’s seized and remains seized even after leaving. Stunned units can’t seize markers, and if units from both sides are contesting a marker then it becomes neutral again. The game ends after 4 rounds, and the player that controls most markers wins.

Deployment: Players roll-off, and the winner picks one long table edge as his deployment zone, with his opponent taking the opposite. Then the players alternate in placing one unit each within 12” of their table edge, starting with the player that won the deployment roll-off.

Playing the Game

The game is played in rounds, with players alternating in activating one unit each, starting with the player that won the deployment roll-off. Each new round the player that finished activating first on the last round gets to start.


The player picks one unit and it may do one of the following:

Action Move Notes
Hold 0” Can shoot.
Advance 6” Shoot after moving.
Rush 12” Can’t shoot.
Charge 12” Moves into melee.


Unit members must stay within 2” of at least one other member, and within 6” of all other members. Units may only move within 1” of others when charging, and may only charge if at least one model can reach base contact with one model from the target.


Models in range and line of sight may fire all weapons at a single unit, or split their attacks evenly among all enemy units within 3” of a single model (target picks how). Shooting models take one quality test per attack, and each success is a hit. For each hit defending models roll one die trying to score their Defense value or higher, and each fail causes one wound. Then check the wounds section to see what happens to the unit.

Weapon Profiles: The stats of each weapon are shown like this:

Name (Range, Attacks, Special)

Weapons with a range value are for shooting, and without are for melee.


Charging models must move into base contact with the target or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” of enemies may strike with all their melee weapons, which works just like shooting (may also split attacks). Then the defending unit may choose to strike back, however after attacking in melee for the first time units only hit on unmodified rolls of 6 in any subsequent melee, until the end of the round. If one of the two units is destroyed the other may move by up to 3”, else the charging unit must move back by 1”.


Whenever a model takes one or more wounds place a wound marker next to it for each wound. Then roll one die and add the number of markers to the result to see what happens:

  • 2-5: Stunned

  • 6+: Knocked Out

Knocked Out: Remove from play.

Stunned: The model is Stunned until the end of its next activation (place it on its side to show this). Stunned models fail morale tests automatically and must stay idle. If a Stunned model takes any hits from shooting or is charged again, then it is Knocked Out.

Groups & Wounds: Whenever a unit with multiple models takes wounds, each wound kills one model until only one last model remains. Only the last model then accumulates wounds and rolls to see if it’s Stunned or Knocked Out.


Morale Tests: To take a morale test the unit simply takes one Quality test.

Rout Tests: If at the end of any round an army is down to half of its starting units or less, then all of its units must take a morale test. If the test is failed the unit immediately Routs (remove from play).


Cover Terrain: Units that shoot at enemies with most models in or behind cover get –1 to shooting.

Difficult Terrain: Units moving through difficult terrain can’t move more than 6” in total at a time.

Dangerous Terrain: Models moving across dangerous terrain or that activate in it must roll one die (or as many as their tough value), and for each roll of 1 they take one wound.

Special Rules

Ambush: This model may be kept in reserve instead of deploying. At the start of any round after the first you may place the model anywhere over 9” away from enemy units. If both player have Ambush they roll-off to see who deploys first, and then alternate in placing them.

AP: Targets get -X to Defense rolls when blocking hits.

Blast: All hits are multiplied by X.

Deadly: Assign each wound to one model and multiply it by X. Note that these wounds don't carry over to other models if killed.

Fast: Move 9” when using Advance and 18” when using Rush/Charge.

Fear: Always counts as having dealt +D3 wounds for seeing who won melee.

Fearless: Gets +1 to morale tests.

Flying: May move through obstacles and may ignore terrain effects.

Furious: Gets +1 attack with a weapon of your choice when charging.

Hero: Friendly units within 12” of the hero may use his quality for morale tests, as long as he isn’t Stunned.

Immobile: May never move/charge.

Impact: Deals X automatic hits when charging successfully.

Indirect: May target enemies that are not in line of sight and ignores cover from sight obstructions, but gets -1 to hit rolls when shooting after moving.

Poison: When rolling an unmodified 6 to hit, that hit is multiplied by 3.

Psychic: May cast one spell during its activation at any point, before attacking. Pick a spell and a target in line of sight and roll D6+X. If the result is equal or higher than the number in brackets you may resolve the effects. Enemy psychics within 18” and line of sight of the caster may roll D6+X at the same time, and if the result is higher the spell is blocked. Psychics may only either try to cast or try to block a spell each round.

Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.

Relentless: For each unmodified roll of 6 to hit when shooting, this model may roll 1 extra attack. This rule doesn’t apply to newly generated attacks.

Rending: Unmodified rolls of 6 to hit count as having AP(4) and ignore the regeneration rule.

Scout: This model may be deployed after all other units, and may then move by up to 12”, ignoring terrain. If both of the players have Scout they roll-off to see who deploys first, and then alternate in placing and moving them.

Slow: Move 4” when using Advance and 8” when using Rush/Charge.

Sniper: Shoots at Quality 2+, and may pick one model in a unit as its target, which is resolved as if it’s a unit of 1.

Stealth: Enemies get -1 to shooting when targeting this unit.

Strider: This model may ignore the effects of difficult terrain.

Tough: This model only rolls to see what happens from wounds once it has taken at least X wounds, and is only Knocked Out on rolls of 5+X or more. When Stunned and hit by shooting or charged, this model takes 1 wound instead of being Knocked Out, unless it already has X or more wounds.

Special Movement

Pushing: Whenever a model rolls a Stunned result the attacker may try to push it away. Roll one die, and on a 4+ the attacker may move the model by up to 2” in any direction.

Falling: If a model is pushed off an elevated position at least 2” tall it takes 1 hit with AP(1+X), where X is AP(+1) for every full 3” it fell. Then place the model Stunned within 2” of the bottom.

Dropping: Models may drop off steep elevation up to 6” high instead of climbing down. Roll X+1 dice trying to score 3+, where X is one die for every full 3” it drops. If all rolls are successes you may place the model within 2” of the bottom and continue moving without counting elevation. If any roll is failed the model falls instead.

Leaping: Models may leap off steep elevation up to 6” high onto enemies within 2” of the bottom. Roll X+1 dice trying to score 3+, where X is one die for every full 3” it drops. If all rolls are successes you may place the model in contact with the target and deal as many automatic hits as dice rolled. If any roll is failed the model falls instead.

Jumping: Models may cross gaps up to 1” wide as if they were solid ground, however they must jump to cross gaps up to 6” wide. Roll X+1 dice trying to score 3+, where X is one die for every full 3” it jumps. If all rolls are successes the model may move across the gap as if it was solid ground. If any roll is failed the model falls instead.