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		<id>http://2d4chan.org/mediawiki/index.php?title=Grimdark_Future/Tactics&amp;diff=240723</id>
		<title>Grimdark Future/Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Grimdark_Future/Tactics&amp;diff=240723"/>
		<updated>2023-05-06T15:53:00Z</updated>

		<summary type="html">&lt;p&gt;2601:B050:2AC:2B00:7D01:B830:F600:1D73: /* Special Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the general rules for &#039;&#039;&#039;Grimdark Future&#039;&#039;&#039;, [[One Page Rules]]&#039; simplified and genericized edition of [[Warhammer 40,000]].&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
Grimdark Future is run via alternating activations, so one unit from your side is chosen to go, then the other side uses a unit and so on and so forth, with the first to go being a matter of who finishes first. Your actions are pretty much as follows. Absolutely everything in this game is dependent on d6, so you&#039;ll be needing tons of them in order to manage things.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Hold:&#039;&#039; Stand and shoot&lt;br /&gt;
*&#039;&#039;Advance:&#039;&#039; Move up to 6&amp;quot; and shoot. Generally nothing is troubled by this unless they&#039;re Indirect.&lt;br /&gt;
*&#039;&#039;Rush:&#039;&#039; Move up to 12&amp;quot; but you can&#039;t shoot&lt;br /&gt;
*&#039;&#039;Charge:&#039;&#039; As above, but your unit is now in melee range.&lt;br /&gt;
&lt;br /&gt;
===Psychic Casting===&lt;br /&gt;
Before attacking, a Psychic model can cast a single spell. To do so, they need to roll 1d6+the model&#039;s Psychic rating; if the roll exceeds the score listed on the spell, then it manifests.&lt;br /&gt;
&lt;br /&gt;
An enemy psychic within 18&amp;quot; and LoS, however, can make the same test. If they exceed the value rolled for the test, the spell is blocked and cannot manifest.&lt;br /&gt;
&lt;br /&gt;
===Attacking===&lt;br /&gt;
Unlike most wargames, Grimdark Future wraps up the morale, WS, and BS skills all in the Quality Stat. In regards to shooting and punching, you just need to roll equal to or over the quality listed in the model&#039;s statline in order to hit. The target then has to roll their Defense stat (adjusting for any AP the weapon has), with any roll better than or equal to the listed value negating the hit.&lt;br /&gt;
&lt;br /&gt;
Melee has a second aspect to consider: combat resolution. After both sides of a combat make their moves, you need to evaluate the damage each side made. The winner is the one who obviously did the most damage and the loser needs to test for morale. However, if both sides dealt the same amount of damage, it&#039;s a draw and nobody tests morale.&lt;br /&gt;
&lt;br /&gt;
* When you have a unit with multiple weapons, each weapon type (so all the assault rifles can hit one unit, while all the flamethrowers hit another one) can target another weapon.&lt;br /&gt;
* If you have a unit make the charge, the enemy unit can make a return strike. While this doesn&#039;t sound so good, note that if they haven&#039;t already attacked yet, then the attacks they make on their turn make all their attacks take a 6+ to hit. Do beware that this counter-charge isn&#039;t mandatory, so they can wait off to make it to their turns if they think that such a thing is possible.&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
Whenever a unit is either reduced to half-strength (either by models or by Tough wounds) or the loser in melee, they need to test morale. This is, again, dependent on a quality check.&lt;br /&gt;
&lt;br /&gt;
If the unit fails this check, then the unit is is pinned (if the test was made outside of melee or if they are in melee but still above that half-wound count), making them only able to hit in melee on a nat 6 until they waste an entire turn doing nothing to remove the status, or routed and destroyed (if they were in melee and are below half-strength).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
* &#039;&#039;Aircraft:&#039;&#039; Planes here must move 18&amp;quot;-36&amp;quot; each turn, but if they leave the table, then they waste their remaining movement to return to the field from any table edge. They&#039;re quite protected from most guns because all models without Lock-On count as 12&amp;quot; further away than they really are and must take a -1 to hit them on top of all that. However, the Lock-On rule is surprisingly abundant in GDF, so expect AA fire to come from places that you wouldn&#039;t have otherwise expected it to in 40k.&lt;br /&gt;
* &#039;&#039;Ambush:&#039;&#039; Not all your models need to deploy on the outset. Units with this rule can instead hide out and then be deployed at the start of any round past the first, so long as they&#039;re beyond 9&amp;quot; of an enemy unit. Do beware that if both sides have ambush units, then you need to roll off to deploy them.&lt;br /&gt;
* &#039;&#039;Lock-On:&#039;&#039; Ignores all negative modifiers to hit rolls and range. Obviously intended to negate the penalties to shooting Aircraft, but stuff with Lock-On has [[Flak_88mm|no trouble at all shooting at stuff on the ground too]].&lt;br /&gt;
* &#039;&#039;AP (X):&#039;&#039; When the enemy rolls defense against a weapon, they need to subtract X from the roll.&lt;br /&gt;
* &#039;&#039;Blast (X):&#039;&#039; When you score a hit with this, the number of hits is multiplied by X. &lt;br /&gt;
* &#039;&#039;Deadly (X):&#039;&#039; Like Blast, though this is only focused on a singular model. This is your counter to Tough units.&lt;br /&gt;
* &#039;&#039;Fast:&#039;&#039; Models can advance 9&amp;quot; and rush or charge 18&amp;quot;.&lt;br /&gt;
* &#039;&#039;Fear:&#039;&#039; After resolving melee, you count as having dealt +d3 wounds. This makes melee a bit deadlier for you and at least might even out a slightly poor round.&lt;br /&gt;
* &#039;&#039;Fearless:&#039;&#039; Surprisingly does nothing to Fear. Instead, this adds +1 to the unit&#039;s morale check so you won&#039;t get trapped by pinning.&lt;br /&gt;
* &#039;&#039;Flying:&#039;&#039; Units with this rule can fly over any model or terrain without penalty.&lt;br /&gt;
* &#039;&#039;Furious:&#039;&#039; When the unit makes a charge, they can add an additional attack on a single melee weapon.&lt;br /&gt;
* &#039;&#039;Hero:&#039;&#039; These are the only units that can attach to another unit. This allows the host unit to use the Hero&#039;s quality when rolling for morale while using their own defense, allowing for commander bunkers with shields.&lt;br /&gt;
* &#039;&#039;Immobile:&#039;&#039; C&#039;mon, guess.&lt;br /&gt;
* &#039;&#039;Impact (X):&#039;&#039; When this unit makes a charge, they deal an instant X hits, which can be nice when your weapons are less effective.&lt;br /&gt;
* &#039;&#039;Indirect:&#039;&#039; This allows a weapon to ignore LoS when shooting, but they suffer a -1 penalty to hit if the unit moves.&lt;br /&gt;
* &#039;&#039;Poison:&#039;&#039; When this weapon rolls a nat 6 to hit, the hit deals triple the amount. &lt;br /&gt;
* &#039;&#039;Psychic (X):&#039;&#039; This unit can cast spells, as described above.&lt;br /&gt;
* &#039;&#039;Regeneration:&#039;&#039; When a unit fails their defense save, you can roll again for each wound taken. On a 5+, that wound is ignored. This is a good second layer of protection, especially for those with crap defense scores.&lt;br /&gt;
* &#039;&#039;Relentless:&#039;&#039; When a unit rolls a nat 6 to hit while shooting, they can roll a bonus attack. This can&#039;t be triggered on any of these new attacks.&lt;br /&gt;
* &#039;&#039;Rending:&#039;&#039; When a weapon with this rule rolls a nat 6 to hit, the attack now counts as having AP 4 and negates Regeneration saves, making this very deadly.&lt;br /&gt;
* &#039;&#039;Scout:&#039;&#039; A unit with this rule can move 12&amp;quot; (ignoring terrain) after setting up. As with Ambush, you need to roll off if the enemy has Scout units as well to determine who goes first.&lt;br /&gt;
* &#039;&#039;Slow:&#039;&#039; This unit can only advance 4&amp;quot; and rush or charge 8&amp;quot;. &lt;br /&gt;
* &#039;&#039;Sniper:&#039;&#039; This weapon makes the unit count as having a 2+ quality when firing. This weapon can also fire at any model it wants, like a Hero or a heavy weapon you know will kill your tanks.&lt;br /&gt;
* &#039;&#039;Strider:&#039;&#039; The unit ignores difficult terrain.&lt;br /&gt;
* &#039;&#039;Tough (X):&#039;&#039; Rather than dying after failing a defense check, your unit instead loses one of their X wounds. Do beware that this will make a unit subject to Morale if they still lose half their wounds. All heroes will have at least Tough 3 and vehicles will have much higher.&lt;br /&gt;
* &#039;&#039;Transport (X):&#039;&#039; This model can carry up to X models. While models can embark by merely touching the transport, disembarking forces the unit to only move 6&amp;quot;. If the transport dies with a unit inside, that cargo is immediately pinned and must take dangerous terrain. The survivors are then placed 6&amp;quot; from the former transport.&lt;br /&gt;
&lt;br /&gt;
==GF: Firefight==&lt;br /&gt;
Firefight is essentially the equivalent to [[Kill Team (Specialist Game)|Kill Team]], meaning that you&#039;re now dealing with singular models rather than full regiments. This subsequently means that there are significant changes to how the game&#039;s played. At a glance, this cuts off any vehicles/monsters/titans available to each armor as well as removing any incredibly expensive and/or powerful heroes.&lt;br /&gt;
&lt;br /&gt;
*Models with Hero now let models within 12&amp;quot; use their quality for morale checks as long as the Hero isn&#039;t stunned.&lt;br /&gt;
**Blast weapons now affect models within 3&amp;quot; so it&#039;s not quite a gimped version of Deadly.&lt;br /&gt;
*At any time a model suffers a wound (and when a unit with several models, usually disposable chaff, is down to its last unit), the model gains a Wound marker and rolls d6+the number of Wound markers including this new one: On a 6+ the model is outright killed, but below that the model is stunned, rendering them immobile and prone to be killed by the next attack.&lt;br /&gt;
**Tough models ultimately delay the need to roll a wound check by a number of wounds by their Tough value. Once they suffer that many rules, then they&#039;re subject to the wound check and those wounds are added to any wound checks. However, the roll needed to take them out is set to 5+their Tough Value, making it not so unfair.&lt;br /&gt;
*Movement has a few special tweaks to it to make vertical travel more significant.&lt;br /&gt;
**If a model is stunned in melee, the one who stunned them can push that model 2&amp;quot; in any direction...including off a cliff of 2&amp;quot; or higher. If they fall, then they immediately suffer a hit with AP 1 +1 AP for every 3&amp;quot; they fell.&lt;br /&gt;
**If a model decides to drop down 6+&amp;quot;, roll a 1d6 + another d6 for every 3&amp;quot; they fall. If all die roll a 3+, they land on their feet, but anything less on any die means that they fall. &lt;br /&gt;
***If they see an enemy model within 2&amp;quot; of the bottom of their drop, the model can instead land on an enemy. If they make their rolls, they drop right into the enemy&#039;s midst and immediately deal a number of hits equal to the number of die they just rolled.&lt;br /&gt;
**A model can jump a gap at least 1&amp;quot; wide, but must roll 1d6 + another d6 for every 3&amp;quot; they leap across. If all die roll a 3+, they leap without issue, but if any of them fail, then the model falls instead.&lt;br /&gt;
***Flying models can jump ravines without issue and can pass any Drop and Leap checks on a 2+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Grimdark_Future_Tactics}}&lt;br /&gt;
[[Category:Grimdark Future Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:B050:2AC:2B00:7D01:B830:F600:1D73</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Grimdark_Future/Tactics&amp;diff=240722</id>
		<title>Grimdark Future/Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Grimdark_Future/Tactics&amp;diff=240722"/>
		<updated>2023-05-06T15:49:13Z</updated>

		<summary type="html">&lt;p&gt;2601:B050:2AC:2B00:7D01:B830:F600:1D73: /* Special Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the general rules for &#039;&#039;&#039;Grimdark Future&#039;&#039;&#039;, [[One Page Rules]]&#039; simplified and genericized edition of [[Warhammer 40,000]].&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
Grimdark Future is run via alternating activations, so one unit from your side is chosen to go, then the other side uses a unit and so on and so forth, with the first to go being a matter of who finishes first. Your actions are pretty much as follows. Absolutely everything in this game is dependent on d6, so you&#039;ll be needing tons of them in order to manage things.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Hold:&#039;&#039; Stand and shoot&lt;br /&gt;
*&#039;&#039;Advance:&#039;&#039; Move up to 6&amp;quot; and shoot. Generally nothing is troubled by this unless they&#039;re Indirect.&lt;br /&gt;
*&#039;&#039;Rush:&#039;&#039; Move up to 12&amp;quot; but you can&#039;t shoot&lt;br /&gt;
*&#039;&#039;Charge:&#039;&#039; As above, but your unit is now in melee range.&lt;br /&gt;
&lt;br /&gt;
===Psychic Casting===&lt;br /&gt;
Before attacking, a Psychic model can cast a single spell. To do so, they need to roll 1d6+the model&#039;s Psychic rating; if the roll exceeds the score listed on the spell, then it manifests.&lt;br /&gt;
&lt;br /&gt;
An enemy psychic within 18&amp;quot; and LoS, however, can make the same test. If they exceed the value rolled for the test, the spell is blocked and cannot manifest.&lt;br /&gt;
&lt;br /&gt;
===Attacking===&lt;br /&gt;
Unlike most wargames, Grimdark Future wraps up the morale, WS, and BS skills all in the Quality Stat. In regards to shooting and punching, you just need to roll equal to or over the quality listed in the model&#039;s statline in order to hit. The target then has to roll their Defense stat (adjusting for any AP the weapon has), with any roll better than or equal to the listed value negating the hit.&lt;br /&gt;
&lt;br /&gt;
Melee has a second aspect to consider: combat resolution. After both sides of a combat make their moves, you need to evaluate the damage each side made. The winner is the one who obviously did the most damage and the loser needs to test for morale. However, if both sides dealt the same amount of damage, it&#039;s a draw and nobody tests morale.&lt;br /&gt;
&lt;br /&gt;
* When you have a unit with multiple weapons, each weapon type (so all the assault rifles can hit one unit, while all the flamethrowers hit another one) can target another weapon.&lt;br /&gt;
* If you have a unit make the charge, the enemy unit can make a return strike. While this doesn&#039;t sound so good, note that if they haven&#039;t already attacked yet, then the attacks they make on their turn make all their attacks take a 6+ to hit. Do beware that this counter-charge isn&#039;t mandatory, so they can wait off to make it to their turns if they think that such a thing is possible.&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
Whenever a unit is either reduced to half-strength (either by models or by Tough wounds) or the loser in melee, they need to test morale. This is, again, dependent on a quality check.&lt;br /&gt;
&lt;br /&gt;
If the unit fails this check, then the unit is is pinned (if the test was made outside of melee or if they are in melee but still above that half-wound count), making them only able to hit in melee on a nat 6 until they waste an entire turn doing nothing to remove the status, or routed and destroyed (if they were in melee and are below half-strength).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
* &#039;&#039;Aircraft:&#039;&#039; Planes here must move 18&amp;quot;-36&amp;quot; each turn, but if they leave the table, then they waste their remaining movement to return to the field from any table edge. However, they&#039;re quite protected from most guns because all models without Lock-On count as 12&amp;quot; further away than they really are and must take a -1 to hit them on top of all that. However, the Lock-On rule is surprisingly abundant in GDF, so expect AA fire to come from a lot more sources than it did in 40k.&lt;br /&gt;
* &#039;&#039;Ambush:&#039;&#039; Not all your models need to deploy on the outset. Units with this rule can instead hide out and then be deployed at the start of any round past the first, so long as they&#039;re beyond 9&amp;quot; of an enemy unit. Do beware that if both sides have ambush units, then you need to roll off to deploy them.&lt;br /&gt;
* &#039;&#039;Lock-On:&#039;&#039; Ignores all negative modifiers to hit rolls and range. Obviously intended to negate the penalties to shooting Aircraft, but stuff with Lock-On has [[Flak_88mm|no trouble at all shooting at stuff on the ground too]].&lt;br /&gt;
* &#039;&#039;AP (X):&#039;&#039; When the enemy rolls defense against a weapon, they need to subtract X from the roll.&lt;br /&gt;
* &#039;&#039;Blast (X):&#039;&#039; When you score a hit with this, the number of hits is multiplied by X. &lt;br /&gt;
* &#039;&#039;Deadly (X):&#039;&#039; Like Blast, though this is only focused on a singular model. This is your counter to Tough units.&lt;br /&gt;
* &#039;&#039;Fast:&#039;&#039; Models can advance 9&amp;quot; and rush or charge 18&amp;quot;.&lt;br /&gt;
* &#039;&#039;Fear:&#039;&#039; After resolving melee, you count as having dealt +d3 wounds. This makes melee a bit deadlier for you and at least might even out a slightly poor round.&lt;br /&gt;
* &#039;&#039;Fearless:&#039;&#039; Surprisingly does nothing to Fear. Instead, this adds +1 to the unit&#039;s morale check so you won&#039;t get trapped by pinning.&lt;br /&gt;
* &#039;&#039;Flying:&#039;&#039; Units with this rule can fly over any model or terrain without penalty.&lt;br /&gt;
* &#039;&#039;Furious:&#039;&#039; When the unit makes a charge, they can add an additional attack on a single melee weapon.&lt;br /&gt;
* &#039;&#039;Hero:&#039;&#039; These are the only units that can attach to another unit. This allows the host unit to use the Hero&#039;s quality when rolling for morale while using their own defense, allowing for commander bunkers with shields.&lt;br /&gt;
* &#039;&#039;Immobile:&#039;&#039; C&#039;mon, guess.&lt;br /&gt;
* &#039;&#039;Impact (X):&#039;&#039; When this unit makes a charge, they deal an instant X hits, which can be nice when your weapons are less effective.&lt;br /&gt;
* &#039;&#039;Indirect:&#039;&#039; This allows a weapon to ignore LoS when shooting, but they suffer a -1 penalty to hit if the unit moves.&lt;br /&gt;
* &#039;&#039;Poison:&#039;&#039; When this weapon rolls a nat 6 to hit, the hit deals triple the amount. &lt;br /&gt;
* &#039;&#039;Psychic (X):&#039;&#039; This unit can cast spells, as described above.&lt;br /&gt;
* &#039;&#039;Regeneration:&#039;&#039; When a unit fails their defense save, you can roll again for each wound taken. On a 5+, that wound is ignored. This is a good second layer of protection, especially for those with crap defense scores.&lt;br /&gt;
* &#039;&#039;Relentless:&#039;&#039; When a unit rolls a nat 6 to hit while shooting, they can roll a bonus attack. This can&#039;t be triggered on any of these new attacks.&lt;br /&gt;
* &#039;&#039;Rending:&#039;&#039; When a weapon with this rule rolls a nat 6 to hit, the attack now counts as having AP 4 and negates Regeneration saves, making this very deadly.&lt;br /&gt;
* &#039;&#039;Scout:&#039;&#039; A unit with this rule can move 12&amp;quot; (ignoring terrain) after setting up. As with Ambush, you need to roll off if the enemy has Scout units as well to determine who goes first.&lt;br /&gt;
* &#039;&#039;Slow:&#039;&#039; This unit can only advance 4&amp;quot; and rush or charge 8&amp;quot;. &lt;br /&gt;
* &#039;&#039;Sniper:&#039;&#039; This weapon makes the unit count as having a 2+ quality when firing. This weapon can also fire at any model it wants, like a Hero or a heavy weapon you know will kill your tanks.&lt;br /&gt;
* &#039;&#039;Strider:&#039;&#039; The unit ignores difficult terrain.&lt;br /&gt;
* &#039;&#039;Tough (X):&#039;&#039; Rather than dying after failing a defense check, your unit instead loses one of their X wounds. Do beware that this will make a unit subject to Morale if they still lose half their wounds. All heroes will have at least Tough 3 and vehicles will have much higher.&lt;br /&gt;
* &#039;&#039;Transport (X):&#039;&#039; This model can carry up to X models. While models can embark by merely touching the transport, disembarking forces the unit to only move 6&amp;quot;. If the transport dies with a unit inside, that cargo is immediately pinned and must take dangerous terrain. The survivors are then placed 6&amp;quot; from the former transport.&lt;br /&gt;
&lt;br /&gt;
==GF: Firefight==&lt;br /&gt;
Firefight is essentially the equivalent to [[Kill Team (Specialist Game)|Kill Team]], meaning that you&#039;re now dealing with singular models rather than full regiments. This subsequently means that there are significant changes to how the game&#039;s played. At a glance, this cuts off any vehicles/monsters/titans available to each armor as well as removing any incredibly expensive and/or powerful heroes.&lt;br /&gt;
&lt;br /&gt;
*Models with Hero now let models within 12&amp;quot; use their quality for morale checks as long as the Hero isn&#039;t stunned.&lt;br /&gt;
**Blast weapons now affect models within 3&amp;quot; so it&#039;s not quite a gimped version of Deadly.&lt;br /&gt;
*At any time a model suffers a wound (and when a unit with several models, usually disposable chaff, is down to its last unit), the model gains a Wound marker and rolls d6+the number of Wound markers including this new one: On a 6+ the model is outright killed, but below that the model is stunned, rendering them immobile and prone to be killed by the next attack.&lt;br /&gt;
**Tough models ultimately delay the need to roll a wound check by a number of wounds by their Tough value. Once they suffer that many rules, then they&#039;re subject to the wound check and those wounds are added to any wound checks. However, the roll needed to take them out is set to 5+their Tough Value, making it not so unfair.&lt;br /&gt;
*Movement has a few special tweaks to it to make vertical travel more significant.&lt;br /&gt;
**If a model is stunned in melee, the one who stunned them can push that model 2&amp;quot; in any direction...including off a cliff of 2&amp;quot; or higher. If they fall, then they immediately suffer a hit with AP 1 +1 AP for every 3&amp;quot; they fell.&lt;br /&gt;
**If a model decides to drop down 6+&amp;quot;, roll a 1d6 + another d6 for every 3&amp;quot; they fall. If all die roll a 3+, they land on their feet, but anything less on any die means that they fall. &lt;br /&gt;
***If they see an enemy model within 2&amp;quot; of the bottom of their drop, the model can instead land on an enemy. If they make their rolls, they drop right into the enemy&#039;s midst and immediately deal a number of hits equal to the number of die they just rolled.&lt;br /&gt;
**A model can jump a gap at least 1&amp;quot; wide, but must roll 1d6 + another d6 for every 3&amp;quot; they leap across. If all die roll a 3+, they leap without issue, but if any of them fail, then the model falls instead.&lt;br /&gt;
***Flying models can jump ravines without issue and can pass any Drop and Leap checks on a 2+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Grimdark_Future_Tactics}}&lt;br /&gt;
[[Category:Grimdark Future Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:B050:2AC:2B00:7D01:B830:F600:1D73</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Grimdark_Future/Tactics&amp;diff=240721</id>
		<title>Grimdark Future/Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Grimdark_Future/Tactics&amp;diff=240721"/>
		<updated>2023-05-06T15:46:16Z</updated>

		<summary type="html">&lt;p&gt;2601:B050:2AC:2B00:7D01:B830:F600:1D73: /* Special Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the general rules for &#039;&#039;&#039;Grimdark Future&#039;&#039;&#039;, [[One Page Rules]]&#039; simplified and genericized edition of [[Warhammer 40,000]].&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
Grimdark Future is run via alternating activations, so one unit from your side is chosen to go, then the other side uses a unit and so on and so forth, with the first to go being a matter of who finishes first. Your actions are pretty much as follows. Absolutely everything in this game is dependent on d6, so you&#039;ll be needing tons of them in order to manage things.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Hold:&#039;&#039; Stand and shoot&lt;br /&gt;
*&#039;&#039;Advance:&#039;&#039; Move up to 6&amp;quot; and shoot. Generally nothing is troubled by this unless they&#039;re Indirect.&lt;br /&gt;
*&#039;&#039;Rush:&#039;&#039; Move up to 12&amp;quot; but you can&#039;t shoot&lt;br /&gt;
*&#039;&#039;Charge:&#039;&#039; As above, but your unit is now in melee range.&lt;br /&gt;
&lt;br /&gt;
===Psychic Casting===&lt;br /&gt;
Before attacking, a Psychic model can cast a single spell. To do so, they need to roll 1d6+the model&#039;s Psychic rating; if the roll exceeds the score listed on the spell, then it manifests.&lt;br /&gt;
&lt;br /&gt;
An enemy psychic within 18&amp;quot; and LoS, however, can make the same test. If they exceed the value rolled for the test, the spell is blocked and cannot manifest.&lt;br /&gt;
&lt;br /&gt;
===Attacking===&lt;br /&gt;
Unlike most wargames, Grimdark Future wraps up the morale, WS, and BS skills all in the Quality Stat. In regards to shooting and punching, you just need to roll equal to or over the quality listed in the model&#039;s statline in order to hit. The target then has to roll their Defense stat (adjusting for any AP the weapon has), with any roll better than or equal to the listed value negating the hit.&lt;br /&gt;
&lt;br /&gt;
Melee has a second aspect to consider: combat resolution. After both sides of a combat make their moves, you need to evaluate the damage each side made. The winner is the one who obviously did the most damage and the loser needs to test for morale. However, if both sides dealt the same amount of damage, it&#039;s a draw and nobody tests morale.&lt;br /&gt;
&lt;br /&gt;
* When you have a unit with multiple weapons, each weapon type (so all the assault rifles can hit one unit, while all the flamethrowers hit another one) can target another weapon.&lt;br /&gt;
* If you have a unit make the charge, the enemy unit can make a return strike. While this doesn&#039;t sound so good, note that if they haven&#039;t already attacked yet, then the attacks they make on their turn make all their attacks take a 6+ to hit. Do beware that this counter-charge isn&#039;t mandatory, so they can wait off to make it to their turns if they think that such a thing is possible.&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
Whenever a unit is either reduced to half-strength (either by models or by Tough wounds) or the loser in melee, they need to test morale. This is, again, dependent on a quality check.&lt;br /&gt;
&lt;br /&gt;
If the unit fails this check, then the unit is is pinned (if the test was made outside of melee or if they are in melee but still above that half-wound count), making them only able to hit in melee on a nat 6 until they waste an entire turn doing nothing to remove the status, or routed and destroyed (if they were in melee and are below half-strength).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
* &#039;&#039;Aircraft:&#039;&#039; Planes here must move 18&amp;quot;-36&amp;quot; each turn, but if they leave the table, then they waste their remaining movement to return to the field from any table edge. However, they&#039;re quite protected from most guns because all models without Lock-On count as 12&amp;quot; further away than they really are and must take a -1 to hit them on top of all that. However, the Lock-On rule is surprisingly abundant in GDF, so expect AA fire to come from a lot more sources than it did in 40k.&lt;br /&gt;
* &#039;&#039;Ambush:&#039;&#039; Not all your models need to deploy on the outset. Units with this rule can instead hide out and then be deployed at the start of any round past the first, so long as they&#039;re beyond 9&amp;quot; of an enemy unit. Do beware that if both sides have ambush units, then you need to roll off to deploy them.&lt;br /&gt;
* &#039;&#039;Lock-On:&#039;&#039; Ignores all negative modifiers to hit rolls and range. Obviously intended to negates the penalties to shooting Aircraft, but stuff with Lock-On has [[Flak_88mm|no trouble at all shooting at stuff on the ground too]].&lt;br /&gt;
* &#039;&#039;AP (X):&#039;&#039; When the enemy rolls defense against a weapon, they need to subtract X from the roll.&lt;br /&gt;
* &#039;&#039;Blast (X):&#039;&#039; When you score a hit with this, the number of hits is multiplied by X. &lt;br /&gt;
* &#039;&#039;Deadly (X):&#039;&#039; Like Blast, though this is only focused on a singular model. This is your counter to Tough units.&lt;br /&gt;
* &#039;&#039;Fast:&#039;&#039; Models can advance 9&amp;quot; and rush or charge 18&amp;quot;.&lt;br /&gt;
* &#039;&#039;Fear:&#039;&#039; After resolving melee, you count as having dealt +d3 wounds. This makes melee a bit deadlier for you and at least might even out a slightly poor round.&lt;br /&gt;
* &#039;&#039;Fearless:&#039;&#039; Surprisingly does nothing to Fear. Instead, this adds +1 to the unit&#039;s morale check so you won&#039;t get trapped by pinning.&lt;br /&gt;
* &#039;&#039;Flying:&#039;&#039; Units with this rule can fly over any model or terrain without penalty.&lt;br /&gt;
* &#039;&#039;Furious:&#039;&#039; When the unit makes a charge, they can add an additional attack on a single melee weapon.&lt;br /&gt;
* &#039;&#039;Hero:&#039;&#039; These are the only units that can attach to another unit. This allows the host unit to use the Hero&#039;s quality when rolling for morale while using their own defense, allowing for commander bunkers with shields.&lt;br /&gt;
* &#039;&#039;Immobile:&#039;&#039; C&#039;mon, guess.&lt;br /&gt;
* &#039;&#039;Impact (X):&#039;&#039; When this unit makes a charge, they deal an instant X hits, which can be nice when your weapons are less effective.&lt;br /&gt;
* &#039;&#039;Indirect:&#039;&#039; This allows a weapon to ignore LoS when shooting, but they suffer a -1 penalty to hit if the unit moves.&lt;br /&gt;
* &#039;&#039;Poison:&#039;&#039; When this weapon rolls a nat 6 to hit, the hit deals triple the amount. &lt;br /&gt;
* &#039;&#039;Psychic (X):&#039;&#039; This unit can cast spells, as described above.&lt;br /&gt;
* &#039;&#039;Regeneration:&#039;&#039; When a unit fails their defense save, you can roll again for each wound taken. On a 5+, that wound is ignored. This is a good second layer of protection, especially for those with crap defense scores.&lt;br /&gt;
* &#039;&#039;Relentless:&#039;&#039; When a unit rolls a nat 6 to hit while shooting, they can roll a bonus attack. This can&#039;t be triggered on any of these new attacks.&lt;br /&gt;
* &#039;&#039;Rending:&#039;&#039; When a weapon with this rule rolls a nat 6 to hit, the attack now counts as having AP 4 and negates Regeneration saves, making this very deadly.&lt;br /&gt;
* &#039;&#039;Scout:&#039;&#039; A unit with this rule can move 12&amp;quot; (ignoring terrain) after setting up. As with Ambush, you need to roll off if the enemy has Scout units as well to determine who goes first.&lt;br /&gt;
* &#039;&#039;Slow:&#039;&#039; This unit can only advance 4&amp;quot; and rush or charge 8&amp;quot;. &lt;br /&gt;
* &#039;&#039;Sniper:&#039;&#039; This weapon makes the unit count as having a 2+ quality when firing. This weapon can also fire at any model it wants, like a Hero or a heavy weapon you know will kill your tanks.&lt;br /&gt;
* &#039;&#039;Strider:&#039;&#039; The unit ignores difficult terrain.&lt;br /&gt;
* &#039;&#039;Tough (X):&#039;&#039; Rather than dying after failing a defense check, your unit instead loses one of their X wounds. Do beware that this will make a unit subject to Morale if they still lose half their wounds. All heroes will have at least Tough 3 and vehicles will have much higher.&lt;br /&gt;
* &#039;&#039;Transport (X):&#039;&#039; This model can carry up to X models. While models can embark by merely touching the transport, disembarking forces the unit to only move 6&amp;quot;. If the transport dies with a unit inside, that cargo is immediately pinned and must take dangerous terrain. The survivors are then placed 6&amp;quot; from the former transport.&lt;br /&gt;
&lt;br /&gt;
==GF: Firefight==&lt;br /&gt;
Firefight is essentially the equivalent to [[Kill Team (Specialist Game)|Kill Team]], meaning that you&#039;re now dealing with singular models rather than full regiments. This subsequently means that there are significant changes to how the game&#039;s played. At a glance, this cuts off any vehicles/monsters/titans available to each armor as well as removing any incredibly expensive and/or powerful heroes.&lt;br /&gt;
&lt;br /&gt;
*Models with Hero now let models within 12&amp;quot; use their quality for morale checks as long as the Hero isn&#039;t stunned.&lt;br /&gt;
**Blast weapons now affect models within 3&amp;quot; so it&#039;s not quite a gimped version of Deadly.&lt;br /&gt;
*At any time a model suffers a wound (and when a unit with several models, usually disposable chaff, is down to its last unit), the model gains a Wound marker and rolls d6+the number of Wound markers including this new one: On a 6+ the model is outright killed, but below that the model is stunned, rendering them immobile and prone to be killed by the next attack.&lt;br /&gt;
**Tough models ultimately delay the need to roll a wound check by a number of wounds by their Tough value. Once they suffer that many rules, then they&#039;re subject to the wound check and those wounds are added to any wound checks. However, the roll needed to take them out is set to 5+their Tough Value, making it not so unfair.&lt;br /&gt;
*Movement has a few special tweaks to it to make vertical travel more significant.&lt;br /&gt;
**If a model is stunned in melee, the one who stunned them can push that model 2&amp;quot; in any direction...including off a cliff of 2&amp;quot; or higher. If they fall, then they immediately suffer a hit with AP 1 +1 AP for every 3&amp;quot; they fell.&lt;br /&gt;
**If a model decides to drop down 6+&amp;quot;, roll a 1d6 + another d6 for every 3&amp;quot; they fall. If all die roll a 3+, they land on their feet, but anything less on any die means that they fall. &lt;br /&gt;
***If they see an enemy model within 2&amp;quot; of the bottom of their drop, the model can instead land on an enemy. If they make their rolls, they drop right into the enemy&#039;s midst and immediately deal a number of hits equal to the number of die they just rolled.&lt;br /&gt;
**A model can jump a gap at least 1&amp;quot; wide, but must roll 1d6 + another d6 for every 3&amp;quot; they leap across. If all die roll a 3+, they leap without issue, but if any of them fail, then the model falls instead.&lt;br /&gt;
***Flying models can jump ravines without issue and can pass any Drop and Leap checks on a 2+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Grimdark_Future_Tactics}}&lt;br /&gt;
[[Category:Grimdark Future Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:B050:2AC:2B00:7D01:B830:F600:1D73</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Grimdark_Future/Tactics&amp;diff=240720</id>
		<title>Grimdark Future/Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Grimdark_Future/Tactics&amp;diff=240720"/>
		<updated>2023-05-06T15:42:14Z</updated>

		<summary type="html">&lt;p&gt;2601:B050:2AC:2B00:7D01:B830:F600:1D73: /* Special Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the general rules for &#039;&#039;&#039;Grimdark Future&#039;&#039;&#039;, [[One Page Rules]]&#039; simplified and genericized edition of [[Warhammer 40,000]].&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
Grimdark Future is run via alternating activations, so one unit from your side is chosen to go, then the other side uses a unit and so on and so forth, with the first to go being a matter of who finishes first. Your actions are pretty much as follows. Absolutely everything in this game is dependent on d6, so you&#039;ll be needing tons of them in order to manage things.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Hold:&#039;&#039; Stand and shoot&lt;br /&gt;
*&#039;&#039;Advance:&#039;&#039; Move up to 6&amp;quot; and shoot. Generally nothing is troubled by this unless they&#039;re Indirect.&lt;br /&gt;
*&#039;&#039;Rush:&#039;&#039; Move up to 12&amp;quot; but you can&#039;t shoot&lt;br /&gt;
*&#039;&#039;Charge:&#039;&#039; As above, but your unit is now in melee range.&lt;br /&gt;
&lt;br /&gt;
===Psychic Casting===&lt;br /&gt;
Before attacking, a Psychic model can cast a single spell. To do so, they need to roll 1d6+the model&#039;s Psychic rating; if the roll exceeds the score listed on the spell, then it manifests.&lt;br /&gt;
&lt;br /&gt;
An enemy psychic within 18&amp;quot; and LoS, however, can make the same test. If they exceed the value rolled for the test, the spell is blocked and cannot manifest.&lt;br /&gt;
&lt;br /&gt;
===Attacking===&lt;br /&gt;
Unlike most wargames, Grimdark Future wraps up the morale, WS, and BS skills all in the Quality Stat. In regards to shooting and punching, you just need to roll equal to or over the quality listed in the model&#039;s statline in order to hit. The target then has to roll their Defense stat (adjusting for any AP the weapon has), with any roll better than or equal to the listed value negating the hit.&lt;br /&gt;
&lt;br /&gt;
Melee has a second aspect to consider: combat resolution. After both sides of a combat make their moves, you need to evaluate the damage each side made. The winner is the one who obviously did the most damage and the loser needs to test for morale. However, if both sides dealt the same amount of damage, it&#039;s a draw and nobody tests morale.&lt;br /&gt;
&lt;br /&gt;
* When you have a unit with multiple weapons, each weapon type (so all the assault rifles can hit one unit, while all the flamethrowers hit another one) can target another weapon.&lt;br /&gt;
* If you have a unit make the charge, the enemy unit can make a return strike. While this doesn&#039;t sound so good, note that if they haven&#039;t already attacked yet, then the attacks they make on their turn make all their attacks take a 6+ to hit. Do beware that this counter-charge isn&#039;t mandatory, so they can wait off to make it to their turns if they think that such a thing is possible.&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
Whenever a unit is either reduced to half-strength (either by models or by Tough wounds) or the loser in melee, they need to test morale. This is, again, dependent on a quality check.&lt;br /&gt;
&lt;br /&gt;
If the unit fails this check, then the unit is is pinned (if the test was made outside of melee or if they are in melee but still above that half-wound count), making them only able to hit in melee on a nat 6 until they waste an entire turn doing nothing to remove the status, or routed and destroyed (if they were in melee and are below half-strength).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
* &#039;&#039;Aircraft:&#039;&#039; Planes here must move 18&amp;quot;-36&amp;quot; each turn, but if they leave the table, then they waste their remaining movement to return to the field from any table edge. However, they&#039;re quite protected from most guns because all models without Lock-On count as 12&amp;quot; further away than they really are and must take a -1 to hit them on top of all that. However, the Lock-On rule is surprisingly abundant in GDF, so expect AA fire to come from a lot more sources than it did in 40k.&lt;br /&gt;
* &#039;&#039;Ambush:&#039;&#039; Not all your models need to deploy on the outset. Units with this rule can instead hide out and then be deployed at the start of any round past the first, so long as they&#039;re beyond 9&amp;quot; of an enemy unit. Do beware that if both sides have ambush units, then you need to roll off to deploy them.&lt;br /&gt;
* &#039;&#039;Lock-On:&#039;&#039; Ignores all negative modifiers to hit rolls and range. Obviously intended to negates the penalties to shooting Aircraft, but stuff with Lock-On has no trouble at all shooting at stuff on the ground too.&lt;br /&gt;
* &#039;&#039;AP (X):&#039;&#039; When the enemy rolls defense against a weapon, they need to subtract X from the roll.&lt;br /&gt;
* &#039;&#039;Blast (X):&#039;&#039; When you score a hit with this, the number of hits is multiplied by X. &lt;br /&gt;
* &#039;&#039;Deadly (X):&#039;&#039; Like Blast, though this is only focused on a singular model. This is your counter to Tough units.&lt;br /&gt;
* &#039;&#039;Fast:&#039;&#039; Models can advance 9&amp;quot; and rush or charge 18&amp;quot;.&lt;br /&gt;
* &#039;&#039;Fear:&#039;&#039; After resolving melee, you count as having dealt +d3 wounds. This makes melee a bit deadlier for you and at least might even out a slightly poor round.&lt;br /&gt;
* &#039;&#039;Fearless:&#039;&#039; Surprisingly does nothing to Fear. Instead, this adds +1 to the unit&#039;s morale check so you won&#039;t get trapped by pinning.&lt;br /&gt;
* &#039;&#039;Flying:&#039;&#039; Units with this rule can fly over any model or terrain without penalty.&lt;br /&gt;
* &#039;&#039;Furious:&#039;&#039; When the unit makes a charge, they can add an additional attack on a single melee weapon.&lt;br /&gt;
* &#039;&#039;Hero:&#039;&#039; These are the only units that can attach to another unit. This allows the host unit to use the Hero&#039;s quality when rolling for morale while using their own defense, allowing for commander bunkers with shields.&lt;br /&gt;
* &#039;&#039;Immobile:&#039;&#039; C&#039;mon, guess.&lt;br /&gt;
* &#039;&#039;Impact (X):&#039;&#039; When this unit makes a charge, they deal an instant X hits, which can be nice when your weapons are less effective.&lt;br /&gt;
* &#039;&#039;Indirect:&#039;&#039; This allows a weapon to ignore LoS when shooting, but they suffer a -1 penalty to hit if the unit moves.&lt;br /&gt;
* &#039;&#039;Poison:&#039;&#039; When this weapon rolls a nat 6 to hit, the hit deals triple the amount. &lt;br /&gt;
* &#039;&#039;Psychic (X):&#039;&#039; This unit can cast spells, as described above.&lt;br /&gt;
* &#039;&#039;Regeneration:&#039;&#039; When a unit fails their defense save, you can roll again for each wound taken. On a 5+, that wound is ignored. This is a good second layer of protection, especially for those with crap defense scores.&lt;br /&gt;
* &#039;&#039;Relentless:&#039;&#039; When a unit rolls a nat 6 to hit while shooting, they can roll a bonus attack. This can&#039;t be triggered on any of these new attacks.&lt;br /&gt;
* &#039;&#039;Rending:&#039;&#039; When a weapon with this rule rolls a nat 6 to hit, the attack now counts as having AP 4 and negates Regeneration saves, making this very deadly.&lt;br /&gt;
* &#039;&#039;Scout:&#039;&#039; A unit with this rule can move 12&amp;quot; (ignoring terrain) after setting up. As with Ambush, you need to roll off if the enemy has Scout units as well to determine who goes first.&lt;br /&gt;
* &#039;&#039;Slow:&#039;&#039; This unit can only advance 4&amp;quot; and rush or charge 8&amp;quot;. &lt;br /&gt;
* &#039;&#039;Sniper:&#039;&#039; This weapon makes the unit count as having a 2+ quality when firing. This weapon can also fire at any model it wants, like a Hero or a heavy weapon you know will kill your tanks.&lt;br /&gt;
* &#039;&#039;Strider:&#039;&#039; The unit ignores difficult terrain.&lt;br /&gt;
* &#039;&#039;Tough (X):&#039;&#039; Rather than dying after failing a defense check, your unit instead loses one of their X wounds. Do beware that this will make a unit subject to Morale if they still lose half their wounds. All heroes will have at least Tough 3 and vehicles will have much higher.&lt;br /&gt;
* &#039;&#039;Transport (X):&#039;&#039; This model can carry up to X models. While models can embark by merely touching the transport, disembarking forces the unit to only move 6&amp;quot;. If the transport dies with a unit inside, that cargo is immediately pinned and must take dangerous terrain. The survivors are then placed 6&amp;quot; from the former transport.&lt;br /&gt;
&lt;br /&gt;
==GF: Firefight==&lt;br /&gt;
Firefight is essentially the equivalent to [[Kill Team (Specialist Game)|Kill Team]], meaning that you&#039;re now dealing with singular models rather than full regiments. This subsequently means that there are significant changes to how the game&#039;s played. At a glance, this cuts off any vehicles/monsters/titans available to each armor as well as removing any incredibly expensive and/or powerful heroes.&lt;br /&gt;
&lt;br /&gt;
*Models with Hero now let models within 12&amp;quot; use their quality for morale checks as long as the Hero isn&#039;t stunned.&lt;br /&gt;
**Blast weapons now affect models within 3&amp;quot; so it&#039;s not quite a gimped version of Deadly.&lt;br /&gt;
*At any time a model suffers a wound (and when a unit with several models, usually disposable chaff, is down to its last unit), the model gains a Wound marker and rolls d6+the number of Wound markers including this new one: On a 6+ the model is outright killed, but below that the model is stunned, rendering them immobile and prone to be killed by the next attack.&lt;br /&gt;
**Tough models ultimately delay the need to roll a wound check by a number of wounds by their Tough value. Once they suffer that many rules, then they&#039;re subject to the wound check and those wounds are added to any wound checks. However, the roll needed to take them out is set to 5+their Tough Value, making it not so unfair.&lt;br /&gt;
*Movement has a few special tweaks to it to make vertical travel more significant.&lt;br /&gt;
**If a model is stunned in melee, the one who stunned them can push that model 2&amp;quot; in any direction...including off a cliff of 2&amp;quot; or higher. If they fall, then they immediately suffer a hit with AP 1 +1 AP for every 3&amp;quot; they fell.&lt;br /&gt;
**If a model decides to drop down 6+&amp;quot;, roll a 1d6 + another d6 for every 3&amp;quot; they fall. If all die roll a 3+, they land on their feet, but anything less on any die means that they fall. &lt;br /&gt;
***If they see an enemy model within 2&amp;quot; of the bottom of their drop, the model can instead land on an enemy. If they make their rolls, they drop right into the enemy&#039;s midst and immediately deal a number of hits equal to the number of die they just rolled.&lt;br /&gt;
**A model can jump a gap at least 1&amp;quot; wide, but must roll 1d6 + another d6 for every 3&amp;quot; they leap across. If all die roll a 3+, they leap without issue, but if any of them fail, then the model falls instead.&lt;br /&gt;
***Flying models can jump ravines without issue and can pass any Drop and Leap checks on a 2+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Grimdark_Future_Tactics}}&lt;br /&gt;
[[Category:Grimdark Future Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:B050:2AC:2B00:7D01:B830:F600:1D73</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Grimdark_Future&amp;diff=240705</id>
		<title>Grimdark Future</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Grimdark_Future&amp;diff=240705"/>
		<updated>2023-05-06T15:29:45Z</updated>

		<summary type="html">&lt;p&gt;2601:B050:2AC:2B00:7D01:B830:F600:1D73: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Grimdark future logo.jpg|center|600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;In the grim dark future of the hobby there is only Grimdark Future&amp;quot;&#039;&#039; - &#039;&#039;onepageanon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grimdark Future&#039;&#039;&#039; is a single-page ruleset made for 28mm miniatures, namely [[Warhammer 40,000]]. Legend says that a long time ago the people at [[One Page Rules]] used to make a game called &#039;&#039;1p40k&#039;&#039;, but once they got scared of getting the [[ChapterHouse Studios|C&amp;amp;D hammer]] they re-named everything and now we are here. They also launched a &#039;&#039;patreon page&#039;&#039; to make some money, so probably that&#039;s why they changed the names in the first place.&lt;br /&gt;
&lt;br /&gt;
The fluff of Grimdark Future is pretty simple: humanity on earth split into two major factions, one faction believed in [[God-Emperor of Mankind|jesus]] and one believed in [[Heresy|science]]. They had a great war and threatened to blow the whole place up, so colonization ships were shot far into space to escape this madness. The ships landed in a place called the sirius sector, where humanity met other alien species and realized they were fucked (and still hated each other), so back to war it is.&lt;br /&gt;
&lt;br /&gt;
The gameplay is basically 40k-lite, units have only two stats (quality and defense) and things are streamlined to the core. The primary difference from 40k that isn’t a case of simplification is that Grimdark Future features alternating activations. Even though things are kept pretty simple the battles feel like 40k and each army has its own distinct play style. The game is very portable as the rules fit on one sheet and the armies fit on another sheet, so no more carrying 9000 books around.&lt;br /&gt;
&lt;br /&gt;
==Firefight==&lt;br /&gt;
Grimdark Future&#039;s [[Kill_Team_(Specialist_Game)|Kill Team]] equivalent. Mechanically, Firefight plays pretty much identically to regular GDF, with just a few extra rules to account for a small team of individual models and more in-depth movement around terrain. The factions are also pruned of vehicles/monsters/titans and the more expensive and powerful heroes. &lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
*&#039;&#039;&#039;Alien Hives:&#039;&#039;&#039; The Not-[[Tyranids]].&lt;br /&gt;
*&#039;&#039;&#039;Battle Brothers:&#039;&#039;&#039; The Not-[[Space Marines]], genetically-enhanced supersoldiers who serve to preserve the Founder&#039;s dream of a unified mankind. &lt;br /&gt;
**&#039;&#039;&#039;Detachments:&#039;&#039;&#039; Certain detachments of them have come to adopt local customs so much that they&#039;ve become identical to [[Blood Angels|certain]] [[Dark Angels|chapters]] [[Deathwatch|of]] [[Grey Knights|Space]] [[Space Wolves|Marines]].&lt;br /&gt;
*&#039;&#039;&#039;Blessed Sisters:&#039;&#039;&#039; The Not-[[Sisters of Battle]], who worship a revolutionary woman who called herself the God-Queen. Not allied with the Battle Brothers due to the God-Queen staging a revolt against the Founder.&lt;br /&gt;
*&#039;&#039;&#039;Custodian Brothers:&#039;&#039;&#039; The Not-[[Adeptus Custodes]] and Not-[[Sisters of Silence]]. Even rarer super-soldiers who serve  as the bodyguards for the Founder&#039;s clone-son.&lt;br /&gt;
*&#039;&#039;&#039;DAO Union:&#039;&#039;&#039; The Not-[[Tau Empire]], specifically the part that&#039;s focused on giant robots&lt;br /&gt;
*&#039;&#039;&#039;Dark Elf Raiders:&#039;&#039;&#039; The Not-[[Dark Eldar]].&lt;br /&gt;
*&#039;&#039;&#039;Elven Jesters:&#039;&#039;&#039; The Not-[[Harlequins]].&lt;br /&gt;
*&#039;&#039;&#039;Eternal Dynasty:&#039;&#039;&#039; The part of the Not-[[Tau Empire]] that&#039;s more focused on being [[weeb]] and cosmopolitan.&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Guilds:&#039;&#039;&#039; The Not-[[Squats]].&lt;br /&gt;
*&#039;&#039;&#039;Gangs of New Eden:&#039;&#039;&#039; The Not-[[Necromunda]] gangs.&lt;br /&gt;
*&#039;&#039;&#039;Havoc Brothers:&#039;&#039;&#039; The Not-[[Chaos Space Marines]].&lt;br /&gt;
**&#039;&#039;&#039;Disciples:&#039;&#039;&#039; Because of course, the gods of Havoc are fourfold, [[Khorne|just]] [[Tzeentch|like]] [[Slaanesh|the other]] [[Nurgle|guys]].&lt;br /&gt;
*&#039;&#039;&#039;High Elf Fleets:&#039;&#039;&#039; The Not-[[Craftworld]] [[Eldar]].&lt;br /&gt;
*&#039;&#039;&#039;Human Defense Force:&#039;&#039;&#039; The Not-[[Imperial Guard]].&lt;br /&gt;
**&#039;&#039;&#039;Feudal Guard:&#039;&#039;&#039; A variant army that&#039;s more elite and better able to fight in melee thanks to remembering to [[Meme|fix bayonets]].&lt;br /&gt;
*&#039;&#039;&#039;Human Inquisition:&#039;&#039;&#039; NOBODY EXPECTS THE NOT-[[Inquisition|INQUISITION]]!&lt;br /&gt;
*&#039;&#039;&#039;Infected Colonies:&#039;&#039;&#039; An army made of plague zombies. Turns out that these zombies are hosts to intelligent parasites and they aren&#039;t even that evil to begin with.&lt;br /&gt;
*&#039;&#039;&#039;Jackals:&#039;&#039;&#039; The Not-[[Kroot]], being split off from the DAO. Aside from being more lupine than avian, they&#039;re also a lot more scavenger-like.&lt;br /&gt;
*&#039;&#039;&#039;Machine Cults:&#039;&#039;&#039; The Not-[[Adeptus Mechanicus]].&lt;br /&gt;
*&#039;&#039;&#039;Orc Marauders:&#039;&#039;&#039; The Not-[[Orks]]. Were actually nearly driven to extinction during an early war against the DAO.&lt;br /&gt;
*&#039;&#039;&#039;Prime Brothers:&#039;&#039;&#039; The Not-[[Primaris Marines]]. Rather than being the new model, the Primes are super-powerful variants of brothers whose enhancements see them burn out a lot sooner and a lot more disastrously. Also get Detachments.&lt;br /&gt;
*&#039;&#039;&#039;Ratmen Clans:&#039;&#039;&#039; The Not-[[Skaven]] in space.&lt;br /&gt;
**&#039;&#039;&#039;Vile Rattus Clan:&#039;&#039;&#039; A variant army that&#039;s more militant than squads of rabble. Was made in partnership with 3D modeler, but has since been discontinued.&lt;br /&gt;
*&#039;&#039;&#039;Rebel Guerillas:&#039;&#039;&#039; Something akin to the [[Renegades &amp;amp; Heretics]], but not necessarily aligned to Havoc in any way. Actually ran from their home system in hopes of building up a force big enough to help overthrow their foes at home.&lt;br /&gt;
*&#039;&#039;&#039;Robot Legions:&#039;&#039;&#039; The Not-[[Necrons]]. Originally built as slaves to the Elves before a bug granted them sentience and they sparked off a revolution for their independence.&lt;br /&gt;
*&#039;&#039;&#039;Saurian Starhosts:&#039;&#039;&#039; The Not-[[Lizardmen]] in space, acting in service to their Not-[[Slann]] but beginning to doubt their Great Plan considering how things have turned out.&lt;br /&gt;
*&#039;&#039;&#039;Soul-Snatcher Cults:&#039;&#039;&#039; The Not-[[Genestealer Cults]].&lt;br /&gt;
*&#039;&#039;&#039;Titan Lords:&#039;&#039;&#039; The Not-[[Imperial Knights]]. More a bunch of bored rich mercenary fops who sell their services to whoever pays them the best.&lt;br /&gt;
*&#039;&#039;&#039;Wormhole Daemons:&#039;&#039;&#039; The Not-[[Chaos Daemons]]. Unlike in 40K, you can&#039;t really make a mixed-up army of daemons without grabbing allied detachments.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
{{Grimdark Future Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wargames]][[Category:One Page Rules]]&lt;/div&gt;</summary>
		<author><name>2601:B050:2AC:2B00:7D01:B830:F600:1D73</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=One_Page_Rules&amp;diff=366450</id>
		<title>One Page Rules</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=One_Page_Rules&amp;diff=366450"/>
		<updated>2023-05-06T15:09:05Z</updated>

		<summary type="html">&lt;p&gt;2601:B050:2AC:2B00:7D01:B830:F600:1D73: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Grimdark-cover-1.jpg|250px|right|thumb|Grimdark Future Cover Art]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Wargaming made simple and fun!&amp;quot;&#039;&#039; - &#039;&#039;[https://onepagerules.com/ One Page Rules Motto]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Page Rules&#039;&#039;&#039; is the home of many &amp;quot;single-page&amp;quot; rulesets, most known for &#039;&#039;&#039;&#039;&#039;One Page 40k&#039;&#039;&#039;&#039;&#039; (later renamed to &#039;&#039;&#039;&#039;&#039;[[Grimdark Future]]&#039;&#039;&#039;&#039;&#039;) and &#039;&#039;&#039;&#039;&#039;One Page Fantasy&#039;&#039;&#039;&#039;&#039; (now named &#039;&#039;&#039;&#039;&#039;[[Age of Fantasy]]&#039;&#039;&#039;&#039;&#039;). The [https://onepagerules.com/ Blog] features alternate rulesets to be played with [[Warhammer 40,000]] and [[Warhammer Fantasy Battle]]/[[Age of Sigmar]] miniatures, and they are written by {{Anonymous|OnePageAnon}} (since April 2014). The mission statement is to create rules that everyone can enjoy, and to &amp;quot;leave no man behind&amp;quot;, by providing systems in which players can use any and all of their miniatures instead of having to leave them on a shelf because GW [[Mandrakes|nerfed them to oblivion]]. Since 2017 the project is being funded via [https://patreon.com/onepagerules Patreon].&lt;br /&gt;
&lt;br /&gt;
==The Games==&lt;br /&gt;
[[File:Fantasy-cover-1.jpg|250px|right|thumb|Age of Fantasy Cover Art]]&lt;br /&gt;
As of October 2020 there are 5 official games that have been released:&lt;br /&gt;
*[https://onepagerules.com/portfolio/grimdark-future/ Grimdark Future] Simplified Rules for 40k-like&lt;br /&gt;
*[https://onepagerules.com/portfolio/grimdark-future-firefight/ GF: Firefight] Simplified Kill Team-like Rules&lt;br /&gt;
*[https://onepagerules.com/portfolio/age-of-fantasy/ Age of Fantasy] Simplified Rules for Age of Sigmar-like&lt;br /&gt;
*[https://onepagerules.com/portfolio/age-of-fantasy-regiments/ AoF: Regiments] Simplified Warhammer Fantasy-like Rules&lt;br /&gt;
*[https://onepagerules.com/portfolio/age-of-fantasy-skirmish/ AoF: Skirmish] Simplified [[Mordheim]]-like&lt;br /&gt;
*[https://onepagerules.com/portfolio/warfleets-ftl/ Warfleets: FTL] Simplified [[Battlefleet Gothic]]-like. Fluff-wise closer to [[Star Wars]], though it&#039;s being rewritten to more closely align with GDF.&lt;br /&gt;
*Arena (both in the [https://onepagerules.com/portfolio/gf-arena/ Grimdark Future] and [https://onepagerules.com/portfolio/aof-arena/ Age of Fantasy] flavors) Simplified Warhammer Quest - Discontinued&lt;br /&gt;
&lt;br /&gt;
The games come with supplement such as Beginner&#039;s Guides, Campaign Rules and AI Rules. Whilst most of the games were written with GW miniatures in mind, they can be used with pretty much any miniatures from different manufacturers. Of note is their own miniatures in the 2D and 3D variety, some available only to their patreon supporters while the rest are available for purchase on their own storefronts.&lt;br /&gt;
&lt;br /&gt;
Interestingly, they created a whole [https://army-forge.onepagerules.com/ army-builder app] to simplify building armies as well as read up on the lore. Though it started out as just a distilled version of WFB and 40k respectively, they&#039;ve been going through lengths in order to divorce itself somewhat from GW&#039;s thing. Some of this is more obvious through things like an entire faction of fantasy!Italians with clockwork robots or an army of sci-fi dog-men, though others are less so, such as the original lore&#039;s [[Emprah|God-King]] being shifted to a warlord and geneticist called the Founder who actually does die during a rebellion and has a clone-son who&#039;s being guarded by the not!Custodes or how there&#039;s a faction of Angels (independent of the not!Stormcast, whom hail from some doomed dimension and seek to prevent others from sharing their fate) who own their own kingdom that they rule in a militaristic fashion that unsettles some folks.&lt;br /&gt;
&lt;br /&gt;
[https://www.mattcaron.net/opr_mirror/ Here are the old rules.]&lt;br /&gt;
&lt;br /&gt;
==Patreon==&lt;br /&gt;
Since 2017 the project is being funded via [https://patreon.com/onepagerules Patreon]. Players can get access to Full Rulebooks, Point Calculators and have Early Access to new updates for $5. Rumor has it that there&#039;s going to be a hard-cover release at some point, but don&#039;t hold your breath.&lt;br /&gt;
&lt;br /&gt;
==2D Paper Models &amp;amp; 3D Print Models==&lt;br /&gt;
[[File:Troops-render-1.jpg|300px|right|thumb|Sisters Models]]&lt;br /&gt;
[[File:Orcs-preview-2.png|300px|right|thumb|Ork Models]]&lt;br /&gt;
&lt;br /&gt;
OPR has recently started creating 2D paper models as well as 3D print models, with new models being released monthly via their [https://patreon.com/onepagerules Patreon page].&lt;br /&gt;
&lt;br /&gt;
They have [https://onepagerules.com/2d-print/ free 2D models on their website], as well as [https://www.thingiverse.com/onepagerules/designs free 3D models on Thingiverse].&lt;br /&gt;
&lt;br /&gt;
You can also buy 2D models from previous months on [https://www.wargamevault.com/browse/pub/16079/onepagerules?affiliate_id=2357452 WargameVault] and 3D models from previous months on [https://patreon.com/onepagerules CGTrader].&lt;br /&gt;
&lt;br /&gt;
==Community==&lt;br /&gt;
They&#039;ve been expanding their community presence, bringing them up to speed with other modern games:&lt;br /&gt;
*[http://discord.gg/krMaj7k OPR Discord]&lt;br /&gt;
*[https://app.roll20.net/join/764436/-QBVdw OPR Roll20]&lt;br /&gt;
*[http://onepagerules.proboards.com/ OPR Forum]&lt;br /&gt;
*[https://www.facebook.com/onepagerules OPR Facebook]&lt;br /&gt;
*[https://twitter.com/onepagerules OPR Twitter]&lt;br /&gt;
*[https://www.reddit.com/r/onepagerules/ OPR Reddit]&lt;br /&gt;
*[http://eepurl.com/gBIFer OPR Newsletter]&lt;br /&gt;
*[https://wiki.onepagerules.com/ OPR Wiki]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Grimdark_Future]]&lt;br /&gt;
* [[Age of Fantasy/Tactics]]&lt;br /&gt;
* [[Grimdark Future/Tactics]]&lt;br /&gt;
* [[Games Workshop]]&lt;br /&gt;
* [[Warhammer 40,000]]&lt;br /&gt;
* [[Warhammer Fantasy Battle]]&lt;br /&gt;
* [[Blood Bowl]]&lt;br /&gt;
* [[The 9th Age]] - another community-made wargame&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://onepagerules.wordpress.com/ OPR Official Website]&lt;br /&gt;
*[http://patreon.com/onepagerules/ OPR Patreon]&lt;br /&gt;
*[http://teespring.com/stores/one-page-rules/ OPR Merch Store]&lt;br /&gt;
&lt;br /&gt;
[[Category:One-page Games]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category: Wargames]]&lt;br /&gt;
[[Category:One Page Rules]]&lt;br /&gt;
[[Category:Free rules]]&lt;/div&gt;</summary>
		<author><name>2601:B050:2AC:2B00:7D01:B830:F600:1D73</name></author>
	</entry>
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