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{{stub}} {{Game Infobox |name = Firefight |picture = [[File:Firefight-Logo.png|200px]] |type = [[Wargame]] |playno = 2 |time = A few hours |publisher = [[Mantic Games]] |authors = [[Stewart Gibbs]], [[Matt Hobday]], [[Jake Thornton]] |year = 2016 |books = Warpath: Firefight (1st edition), Firefight Rulebook (2nd edition), Firefight Force List (2nd edition) }} '''Firefight''' is Mantic's response to people wanting smaller scale stuff than what [[Warpath]] offered, and delivering. Set in the same universe, it gives players the chance to fight with small-ish armies and not spend the whole damn day rolling dice, arguing over rules, checking [[Wahapedia]] for whatever thing that isn't in the main rule book, etc. While the [[fluff]] is sorely lacking, the [[crunch]] is lean and fat free, especially when compared to the [[Warhammer 40,000|main competitor]]. ==Differences to 40k== If you're tired of GeeDubs shenanigans and are looking into alternatives, you've probably found this page looking exactly for an answer to that question, instead of googling it for more reputable sources. The most important differences are: * '''Measuring Movement and Range''' - You only measure the distance of the unit leader to anywhere. For movement, you measure it, move him, then position the rest of the squad 3" around him, or 6" if the unit has more than 10 models. For shooting, you check if the target is visible (ignoring squadmates as LoS blockers) and within range of the leader. * '''Unit Stats''' - The rolling stats go from 1 to 8, meaning you roll D8s instead of D6s. * '''Unit activation''' - Players take turns activating their units, doing two short, non repeating actions (moving, shooting, laying on the ground) or a single long action (sprinting, which is double move). If a player has activated all his units while the other still has more to activate, the second player will continue to activate them all. * '''No save rolls''' - There are no save rolls. After landing hits, the attacking player rolls to wound against the target's armor value, plus or minus any modifiers. * '''No charge rolls''' - Because rolling dice to determine if you can run a short distance is fucking dumb, you just need to measure if the target is within range of a sprint action. If so, you can charge. * '''Command Points''' - CP are generated every round and any unspent points are lost. One of the basic uses is removing pin markers from your units. Another basic use is activating a second unit after finishing a go with one, then resuming the normal activation order. Faction orders can only be given to units within 12" of a Command type unit. [[File:Command-dice.png|thumb|200px|Firefight's command dice. You can print and paste over a D6, or just assign numbers to values]] ==Unit Stats== [[File:Firefight-keywords.jpg|200px|thumb|right|A handy chart of keywords and what they do]] Units have their cards with the following info: * '''Type''' - Command, Troop, Specialist or Support. Usually, for every 2 Troops, you can take either 1 Specialist or 1 Support. * '''SP''' - Movement and sprint distance in inches * '''SH''' - Shooting (ballistic) skill, for ranged weapons * '''AS''' - Assault (melee) skill, for Assault weapons. A - means the unit cannot fight in an assault. * '''AR''' - Armor, the target for hit rolls to cause wounds. * '''HP''' - Health per model. * '''NE''' - Equivalent to Leadership. When called for, roll one D8 against the value. * '''HE''' - Height, used mostly to check whether some terrain or cover is too high for it to look over. * '''Base''' - Base size used for the unit. No more loose "wherever it fits" rules. * '''US''' - Unit strength, for determining who has control over objectives. In case of a tied total score, neither player gets the objective. * '''PTS''' - Point cost of the unit. Under the numbers, any keywords it has will be listed. Units with the Tactician keyword will also have a colored cube in parenthesis, either black, orange or green, indicating which command dice they give you. '''Command Orders''' listed under a unit, such as the Marauder Captain's aura, has to be activated using command points during that unit's activation. Activating an order does not count as an action, but can only be used if the unit is not pinned. Auras last until the end of the round (full turn). The number of models in each unit is listed under the Weapons part. Units that can bring extra models will have them priced under the Options of the unit card. =Status effects= There are basically 2 status effects to keep track of: * '''Pin''' - There are several ways to pin an unit, such as firing with ''Blaze Away'' weapons or being assaulted and getting a draw or losing the combat. Pinned units get -1 to hit rolls when being assaulted. If you activate a unit that is pinned, you have to spend an action to remove the pin before doing anything else with it. At the end of the turn, you can spend CP to remove pin markers from your units. * '''Broken''' - Any unit with less than half its model count is broken. Having exactly half is still ok. Broken units have to roll Nerve at the End Phase (the end of a round) and, if they fail, they are destroyed. Command type units never break. =Turn Breakdown= [[File:FF-starter-set-enforcers.jpg|200px]] [[File:FF-starter-set-marauders.jpg|200px]] Typically, a full turn will happen like this. Lets assume the players are Anon and Bob: * Both Anon and Bob roll their black command dice, plus any extra command dice their '''''deployed''''' units might grant, if they have any with the Tactician keyword (the keyword is followed by a colored cube, indicating the command dice); * Anon activates his enforcer peacekeepers. He moves them to a nearby difficult terrain to get cover. He then shoots the nearby marauder brawlers. ** Since the weapon shoots with 2D and the unit has all 5 models, he rolls 10 dice and scores 8, 7, 4, 4, 3, 3, 2, 1, 1, 1. As the unit has SH 4+, that's 4 hits. ** Next, he rolls those hit 4 dice against the marauder brawlers 5+ armor. The result is a 7, 4, 2, 2. 1 damage. Almost a fail. ** Because the brawlers have the ''Resilient(1)'' keyword, Anon has to reroll 1 successful damage dice. 5. The damage went through and 1 marauder model died. * Bob decides to charge the operatives with his brawlers. Since the operatives are in difficult terrain, the charge doesn't grant the typical +1 bonus. ** As the operatives were already activated, they can't do any reaction. Otherwise, because of their ''Controlled Fire'' keyword, they could fire before resolving the assault. ** Bob rolls his hits with the 9 remaining brawlers and their 2D Claws. Of the 18 dice, 10 were hits (4+). ** The operatives' armor is 6+, and of the 10 dice Bob rolled, only 3 scored that sweet 6+. Still, that's 3 models down and the enforcer unit is now Broken. ** Anon rolls 2 dice to fight back with the operatives still alive, scoring the two hits of his two dice. His wound rolls, however, [[fail]]. ** The tally of 3 damage vs. 0 means that Bob's marauders won, which allows him to consolidate. He does towards another unit, leaving the operatives pinned. * Anon activates another unit, shoots again, kills more orcs this time around; * Anon spends a CP to activate another unit immediately after his previous, managing to kill Bob's captain; * Bob fights back, activating a Faction Order with another Command type unit; * Back and forth between units until they've all been activated * End of the round. Anon rolls the Nerve of his broken operatives. The lone D8 scores a 2. The unit is destroyed. Bob uses unspent CP to remove pin markers. =External Links= * [https://www.manticgames.com/games/digital/firefight-digital-rules-free-sample/ Free basic rules] * [https://companion.manticgames.com/firefight-list-builder/ Army Builder. Lets you keep 2 lists for free, after registration]. {{Warpath}} [[Category:Wargames]] [[Category:Warpath]]
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