name: opr-rules description: Load One Page Rules Grimdark Future Firefight rules reference for designing and balancing campaign mechanics. Use when designing, reviewing, or balancing campaign rules for the Gang Wars campaign system.
OPR Grimdark Future Firefight Rules Reference
Use this skill when designing, reviewing, or balancing campaign rules for the Gang Wars campaign system built on One Page Rules Grimdark Future Firefight.
Context
You are helping design campaign rules for a Grimdark Future Firefight (GFF) skirmish campaign. When invoked, use this rules reference to:
- Ensure homebrew mechanics are balanced against core GFF rules
- Validate that campaign effects use correct terminology
- Suggest appropriate point values, stat modifications, or ability effects
- Check for rules interactions or conflicts
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 model's quality value or higher, then it counts as a success.
Modifiers: Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.
PREPARATION
The Armies
The players put together two armies of equal points before the game begins (recommended 200pts to start, and 300pts for a full match).
Force Org (Optional)
- Only up to 1 hero per 150pts in their army
- Only 1+X copies of the same unit, where X is 1 per 150pts in their army
- No single unit may be worth over 35% of total points
- Max 1 unit per 30pts
- Max 1 model per full 20pts
The Battlefield
- Game played on a 4'x4' area with 20+ pieces of terrain
- Can be played on smaller areas as long as armies deploy at least 24" apart
Mission
- Place D3+2 objectives
- Players roll-off to go first
- Alternate placing one marker each outside deployment zones, over 9" away from each other
- At end of each round: if a unit is within 3" of a marker while enemies aren't, it's seized
- Markers stay under player's control even after leaving
- If units from both sides contest a marker, it becomes neutral again
- Game ends after 4 rounds
- Player controlling most markers wins
Deployment
- Players roll-off, winner picks a table edge as deployment zone
- Opponent takes opposite edge
- Players alternate placing one unit each within 12" of their table edge
- Starting with the player that won the deployment roll
PLAYING THE GAME
Each round, players alternate 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 go first.
ACTIVATION
The player picks one unit that hasn't activated yet, and it must take one action:
| Action | Move | Notes |
|---|---|---|
| Hold | 0" | Can shoot |
| Advance | 6" | Can shoot after move |
| Rush | 12" | Can't shoot |
| Charge | 12" | Moves into melee |
MOVEMENT
- Unit members must stay within 1" of at least one other member
- Unit members must stay within 6" of all other members
- Units may only be within 1" of other units when charging
- May only charge if at least one charging model is within charge distance of the target unit
SHOOTING
- Models in range and line of sight may fire all ranged weapons
- May fire at up to two different targets with different weapon types
- Shooting models take one quality test per attack
- Each success is a hit
- For each hit, defending units roll one die trying to score their Defense value or higher to block
- Each failed block causes one wound
- Then check wound effects section
MELEE
Charging
- Charging models must move into base contact with targets, or as close as possible
- Defenders must do the same by moving up to 3"
Striking
- Models must strike enemies within 2" horizontally and 4" vertically with all melee weapons
- Works like shooting
- Defenders may choose to strike back, but don't have to
After Combat
- If one unit is destroyed, the other may move by up to 3"
- Otherwise, chargers must move back and separate by 1" (if possible)
Fatigue
After charging or striking back, units only hit on unmodified results of 6 in melee until the end of that round.
WOUND EFFECTS
Whenever a model takes one or more wounds, place one marker next to it for each. Then the defender rolls one die, adding the number of markers to the result:
| Roll | Effect |
|---|---|
| 1-5 | Shaken - Gets +1 to wound effect rolls, must stay idle, but may strike back counting as fatigued, always fails morale tests, and can't contest or seize objectives. Shaken units must spend one full activation idle to stop being Shaken. |
| 6+ | Knocked Out - The model is removed from play. |
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 Shaken or Knocked Out.
MORALE
At the end of each round, if an army is down to half or less of its starting units, then all of its units must take a morale test.
To take a morale test: Take a quality test. If failed, the unit is Shaken. If the unit was already Shaken, then it routs instead (remove from play as destroyed).
TERRAIN
Cover Terrain
Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.
Difficult Terrain
Units moving through difficult terrain at any point can't move more than 6" at a time in total.
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 the unit takes a wound.
SPECIAL RULES REFERENCE
Ambush May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9" away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can't seize or contest objectives on the round they deploy.
AP(X) Targets get -X to Defense rolls when blocking hits from this weapon.
Bane Ignores Regeneration, and when attacking the target must re-roll unmodified Defense results of 6.
Blast(X) Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3" of it. Hits must be split evenly between all enemy units within 3" of any model from the target (defender picks how).
Caster(X) Gets X spell tokens at the start of each round, but can't hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell's value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18" in line of sight of the caster's unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token.
Counter Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.
Deadly(X) Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don't carry over to other models if the original target is killed.
Fast Moves +2" when using Advance, and +4" when using Rush/Charge.
Fear(X) This model counts as having dealt +X wounds when checking wound effects in melee (must deal at least one wound to check).
Fearless When a unit where all models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead.
Flying May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls.
Furious When charging, unmodified results of 6 to hit in melee deal 1 extra hit (only the original hit counts as a 6 for special rules).
Hero Friendly units within 12" may take morale tests using the hero's Quality, as long as the hero isn't Shaken.
Immobile May only use Hold actions.
Impact(X) Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.
Indirect Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.
Limited May only be used once per game.
Regeneration When a unit where all models have this rule takes wounds, roll one die for each. On a 5+ it is ignored.
Relentless When this model shoots at enemies over 9" away, unmodified results of 6 to hit deal 1 extra hit (only the original hit counts as a 6 for special rules).
Reliable Attacks at Quality 2+.
Rending Ignores Regeneration, and on unmodified results of 6 to hit, those hits get AP(+4).
Scout May be set aside before deployment. After all other units are deployed, may be deployed anywhere fully within 12" of their deployment zone. Players alternate in placing Scout units, starting with the player that activates next.
Slow Moves -2" when using Advance, and -4" when using Rush/Charge.
Stealth When units where all models have this rule are shot from over 9" away, enemy units get -1 to hit rolls.
Strider May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls.
Surge On unmodified results of 6 to hit, this weapon deals 1 extra hit (only the original hit counts as a 6 for special rules).
Thrust When charging, gets +1 to hit rolls and AP(+1) in melee.
Tough(X) This model only rolls to check wound effects once it has taken X wounds or more, and is only Knocked Out on rolls of 5+X or more. Example: A model with Tough(3) only rolls for wound effects once it has taken 3 wounds, and is Knocked Out on rolls of 8+.
Unstoppable Ignores Regeneration, and ignores all negative modifiers to this weapon.
SPECIAL MOVES (Optional)
Pushing
Whenever a model rolls a Shaken result, the attacker may try to push it. Roll one die, and on a 4+ the attacker may move the model by up to 2" in any direction.
Jumping
Models may cross 1" gaps or drop off 3" of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6". Roll X+1 dice, trying to score 3+, where X is one die for every full 3" the model wants to move. If all rolls are successes, then the model may cross the distance, without counting it towards its move. If any roll is failed, then the model falls instead.
Falling
If a model falls or is pushed off an elevated position at least 2" tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3" it fell. Then place the model within 2" of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally.
QUICK REFERENCE
Key Distances
| Distance | Usage |
|---|---|
| 1" | Unit coherency (must be within 1" of another member) |
| 2" | Melee strike range (horizontal) |
| 3" | Objective control range, Defender pile-in, Post-combat consolidation |
| 4" | Melee strike range (vertical) |
| 6" | Unit coherency max, Advance move, Difficult terrain max move |
| 9" | Ambush deploy distance, Stealth/Relentless range threshold |
| 12" | Rush/Charge move, Hero aura range, Scout deploy range, Deployment zone depth |
| 24" | Minimum deployment separation |
Key Rolls
| Test | Success |
|---|---|
| Quality Test | Roll Quality value or higher |
| Defense Roll | Roll Defense value or higher |
| Morale Test | Quality test (fail = Shaken, already Shaken = Rout) |
| Wound Effect | 1-5 = Shaken, 6+ = Knocked Out |
| Casting | 4+ on D6 |
| Fearless | 4+ to ignore failed morale |
| Impact | 2+ per die |
| Regeneration | 5+ to ignore wound |
| Jumping | 3+ on all dice |
| Push | 4+ to push Shaken model |
Movement by Action
| Action | Base | Fast | Slow |
|---|---|---|---|
| Hold | 0" | 0" | 0" |
| Advance | 6" | 8" | 4" |
| Rush | 12" | 16" | 8" |
| Charge | 12" | 16" | 8" |
DESIGN GUIDELINES
When creating new rules for the campaign:
Keep it Simple: OPR's philosophy is streamlined rules. Avoid complex modifiers.
Use Existing Mechanics: Prefer re-using existing special rules (Tough, AP, etc.) over inventing new ones.
Standard Modifiers:
- Flat +1/-1 modifiers are the norm
- Cover provides +1 Defense
- AP reduces Defense rolls
- Quality/Defense typically range from 2+ to 6+
Balance Considerations:
- Extra hits on 6s (Furious, Relentless, Surge) are common
- Rerolls are powerful, use sparingly (only Bane forces rerolls)
- Auto-success/failure: rolls of 6 always succeed, 1 always fail
- Regeneration saves on 5+, which is intentionally hard
Terminology:
- Use "Quality test" not "skill check"
- Use "Defense roll" not "armor save"
- Use "removed from play" or "Knocked Out" not "killed"
- Use "Shaken" for the wounded/suppressed state
- Use "unmodified result of 6" for special triggers
State Effects:
- Shaken is the primary debuff state: +1 wound effect rolls, must idle, can't contest objectives, auto-fails morale
- Fatigue (from charging/striking back): only hit on unmodified 6s in melee
Action Economy:
- One action per activation (Hold/Advance/Rush/Charge)
- Trade-off between movement and shooting capability
CAMPAIGN-SPECIFIC NOTES
Adapting Rules for Campaign Play
When designing campaign mechanics, consider:
- Persistent Effects: Shaken carries between rounds but can be cleared with idle activation
- Objective Control: 3" range, contested = neutral, stays seized after leaving
- Morale Triggers: Army at half units or less triggers tests for all units
- Round Structure: 4 rounds standard, alternating activations
Power Level Integration
Campaign Power Level can affect:
- Deployment advantages (Scout-like effects)
- Reinforcement timing
- Objective control bonuses
- Post-battle outcomes
Racket Mechanical Hooks
Rackets can provide:
- Modified Defense (Fortifications = cover-like bonus)
- Deployment options (Smuggling Route = Ambush-like)
- Information advantages (Informant Network = pre-game intel)
- Recovery effects (Safe House = ignore wound effects)
- Recruitment bonuses (Fighting Pit = temporary fighters)