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Gridwars Rulebook

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0% found this document useful (0 votes)
31 views33 pages

Gridwars Rulebook

Uploaded by

garoublade3984
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Rules 2.

0
Welcome to the first build of GridWars 2.0 Rulebook. This manual will offer you everything
you need to know in order to enact thrilling battles in the futuristic cyberpunk setup.

While all the rules are here, this is not the final version of the manual. In the next weeks
we will collect your feedback and impression and create the final revision based on wide
audiance reception pushing the system to its limits. Equipped with this knowledge, after
finding out all the places that can require clarifications, we will present to you the final build
with overhauled layout, increased readability, incorporated graphics, and QoL additions.

We are also currently working on additional scenarios and finishing multi-level terrain rules,
so once you get a hang of the basics provided in the rulebook, you can expect more challenges
to come!

intro
GridWars are set in an alternate future where society, technology, and reality itself are interconnected
in a sprawling digital matrix known as The Grid. Multiple cyberpunk factions wage a relentless war
amidst hypnotic neon lights and humming data streams. High-stakes showdowns typically feature
a clash of cunning strategy and high-tech sorcery with blunt force and street smarts. Exploit every
bit of data as one flip of a binary switch can decide who will control the vast digital expanse and
seize the overwhelming power it promises.

Get ready, Player. Plug in and power up. The future of our reality is in your hands.
SETTING UP

1. Choose a Scenario 4. Pick Sides


Before starting the game, players pick a scenario. Scenarios have Each player rolls a D6. The one with the higher result can either
different setups, objectives, and scoring. The list of all scenarios choose to receive the Initiative Token or pick their side of The
and scenario rules can be found in a Scenario Section at the end Grid. Once a player makes their choice, the other player gets the
of this rulebook. remaining option.

2. Prepare Squads 5. Deploy Squads


Each player chooses a faction and builds their squad from the The player with the Initiative Token chooses one of their units
available units. Each unit has a cost and the total cost cannot and places it on their side of The Grid, within the Deployment
exceed the scenario’s limit - 200 points for a game on a large Zone highlighted in the scenario’s setup. Afterward, the other
grid, and 100 points for a game on a small grid. player places one of their units in the same manner. The players
alternately repeat this process until all their units are on The
Grid. If one player runs out of units, the other simply deploys all
3. Prepare Battlefield their remaining units.

Follow the scenario’s setup by placing terrain, neutral units, and


scenario markers on The Grid.

THE BATTLE ROUND


1. Initiative 3. Battle

At the beginning of each round, the player with the Initiative The Starting Player is the first to choose one of their units and
Token decides which player will be the Starting Player. The activate it. The activated unit can perform 2 actions, after which
Starting Player is the first to activate one of their units in a round. its activation (turn) ends. The players activate one of their units
• If the player with the Initiative Token chooses himself as the alternately until all the units on The Grid have performed their
Starting Player, then he or she passes the Initiative Token turns. A unit cannot be activated more than once in the same
to the opponent. The opponent will be deciding who the round. If one of the players has more units than the other, they
Starting Player is in the next round. simply activate all their remaining units after the opponent has
• If the player with the Initiative Token chooses the opponent no more units to activate. After each unit’s activation, turn its
as the Starting Player, the player keeps the Initiative Token. Unit Card sideways to mark that it has already performed its turn
The same player will again be deciding who the Starting in a round.
Player is in the next round.
4. End of Round
2. Energy The round ends after all units have been activated. Keep track of
any unit and scenario effects that trigger “at the end of round”.
Once the Starting Player is chosen, each player generates a Finally, remove all Energy Tokens from all units.
number of Energy Tokens equal to the number of their alive
units +1. First, the Starting Player distributes all their Energy 5. Scoring
Tokens among their units and then the opponent does the same.
Players may distribute Energy in any way they see fit (each unit After each round, score the Victory Points as instructed in the
can have one, multiple, or no Energy at all). currently played Scenario’s rules. After Scoring, begin a new
round, starting with the first step (1. Initiative).
During the round, units may spend Energy to pay for abilities
or to improve their attack and defense rolls. At the end of each 6. Game end
round, all unused Energy Tokens are removed from all units.
The game ends after a predetermined number of rounds
specified in the Scenario. Sum up the Victory Points to establish
the winner! In some scenarios, the game may also end when a
certain objective is completed. The game always automatically
ends when a player destroys all enemy units. That player becomes
the winner, no matter how many Victory Points were scored.
ii
UNIT CARD
A Unit Card contains all vital information about a unit - its cost, statistic values, and skill profiles. Each unit excels in a different
field and has its application in various strategies, situations, and scenarios.

Unit’s Index 1 2 3

1 Point Cost - the cost of including the unit in a roster. 4 5


6
2 Faction Symbol - the unit’s faction affiliation.
7

3 Name - the unique name of the unit.


14 8
4 Traits - the unit’s secondary types.
9
11 12 13
5 Illustration - the unit’s visual representation.
10

Primary Statistics
Melee Mastery - indicates how good the unit is at
6 attacking with melee weapons.

Ranged Mastery - indicates how good the unit is at


7 attacking ranged weapons.

Movement - indicates how far the unit can travel in a 15


8 single move action.

Armour - indicates how many hits the unit can deflect


9 with its protective gear.

Health - indicates how much damage the unit can take


10 before being destroyed.

Tech Statistics

Engineering - indicates the number of Material Tokens


11 the unit begins the game with. Materials can be spent for
Engineering Projects.

12 Hacking - indicates the unit’s modifier to Hacking Tests.

IDS - indicates the difficulty increase modifier to enemy


13 Direct Hacking Tests targeting the unit. Stands for
Intrusion Detection System.

Skill Profiles

14 Main Passive - a unit’s main passive ability.

Profiles - all of a unit’s other attacks, abilities, and


15 passives (see section below)

iii
SKILL PROFILES
There are 5 types of skill profiles found on Unit Cards. Red profiles are attacks, green are abilities, yellow are passives, blue are hacks,
and grey are engineering projects. Using skills allows units to affect the units and the battlefield in their unique way.

Pay extra attention to the following two symbols that can be found next to some skills’ names.
Unique Indicator (star icon) - if present, the skill Quick Indicator (lightning icon) - if present, using the
can only be used once per the unit’s turn. skill does not cost an action.

Profile Common Elements 1


The following are the elements of every skill profile. 2
Name and Indicators - the skill’s distinctive title and type
1 (unique/quick). 1

2 Rules - effects applied by the skill. 2

Melee Attack Profile


Melee attacks are used to deal damage to adjacent enemies
in combat. Performing a melee attack requires using an attack
action. 1 2 3

Die Icon - the value represents the number of attack dice


1 rolled.

Penetration Icon - the value represents the reduction of


2 the attack’s target armour.
1 2 3

Damage Icon - the value represents the amount of


3 damage dealt by each unsaved hit.

Ranged Attack Profile


Ranged attacks are used to deal damage to enemies at a 1
distance. Performing a ranged attack requires using an attack
action. Ranged attacks cannot be used by a unit that is in combat.
Ranged attacks have all the same elements as melee attacks
and can be distinguished from them in two ways. 1

Range Value - ranged attacks have the Range Value


1 located in the first line of their Rules. It indicates the
distance at which an attack can be performed.
2
Template Weapon Keyword - ranged attacks may
2 alternatively have a Template Weapon keyword in the first
line of their rules, followed by its type and range. Each
type of template weapon affects a different configuration
of hexes and attacks all units on these hexes. 2

iv
Ability Profile
Abilities allow performing a wide variety of effects. Performing 1
an ability requires using an ability action. Abilities often feature
the Quick Indicator, which means that using them does not
count toward the 2-action limit in a unit’s turn.

Energy Cost - the number of Energy Tokens that the unit


1 has to spend to use the ability.

Passive Ability Profile


Apart from the main passive located on top of the Unit Card,
units may have additional passive abilities that are applied at all
times or in situations indicated by their Rules. Using and gaining
effects of passive abilities does not require using an action.

Hack Profile
Hacks allow performing a wide variety of effects but require 2
using a Hacking Action and passing a Hacking Test. Multiple 1
hacks can be attempted in a single Hacking Action.

Hack Type - if present in the first line of a hack’s Rules, it


1 indicates if the hack is a nethack (requires a terminal), or 2
a direct hack (its difficulty is increased by the target’s IDS).

Hack’s Difficulty - the value that the hacking unit has to


2 meet or exceed in a Hacking Test in order for it to resolve.

Engineering Project Profile


Engineering projects allow performing a wide variety of effects
1
but require using an Engineering Action and spending Materials
but the unit. Units begin the game with a number of Materials
indicated by their Engineering Statistic and can gain additional
Materials during the game.

Materials Icon - indicates the number of Materials that


1 the unit has to spend to resolve the project’s effect.

v
dice mechanics
Attack Roll Defense Roll

When a unit attacks, you need to determine the number of HITS. After the number of HITS is determined, the defending unit can
Roll the number of attack dice indicated by the dice icon in the reduce it with SAVES. Roll a defense die for each HIT. After all
attack’s profile. After all rerolls or dice modifying effects are rerolls or dice modifying effects are resolved, each die has to be
resolved, each die has to be changed either to a HIT or a MISS. changed either to a SAVE or a FAIL.

Results with a Skull icon are HITS. Results with a Deflect icon are SAVES.

Results with a Mastery icon are changed to HITS or MISSES Results with an Armour icon are changed to SAVES or FAILS
depending on the unit’s Mastery Statistic. Melee attacks use depending on the defending unit’s armour. Armor Statistic’s value
Melee Mastery Statistic and ranged attacks use Ranged Mastery indicates how many Armour results are changed to SAVES.
Statistic. The value of the appropriate Statistic indicates how
many Mastery results can be changed to HITS. If a unit has 0 Armour - change all Armour results to FAILS.
If a unit has 1 Armour - change one Armour result to a SAVE and
If a unit has 0 Mastery - change all Mastery results to MISSES. the rest to FAILS.
If a unit has 1 Mastery - change one Mastery results to a HIT If a unit has 2 Armour - change two Armour results to SAVES and
and the rest to MISSES. the rest to FAILS.
If a unit has 2 Mastery - change two Mastery results to HITS If a unit has X Armour - change X Armour results to SAVES and the
and the rest to MISSES. rest to FAILS.
If a unit has X Mastery - change X Mastery results to HITS
and the rest to MISSES. Remember that the defending unit’s Armour value is decreased by
the value indicated by the attack’s Armour Penetration.

Results with an Energy icon are changed to HITS or MISSES Results with an Energy icon are changed to SAVES or FAILS
depending on the unit’s Energy. If, after the roll, a unit has and depending on the unit’s Energy. If, after the roll, a unit has and
decides to spend a single Energy Token, all Energy results are decides to spend a single Energy Token, all Inspire results are
changed to HITS. Otherwise, they are changed to MISSES. changed to SAVES. Otherwise, they are changed to FAILS.

Spend an Energy Token to change all Energy results to HITS. Spend an Energy Token to change all Energy results to SAVES.

Blank results are MISSES. Blank results are FAILS.

Changing Results Dealing Damage


Even if for some reason, it would be more beneficial for a player After the defense roll, for each HIT that was not SAVED, the
to not change their Mastery Results into HITS or Armour Results defending unit receives an amount of damage indicated by the
to SAVES, a player cannot choose not to. The Mastery Results damage icon in the attack’s profile. Place the Damage Tokens on
and Armour results are changed to HITS/SAVES depending on the defending unit.
the unit’s corresponding statistic. If the amount of Damage Tokens is equal to the unit’s HP, it is
Players also cannot spend a unit’s Energy Token to change destroyed. If an attack deals more damage to a unit than its
Energy Results to HITS/SAVES unless at least 1 Energy Result remaining HP, the surplus Damage Tokens are not placed on the
was actually rolled. unit and they do not count as damage dealt.
vi
roll ExAMPLE
Attack Roll Example Defense Roll Example
A unit performs an attack action using the ‘Turbo Punch’ attack After the attack roll and determining the number of HITS, the
from its Unit Card. This is a melee attack that uses 6 attack dice, has defending unit performs a defense roll by rolling a defense die for
1 armour penetration, and can deal 1 damage for each unsaved hit. each HIT.

‘Turbo Punch’ from the ‘Attack Roll Example’ has generated 6 HITS and
has an Armour Penetration value of 1.

The player rolls 6 attack dice. The defending player rolls 6 Defense Dice.
The results are 1 Skull, 2 Energy, and 3 Mastery. The results are 1 Deflect, 2 Energy, 2 Armours, and 1 Blank.

If the attacking unit’s Melee Mastery Statistic was 0, it could not If the defending unit’s Armour Statistic was 1, it would normally be
change any Mastery results into HITS. They are all changed into able to change 1 Amour result to a save. However, the attack’s Armour
MISSES instead. Penetration value is 1 so it decreses the Armour by 1 to 0.

If the attacking unit’s Melee Mastery Statistic was 2, it would change If the defending unit’s Armour Statistic was 4, it would become 3 after
two Mastery results into HITS and the third one into a MISS. the Armour Penetration, so all Armour results would be SAVES.

If the attacking unit has an Energy Token available, it can spend it If the defending unit has an Energy Token available, it can spend it to
to change all Energy results into HITS. change all Energy results into SAVES.

If the attacking unit doesn’t have an Energy Token or chooses not to If the defending unit doesn’t have an Energy Token or chooses not to
spend it, the Energy results are changed to MISSES. spend it, the Energy results are changed to FAILES.

Let’s say that the unit’s Melee Mastery Statistic is 3 and that it Let’s say that the unit’s Armour Statistic is 2 (so it changes one Amour
spends an Energy Token. The final result of the roll is 6 HITS. result to SAVE and one to MISS), and that it spends an Energy Token
to change both Energy Results to SAVES. The final result is 4 SAVES
and two FAILS.

This means that from 6 HITS, 4 of them are SAVED HITS and 2 of
them are UNSAVED HITS. As the attack’s Damage value is 1, for each
unsaved HIT it deals one damage. If the attack’s Damage value was 2,
it would deal 2 damage for each UNSAVED HIT for a total of 4.

vii
ACTIONS
When a unit becomes activated, its turn begins and it can perform up to 2 actions. Some effects (gaining actions) may allow a unit
to perform more than 2 actions in a turn. Quick actions do not count towards the 2-action limit. A unit does not have to use up all
available actions. A player can pass a unit’s turn beforehand and any remaining actions are lost.

Action List

MOVE
Change your position on the grid and travel by the number of hexes indicated by your Move Statistic.

ATTACK
Deal damage to enemies by choosing a red attack profile and performing an attack roll.

CHARGE
Run up to an enemy and attack them in a single action. It requires rolling a Charge Die and is not always successful.

USE ABILITY
Perform a wide variety of effects from green ability profiles. Some of them may require spending Energy.

THROW
Forcefully change the position of an enemy right in front of you. Requires you to be larger than your target.

HACKING
Digitally manipulate the grid and enemies. Use Basic Hacks from the rulebook or blue hack profiles.

ENGINEERING
Build barriers, devices, and alter neutral units. Use Basic Engineering Projects from the rulebook or silver engineering profiles.

POWER UP
Gain energy. when nothing else is available.

REPOSITION
Change the unit’s orientation on a hex. Use as many time as needed in a turn.

viii
COMBAT
In GridWars, a unit that is adjacent to an enemy is either in combat or locked in combat.
Certain actions may be only available or restricted when a unit is in combat.

Unit in Combat Unit Locked in Combat

When a unit is on a hex that is adjacent to a hex with an enemy Each unit has a front located on one of the six edges of its base.
unit on it, these units are in COMBAT. A unit can be in combat The front is marked by a dent in the base. When a unit is on a hex
with multiple enemy units at the same time. Hexes that are adjacent to an enemy and that enemy is facing that unit with its
separated by High Barriers are not considered to be adjacent. front edge, that unit is LOCKED IN COMBAT (in addition to both
these units being in combat). It is possible, that despite two units
being in combat, only one of them (or none) is locked in combat.

These two units are enemies located on adjacent hexes so they are These two units are on adjacent hexes so they are in combat
in combat. AND unit A is facing unit B, so unit B is Locked in Combat.

Action Restrictions in Combat

A unit in combat cannot:


• Use an attack action to perform ranged attacks.
• Use a charge action.
• Use a hacking action and perform hacks.
• Use an engineering action (unless a project can specifically
be used in combat).

A unit locked in combat additionally cannot:


• Use a move action and move effects (with the exception of
move effects that specifically allow moving while locked in
combat such as dash or blink).
• Use a reposition action (unless the unit repositions to lock
an enemy unit in combat, not necessarily the one that is
locking it in combat).

ix
MOVE ACTION
Move Action Rules
Using the move action allows units to change their position on the grid.

When a unit uses a Move Action: Movement Restrictions:


• A unit can move up to the number of hexes indicated by its • Units cannot move through or into hexes that are occupied
Move Statistic. by other units or terrain.
• A unit does not have to move in a straight line, it can choose • Units cannot move when they are locked in combat.
any path that goes from one adjacent hex to another.
• A unit does not have to move the entire distance available
to it.

Moving while in Combat


The rules and restrictions from this section only apply to units that are LOCKED IN COMBAT.
Units that are in COMBAT without being LOCKED IN COMBAT can move freely.

A unit that is LOCKED IN COMBAT cannot: A unit can move or be moved when locked in combat only if:
• Use a move action. • The unit uses a special move type (like blink or dash) that
• Move as a result of personal or allied move effects other explicitly allows moving when locked in combat.
than a move action. • The personal or allied effect explicitly states “you can leave
• Move further, if it becomes locked in combat in the middle combat” or allows you to act as if the unit was not in combat.
of movement (by moving onto a hex that an enemy is • When a unit is moved as a result of an enemy effect.
facing with its front edge).

Additional Move rules

Move Effects Special Move Types


Move action is not the only way to change a unit’s position These move types have additional rules that modify the regular
on the grid. Some skill effects will also allow units to move move rules.
or be moved. Moving this way follows all the same rules and
restrictions as using a move action. In some effects, the keyword • Fly: When flying, the unit can move through terrain and
‘move’ may be replaced by one of the special move types listed other units. It cannot finish the move on them.
in this section.
• Jump: When jumping, the unit chooses an unoccupied hex
Examples of skills with move effects. in the jump’s range and moves to it while ignoring terrain
and other units. The hex does not have to be visible. Units
cannot jump into buildings from the outside or from
buildings to the outside. A unit can jump to the hex located
exactly at the entrance of the building, but no further. If the
unit is standing on the hex located exactly at the entrance, it
can jump both to the inside of the building or to the outside.

• Blink: When blinking, the unit chooses an unoccupied hex


in the blink’s range and immediately appears on it without
traveling through hexes. The chosen hex does not have to
be visible. It is allowed to blink when locked in combat.
Blink ignores Overwatch (with certain exceptions explained
in the Overwatch section).

• Dash: When dashing, the unit can only move in a straight


Pathing line. Dashing allows the unit to move through other units
A unit can move from hex to hex only when the front edge of the but it cannot finish dashing on them. It is allowed to dash
unit is facing the hex that the unit is moving onto. This means when locked in combat.
that during the move action, the unit will change its position on
the hex to adjust for the movement direction when necessary.
x
Attack ACTION
Using an Attack Action

List of steps in the attack action:


1. Choose an attack profile from the unit’s card.
2. Choose the attack’s target.
3. Perform an attack roll.
4. The enemy performs a defense roll.
5. Deal damage.

Melee Attack Rules


Melee attacks can only target enemies and neutral units that are Basic Attack
on hexes adjacent to the attacker (with the exception of melee Every unit in GridWars can use the “Basic Attack” attack profile.
attacks with the “reach” and “aoe” keywords). This attack is not printed on unit cards but is always available.

Vision of the target is not required, a melee attack can be used,


even if the enemy is adjacent to the back of the attacker, without
repositioning. Melee attacks use the Melee Mastery Statistic
when changing Mastery results to HITS.
Basic Attack profile

Ranged Attack Rules


Ranged attacks can only target visible enemies and neutral Friendly Fire Risk
units within the attack’s range. A unit cannot use a ranged attack Ranged attacks can be performed against enemies that are in
when it is in combat. Ranged attacks use the Ranged Mastery combat with your allies. However, it poses a friendly fire risk for
Statistic when changing Mastery results to HITS. these allies.

For each die rolled or rerolled into a Blank Result (but not
Measuring Range the dice changed to blanks!) in the attack roll, all allies of the
In order to check if an enemy is within the attack’s range, check attacking unit in combat with the ranged attack’s target receive
the distance by counting the hexes between the units, starting 1 damage.
with any hex adjacent to the unit’s front half and including the
hex that the enemy is standing on. The friendly fire damage is dealt after the enemy’s defense roll.
Allies damaged this way are not affected by and do not trigger
The front half should not be mistaken with the front edge. The the effects of the “On damage” keyword. Friendly Fire Risk does
front half consists of the front edge (with the dent) and the not apply to Template Attacks.
edges directly to the left and to the right.

Visibility
Ranged attacks can only target visible enemies. You will learn
more about checking visibility in the dedicated section.

Cover
After choosing a visible target for a ranged attack, check if the
defending unit has cover. Units with cover have a defensive
bonus against ranged attacks and change all Energy Results into
SAVES without spending an Energy Token.

Cover is typically granted when the visibility toward the Unit A performs a ranged attack against en enemy Unit D that is in
defending unit is obstructed by terrain or other units. You will combat with two allies of Unit A (Unit B and Unit C). Unit A rolls two
learn more about cover in the dedicated section. blank results in the attack roll resulting in 2 damge dealt to each
of its allies.
xi
Attacks From Behind Attack Keywords
After you choose a target for your melee or ranged attack, check These attack keywords found in attack profiles or in effects that
both units’ orientation to establish if the attacker will receive an apply to attacks have additional rules that modify the regular
“Attack from behind bonus”. attack rules.

In attacks from behind, all Energy results in the attack roll are • Critical strike – dice rolls with a Skull Result (but not dice
changed into HITS without spending an Energy Token. that were rerolled into skulls or dice changed to skulls!) deal
automatic damage and the enemy does not perform a defense
In order to check for an attack from behind: roll against them. The enemy still performs a defense roll for the
• Draw a line that cuts the targeted unit’s base in half, where remaining HITS generated by this attack.
the half with the front edge in the middle is the front half • Plasma weapon - before the attack roll, the player can decide
and the other, opposite to it, is the back half. to overcharge the attack to gain +1 attack die and +1 armour
• Extend the line towards your attacking unit and check on penetration for it, but the unit loses 1 HP for each blank result
which side of the line is your front edge. in the roll.
• If the attacking unit faces the back half of the targeted unit, • EMP weapon - the defending unit cannot spend an Energy
it gets the Attack from behind bonus. Token to change Energy Results to SAVES and, if the attack deals
• If the attacking unit faces the front half of the targeted unit, damage, the defending unit loses all Energy Tokens.
it doesn’t get the Attack from behind bonus. • Fusion weapon - for this attack, the defending unit loses all
• The Attack from behind bonus is applied to all melee and amour and the attack gains +1 attack die for each armour lost
ranged attacks, except Template Attacks. this way.
• Apply Stun/Weakness/Blind/etc. - place a condition token or
other specified token on the enemy.
• On damage - applies the following effect after the attack is
resolved, only if the attack has dealt damage to an enemy.
• Before attack - applies the following effect before the attack roll.
• After attack - applies the following effect after the attack is
resolved, no matter if it dealt any damage or not.
• Reach 1, 2, etc. - allows a unit to use a melee attack against a
visible enemy at reach’s range, even if the unit is not in combat
with that enemy and even if it is in combat or locked in combat
by another enemy.
• AoE 1, 2, etc. - allows a unit to melee attack all enemies in the
AoE (Area of Effect) radius, even if it is not in combat with any
of them and even if they are not visible, in an order chosen by
the attacker, each with a separate attack and defense roll. The
Model B is in front of Model A. Model C is in the back of attacker may spend Energy Tokens for each roll individually. Any
Model A. effects that apply to the attack are applied to each roll.
• Precision - a ranged attack that ignores friendly fire risk (cover
still applies).
• Handy - a ranged attack that can also be used as a melee attack
against an enemy in combat with it. When it is used this way, it uses
the Melee Mastery statistics to change mastery results to HITS.
• Lifesteal - restores 1 HP for each damage token the attack puts
on the enemy unit(s) (you cannot place more damage tokens
than the enemy’s remaining HP).
• Attack twice - allows the unit to perform the attack twice (or
more in some cases); different targets can be chosen for each
attack. The attacker may spend Energy Tokens for each roll
individually. Any effects that apply to the attack are applied to
each roll.
• Seeking weapon - does not require a vision of the target,
ignores cover.
Model B is in front of Model A. Model C is in the back of • Reroll - allows the attacker to reroll a specified number of
Model A. attack dice in the attack.
• +1 die - the attack is rolled with an additional attack die.
• +1 damage - the attack deals additional damage for every
UNSAVED HIT.
• Ignore cover - prevents the enemy from gaining the defensive
bonus from cover.
xii
Template Attacks

Template attacks have a “Template Weapon” keyword in the first


line of their attack profile. Template Attacks are ranged attacks
that affect more than one hex at the same time and can result in
attacking multiple units in a single attack action. For each unit,
perform a separate attack roll and spend separate Energy Tokens
to change Energy Results to HITS in them.

As Template Attacks are ranged attacks, they cannot be used by


a unit that is in combat.

Template Attack Rules:


• Each unit on a hex affected by the template is attacked, AOE explosion template example
including allied, enemy, and neutral units.
• They have the ‘Ignore Cover’ rule.
• They do not get the ‘Attack From Behind’ bonus.
• They have the ‘Precision’ rule so they ignore the ‘Friendly Fire
Risk’.

Template Weapon - Range X AoE

Flamer area of effect


In Aoe Template Weapon, choose a visible hex in the attack’s
range. Attack the unit on the hex (if there is one), and then on
all adjacent hexes in any order. A unit using the AoE Template
Weapon can choose the hex it is standing on or an adjacent hex
but then the attack will also affect the unit.

Template Weapon - Range X Beam

Beam Template Weapon affects all hexes in the beam’s range


on a straight line originating from one chosen edge of the unit’s
front half.
Heavy Flamer area of effect template
Template Weapon - Flamer / Heavy Flamer

In Flamer and Heavy Flamer Template Attacks the unit attacks


all units on the flamer or heavy flamer template that originates
from one chosen edge of the unit’s front half. Units are attacked
from the closest to the furthest, or in any order if the units are
at an equal distance.

Flamer Blockage - Flamer and Heavy Flamer templates can be


blocked or narrowed by units and terrain. Once the template
reaches a barrier or a hex occupied by a unit or terrain, it does
not affect the hexes behind the blockage. However, if a unit Blockage example on a Heavy Flamer Template
becomes destroyed, the blockage clears and the units behind it
are also attacked.

xiii
CHARGE ACTION
Charge Action Rules
Charging allows a unit to move and attack in a single action but Successful Charge
is not always successful. The charge is successful only when a charging unit reaches the
hex adjacent to the charge’s target. When a charge is successful,
List of steps in the charge action: follow the steps below in that order:
• Reposition the charging unit to lock the target in combat.
1. Choose a visible target in a legal charge range. • Use any number of “Quick” abilities.
A charge can target an enemy or a neutral unit. A unit cannot • Perform a free melee attack against the charge’s target.
attempt a charge that is impossible. Assuming a “6” will be rolled
on a Charge Die and all modifiers applied, the unit has to be able Failed Charge
to travel far enough to reach combat with the charge’s target. A charge is failed if the charging unit does not reach the hex
adjacent to the charge’s target or rolls a 1 on the Charge Die.
2. Pick the shortest path towards the target. After a failed charge, the charging unit does not get to perform
If there are multiple shortest paths toward the target, you may a free melee attack, even if it has access to a melee attack with
pick any of them. the “Reach” or “AoE” keyword, and even if it is in combat with the
target (see below).
3. Roll a Charge Die.
Roll a D6, it will be referred to as the Charge Die. Modify the Rolling a 1 on a Charge Die
result of the Charge Die by the charging unit’s Move Statistic as If a “1” is rolled on the Charge Die, the charge always fails. The
specified: Charge Die result is still modified by the unit’s Move Statistic
• For each point in a unit’s Move Statistic above 4, add 1 to and other applicable effects, and the unit still moves along the
the result. chosen path toward the enemy. However, the charging unit does
• For each point in a unit’s Move Statistic below 4, subtract 1 not get to perform a free melee attack, even if the reaches the
from the result. target. It also does not have to reposition to lock the target in
Additionally, apply all other effects that specifically modify the combat.
Charge Die’s result. If the modifications reduce the result of the
Charge Die to a negative number, treat the result as 0. Charge Restrictions
• Units cannot use the charge action when they are in combat
4. Move towards the target. or locked in combat.
Move by the number of hexes indicated by the Charge Die’s • The charge action can only be used once per unit’s turn.
modified result along the path you have chosen in Step 2. Keep • A charge can only target an enemy or a neutral unit in a legal
in mind, that if another enemy unit locks you in combat during charge range.
that move, you cannot continue movement.

ABILITY ACTION
Ability Rules

Using Abilities Quick Abilities


In order to use an ability a unit has to use an ability action, choose Abilities with a “Quick” indicator (lightning icon) do not reduce
an ability profile from its unit card, and spend Energy equal to the number of actions remaining to perform by a unit in a
the ability’s Energy Cost (if any). Afterward, you can resolve the turn. You can use any number of quick abilities in a turn. Quick
chosen ability’s effects. abilities can only be used in the turn of a unit that is using
them.
Receiving Hits
Some abilities can deal damage by causing a target to “Receive Using Passive Abilities
Hits”. When a unit receives a number of Hits, that unit rolls a Each unit has a main passive ability and may have any number
Defense Die for each hit. The defending unit may change the of additional passives. Passive ability can be static and apply
results the same way as in a defense roll (use armour and energy its effects at all times or it can be triggered, in which case its
tokens to change results to SAVES) and receives 1 damage for effect is only applied when a certain condition occurs. Triggered
each unsaved hit. When receiving Hits, cover does not apply. passives may leave a unit with a decision as to if and when to
resolve it.
Some skills other than abilities may also cause units to “Receive
Hits”. All such effects are resolved with the same results with
the exception of Hits received from hacks (see Hacking Action
Section for more info). xiv
THROW ACTION
Throw Action rules

Using the Throw Action allows you to move, damage, and stun
units (enemy, allied, or neutral) that you are adjacent to.

List of steps in the Throw Action:

1. Choose an adjacent target with a lower Health Statistic. 5. Apply Stun(s)


You can only throw units that have a lower Health Statistic When the thrown unit’s movement stops because another unit,
than you. Compare only the Statistics (max Health value), do terrain, or an edge of the Grid is on the next hex, the thrown
not account for any Damage Tokens on each unit. The throwing unit receives a Stun Token. Additionally, if the movement stops
unit must face the target with its front edge. For enemies, it because there is another enemy or allied unit on the way, that
means that the target needs to be locked in combat by the unit also receives a Stunned Token.
throwing unit. When a unit is thrown forward and the space directly behind
it is occupied, consider the unit thrown and apply Stun Tokens
accordingly.
2. Establish the Throw’s distance.
The distance of the throw is equal to the difference in Health
Statistic’s value between the throwing unit and the throw’s 6. Deal throw damage
target. For example, a unit with 7 Health will throw a unit with The player whose unit was thrown rolls a defense die for each
5 Health by 2 hexes (7 minus 5 is 2). space the thrown unit has traveled as a result of the throw. For
each blank result in that roll, the thrown unit loses 1 HP.

3. Choose the Throw’s direction. Throw +1, +2, +3, and more
When throwing, you can: Some effects may allow a unit to gain a “Throw +X” action. Such
• Throw the unit forward. In that case, you move the unit in a a throw follows the same rules as a regular throw action, but the
straight line away from you in the direction indicated by your throwing unit’s Health Statistic is incresed by X for the purpsoe
front edge. of the throw.
• Throw the unit backward, overhead. In that case, you move
the unit in a straight line behind you in the direction opposite
to your front edge. Note, that when you are throwing backward
the first hex by which you are moving the unit would be
the hex you are on. Therefore, the minimum throw distance
required to choose to throw a unit backward is 2. When you
throw a unit backward 2 hexes, it will land on the hex directly
behind you.

You can never choose to throw a unit backward when the hex
behind you is occupied by a unit or terrain or if there is no
adjacent hex behind you. You can, however, always throw them
forward, even if the hex directly behind the unit is occupied.

4. Move the throw’s target.


Thrown units are moved even if they are locked in combat and
continue to move even when they would become locked in
combat during the move. The thrown unit has to be moved by
the full throw’s distance established in Step 2. The movement
stops only when the unit cannot enter the next hex because it
is occupied by another unit, terrain, or an edge of the Grid.

After the unit finishes moving, place the thrown unit in the
same orientation (facing the same direction on the hex) as it
was in before the throw.

Model A wants to throw Model B. Model A has a Max Health Statistic


of 8 and Model B has a Max Health Statistic of 4. This means that
model B can throw his opponent 4 hexes (Base 1 + (7-4)). The throw
can be made forward (B1) or backward (B2).
xv
HACKING ACTION
Hacking Action Rules
Using Hacking Action Failing the Hacking Test
Every unit in the game with at least 1 point in Hacking Statistic When a Hacking Test is failed, an attempt is used up with no
can use a Hacking Action. When a unit uses a Hacking Action it effect. The same hack cannot be attempted again this turn. A
can attempt to perform up to 2 different hacks in a single action. Hacking Test always fails, when two “1” results are rolled.
Each hack has a difficulty value and a unit must pass a Hacking
Test in order to resolve the hack’s effect. Both passed and failed Hacking outside of the Hacking Action
Hacking Tests count toward the 2-hack limit. Some effects may allow units to attempt hacks outside of the
Hacking Action. Passing a Hacking Test is still required for these
Hacking Test hacks. However, they do not count toward the 2-hack limit of a
When a unit attempts a hack it rolls 2D6, chooses the higher Hacking Action. They can be attempted even if the same hack
result, and adds it to its Hacking Statistic. If the sum is equal to was already used in a Hacking Action or, if the Hacking Action
or higher than the hack’s difficulty, the test is passed and the will be used later in the turn, they can be attempted again in it.
hack’s effects are resolved.

Hack Types

When a unit attempts a hack, it can choose any hack from the Net Hacking list or from the Direct Hacking list from the rulebook,
or any hack from its unit card.

Direct Hacks Net Hacks


Direct hacking requires a visible target in the hack’s range. Direct Net hacking can only be used when a unit is adjacent to a
hacking is used to access the enemy units’ operating systems Terminal. It has unlimited range and does not require vision of
to damage, hinder, or manipulate them. The difficulty of direct the target. Net hacking is used to access the grid’s network and
hacks varies, depending on the target’s IDS Statistic which is manipulate the environment and neutral units on the grid.
added to the base difficulty of each direct hack.

Innate Hacks Hacking Restrictions


Some hacks printed on the unit cards or listed in the faction rules • Hacking Action is only available to units with at least 1
do not have a “direct hack” or “nethack” keywords. These hacks point in Hacking Statistic.
do not require a terminal and their difficulty is not increased • Hacking Action cannot be used when a unit is in combat.
by the target’s IDS. When a unit passes a Hacking Test for such • Nethacks can only be attempted when a unit is on a hex
a hack, simply resolve the hack’s effects a specified in its rules. adjacent to a Terminal.
• A unit cannot attempt two of the same hacks in a single
Receiving Hits from Hacks Hacking Action.
Some hacks can deal damage by causing a target to “Receive • Hacking Action can only be performed once per unit’s tun.
Hits” the same way as abilities do with a single difference.
When a unit defends from Hits received from a hack, it uses its
IDS Statistic instead of its Armour Statistic in order to change
Armour Results to SAVES. For more info about “Receiving Hits”,
check the Ability Action Section.

xvi
ENGINEERINg
Engineering Action Rules

Using an Engineering Action Engineering Projects


Every unit in the game with at least 1 point in Engineering When a unit uses an Engineering Action it can choose one
Statistics can use an Engineer Action. When a unit uses an of the Projects from the following Project List or any Project
Engineering Action, it chooses a specific Engineering Project, printed on the unit card or listed in the faction rules.
spends Materials equal to its cost, and resolves its effects.
Engineering Action can only be used once per unit’s turn.

Materials
Engineering Projects require spending Materials to be
resolved and some may have their effects boosted by spending
additional Materials. Each engineer begins the game with the
number of Material Tokens equal to their Engineering Statistic.
Additional Materials can be gained by destroying Neutral
Units.

Sharing Materials
Each unit, as a quick ability action, may give Materials to an
adjacent ally but the Materials can only be given away if their
number exceeded the unit’s Engineering Statistic - only the
surplus Materials can be given away. Analogically, each unit, as
an effortless ability action can take Materials from an adjacent
ally, but only the surplus Materials can be taken.

Quick Engineering
Some Engineering Projects from the unit cards may contain
a “Quick” indicator. Using such a project does not spend an
action. Small Barrier

POWER UP ACTION
Power Up Action Rules

Using a Power Up Action Power Up Action Restrictions


A unit can use Power Up Action to gain 1 Energy. A unit can only use Power Up Action once per turn.

Reposition
Reposition Rules

Reposition is not an action and does not count towards the Reposition can be used:
2-action limit. At any time during a turn and as many times as • Without spending energy or action.
it is needed, a unit is allowed to reposition by changing the • At any time during the unit’s turn.
direction it is facing on the hex. • As many times during the unit’s turn as needed.
• At the start and at the end of the unit’s turn, even after the
Reposition when locked in combat unit has used up all its actions.
When a unit is locked in combat, it can still reposition, • While the unit is in combat.
but it can only reposition to also lock an enemy unit in • While the unit is locked in combat (with certain restrictions
combat. The enemy that the unit will lock in combat does explained below).
not necessarily have to be the enemy that is currently • Automatically, during a move, to travel from one hex to
locking the unit in combat. When an effect repositions another in a forward direction.
an enemy, its orientation can be changed without any
xvii
GAINING ACTIONS
Gaining actions in your turn Gaining actions in another unit’s turn
A unit can get additional actions to perform in its turn as a A unit can gain and perform actions outside of its turn as a result
result of some effects. A unit can gain an action (in which case it of overwatch and other effects. Such an action follows the same
chooses which action to use), a specific action (i.e. a move action, rules as a gained action. An effect will always specifically state
or an attack action), or a named action (i.e. ‘Plasma Gun’ attack which action is received, and the unit can only perform that
action, or ‘Teleporter’ ability action which is a skill printed on the action, not any other actions unless they are gained as a result
unit’s card). of performing the received action.

Examples of skills that allow a unit to gain actions in its turn. Examples of skills that allow a unit to gain actions otuside of its turn.

The gained action has to be performed right away and it cannot An action gained in another unit’s turn is performed immediately.
be stored for later in the turn. • Gaining an action in another unit’s turn does not begin the
• The unit has to pay the Energy Cost of the action (if any). activation (turn) of the unit that has gained the action. The
• The unit is allowed to use Reposition action before and action is performed during another unit’s turn.
after the gained action. • The once-per-turn limit of some actions and skills (ie.
• If the unit cannot or does not want to perform the gained charge action, an attack with a “Unique” indicator) applies
action, the action is lost. separately to every individual turn, therefore performing
• If the unit gains a specific action (i.e. charge) or a named them in other units’ turns, allows them to be used additional
action (i.e. ‘Plasma Gun’), using the action does not exhaust times in a round.
the once-per-turn limit or a “Unique” rule limit of the action. • “Until the end of turn” effects last until the end of the turn
As a result, that action can be used an additional time in the in which the action was gained and performed.
same turn (before or after the action was gained). • “Quick” ability actions cannot be used in other units’ turns.
• After the gained action is performed, continue the turn of
the unit whose turn it currently is.

xviii
Targeting
and RADIUS
Targeting
Performing most actions requires targeting a unit. A Unit can
only target another unit if the other unit is visible to them and is
in an effect’s range. Effects that target a specific hex instead of a
unit follow the same rules.

Checking Visibility - Arc of Sight


All hexes extending from the unit’s front half and all hexes
between them are visible. The front half of a unit consists of
three edges that include the front edge, and the edges directly
to the left and to the right from it.

Blocked Visibility
There is no limit to how far a unit can see. However, some hexes
in the unit’s Arc of Sight may not be visible due to being behind
High Barriers. Arc of sight - All green hexes (and units on them) extending from
the units front half are visible.
In order for a hex to be visible, it must be possible to draw a
straight line from the hex the unit is on to the hex it is targeting.
The line cannot go through High Barriers. If the line cannot be
drawn or if it only leads from an edge or a corner of the hex to
an edge or a corner of another hex, the unit has no vision of it.

Visibility can only be blocked by High Barriers (listed in the terrain


section). Other units and Low Barriers do not block visibility.

Targeting Yourself
When an effect instructs a unit to “target an ally”, the unit can
target itself. When an effect instructs to “target another ally”, the
unit cannot choose itself as the target.

Blocked Visibility - Hexes (and units on them) behind High Barries


are not visible and cannot be targeted.
Radius
Some effects do not require targeting and rather apply to units Affected units do not have to be in the Arc of Sight but the radius
in a certain hex radius from the unit using an effect. can still be blocked by High Barriers in the same manner as visibility.

A radius is an area that extends from a unit in all directions by a The unit using an effect is also considered to be in the radius and
given number of hexes. See the example below for a 3 hex radius. can be affected, unless an effect instruct to choose “other unit”.

Effect with a 3 hex radius can be applied to any units on green hexes High Barriers block the radius.

xix
COVer
Cover

Cover is a defensive bonus that may apply when a unit is Proximity Cover Example
defending from a ranged attack.

A unit in cover can change all Energy results to saves without


spending an Energy Token.

A unit has cover when:


• It is in combat.
• It is on a “Cover Terrain” hex (listed in the terrain section).
• It is on a hex adjacent to a Low Barrier, High Barrier, an ally,
or a neutral unit (with a certain limitation explained in the
Proximity Cover section below).

Proximity Cover
Unit A is using a ranged attack against Unit B. The shortest
Proximity cover only applies when the defending unit is on a hex distance to the Unit B is 4 hexes (includig the hex that the Unit
adjacent to a Low Barrier, High Barrier, their ally, or a neural unit. B is standing on). However, Unit B is adjacent to a hex with a
High Barrier so it may have Proximity Cover. There are multiple
When an attacking unit performs a ranged attack, it counts the 4-hex paths between the units (for example the green path).
hexes toward the defending unit to establish if the defending However, there is also the red path which goes through the
unit is in range. There can be multiple shortest paths toward the adjacent barrier. This means that Unit B will get a cover bonus
defending unit. when defending.

If any of these shortest paths goes through a hex adjacent to the If the roles were reveresed and Unit B were attacking Unit A, the
defending unit that has a Low Barrier, High Barrier, their ally, or a Proximity Cover would not apply, as Unit A is not adjacent to any
neutral unit on it, the defending unit has proximity cover. barrier or unit.

The same rule applies if the path goes through a barrier located
on the edge of the hex that the defending unit is on.

As opposed to other sources of cover, the proximity cover relies


on the attacking unit’s position on The Grid. It is possible that a
unit will have proximity cover when defending from one unit
and not have it when defending from a unit at a different angle.

Cover Terrain
The list of Cover Terrain can be found in the Terrain Section.
When a unit is standing on a hex that belongs to Cover Terrain,
that unit always has cover.

When both the attacking and defending units are standing on


hexes belonging to the same Cover Terrain, the defending unit
does not get cover from Cover Terrain.

xx
OVERWATCH
Overwatch rules
Overwatch Attack Restrictions
Overwatch represents a unit in standby mode. A unit that is in • Only ranged attack actions are gained in Overwatch.
Overwatch guards all the hexes extending straight forward from • Ranged attack action cannot be used when a unit is in combat.
its front edge. Every time an enemy enters, moves through, or • Template attacks cannot be used in Overwatch.
performs actions on the overwatched hexes, the overwatching • When an enemy enters the hex right in front of the overwatching
unit receives a ranged attack action against them. These actions unit, the ranged attack action from overwatch cannot be used
are gained and performed during the enemy unit’s turn, even (as the units are in combat).
between the action they are performing. • The only exception to this rule are ranged attacks with a
Handy keyword. In their case, even though the attack is changed
Overwatch Token to a melee attack (see Handy rule), it can still be used as an
Being in Overwatch is represented by an Overwatch Token. The Overwatch Attack.
token can be applied by certain effects. A unit cannot have more • Overwatch Attacks follow the regular attack rules of an attack
than 1 overwatch token at the same time. The overwatch token action, including the cover rules, attack from behind rules, and
is discarded at the beginning of a unit’s activation. Some units friendly fire penalty.
may be permanently in Overwatch as stated in their rules. • Overwatch Attacks follow the ‘Gaining actions in another unit’s
turn’ rules from the Gaining Actions section with the exception
Attacks from Overwatch that a unit gaining an action from Overwatch cannot reposition.
A unit in Overwatch may gain a ranged attack action in other • On each unit’s turn, the overwatching unit can gain one attack
units’ turns. action against every unit. Below are some examples of this
restriction.
The attack is gained when:
1. An enemy or a neutral unit starts a movement, ends a
movement, or moves through an overwatched hex.
2. An enemy or a neutral unit performs an action or repositions Overwatch Examples
while standing on an overwatched hex.
Enemy Enters Overwatched Area Twice in a Single Turn
1. When Overwatch Attack is triggered by movement: = Gain one ranged attack action.
• The attack is gained no matter whether the move was a result Your unit is in overwatch. The enemy in their first action moves to an
of the unit’s move action, charge action, being thrown, ability’s overwatched hex and you gain a ranged attack action. Your unit will
effect, or caused by another unit. not get another attack action if that enemy, as their second action,
• Special move type blink ignores overwatch unless the blink moves through an overwatched hex again or perfroms an action
move ends directly on an Overwatched hex. while standing on the overwatched hex.
• The attack is gained right at the moment an enemy enters an
overwatched hex. If the enemy moves through an overwatched Two Enemies Enter an Overwatched Area in a Single Turn
hex, the attack is gained in the middle of the move and the rest = Gain one ranged attack action against each enemy.
of the move is resolved after the attack. Your unit is in overwatch. The enemy in their first action moves
• After the attack is performed, the unit can spend the rest of its through an overwatched hex and you gain an attack action. In the
disposable movement as it chooses (unless the path was already second action, the unit uses an ability that allows another unit to
predetermined, like during charging or jumping). move. The second unit moves through an overwatched hex and you
• When a unit enters a hex, its position on the hex is determined gain an attack action against the second unit too.
by Pathing. The unit only moves from a hex to a hex while facing
forward. This might be important when determining if the attack Having Two Overwatch Units
from overwatch is also an attack from behind. = Gain one ranged attack action with each unit.
• If an enemy is destroyed in the middle of a move, the enemy is You have two units overwatching the same line. The enemy moves
destroyed on the hex it was attacked on. through an overwatched hex. You gain an attack action with both
your units, in the order you choose.
2. When Overwatch Attack is triggered by performing an action
or repositioning: Enemy Enters Overwatched Area in Multiple Turns
• The attack is gained after the enemy declares what action they = Gain one ranged attack action in each turn.
will use but before the action is performed. Your unit is in overwatch. The enemy, in their activation, moves
• If the enemy is destroyed before the action is performed it has through on overwatched hex and you gain an attack action.
no effect. Afterward, in another unit’s activation, the same enemy is thrown on
• The enemy cannot change the action it has chosen depending an overwatched hex. You gain an attack action from overwatch, as
on the result of the attack from overwatch, but all action’s effects that unit was not yet attacked in this other unit’s turn. An enemy can
(like choosing targets, choosing move direction, or choosing get attacked by overwatch on each unit’s turn.
which hack will be used) are decided after the attack.
• If the first effect of the action is to blink or the action specifically
instructs to ignore overwatch, the attack from overwatch is not
gained.
xxi
terrain
The terrain on the grid can be located on the hexes and on the lines between them. For more info about the terrain setup for
scenarios check out the Scenario Section.

High Barriers
High Barriers block vision. When a High Barrier is located on a Windows
line between hexes, the hexes are not considered adjacent. Units Some High Barriers have windows. High Barriers with windows
cannot move through High Barriers and perform melee attacks do not block visibility but follow all other rules of High Barriers.
across them. High Barriers may grant Proximity Cover when a
unit is on a hex adjacent to them. List of High Barriers:
• Cyber City Walls
Half-Hexes • Wasteland Barricades
Some High Barriers go across hexes, creating half-hexes that • FDM Walls
are partially occupied by them. Units cannot move through or
finish their movement on half-hexes. Where possible, place the
dedicated half-hex terrain on them.

Low Barriers

Low Barriers do not block vision. When a Low Barrier occupies Low Barriers may grant Proximity Cover when a unit is on a hex
an entire hex, the units cannot move through them and finish adjacent to them.
movement on them.
List of Low Barriers:
When a Low Barrier is located on a line between hexes, the • Sentry Guns
hexes are still considered adjacent. Units can move through Low • Terminals
Barriers located on the lines between hexes and perform melee • FDM Small Walls
attacks across them.

Cover Terrain

Cover Terrain consist of multiple hexes with some of them being Wreckege consists of:
occupied by High Barriers and Low Barriers, and some of the • 2 flat cover hexes
hexes being flat, so that miniatures can be placed on them. • 2 high barriers hexes (car)
Standing on such a flat hex grants cover to a unit on it. That
cover does not rely on the position of the attacking unit. Simply Bus Stop consists of:
standing on a hex with cover terrain rules grants perpetual cover • 4 flat cover hexes
to a unit. • 2 high barrier hexes (bus stop)
• 1 low barrier hex (trash)
Cover Terrain in Buildings
All hexes inside Buildings, including the hex located exactly by Palmtree consists of:
the building’s door are Cover Terrain. • 2 flat cover hexes
• 1 low barrier hex (tree)
Cover Terrain List and Overview
Tower consists of:
Trash Yard consists of: • 3 flat cover hexes
• 3 flat cover hexes • lines between hexes are low barriers
• 2 high barriers hexes (trash container)
• 1 low barrier hex (trash) Small Barrier consists of:
• fences are low barriers • 3 flat cover hexes
• fences are low barriers

xxii
multi-levels
Using multi-level terrain in GridWars is optional. Before a battle, the players should establish if the hexes located on the roofs and
higher floors (if there are any) will take part in the game or not. If so, apply all the rules from this Section. Multi-Level Terrain battles
are suggested for advanced players.

Roof Hexes
Movement Ladder Restrictions:
A unit can move onto all roofs and higher floors with hexes on • A unit cannot use a ladder if there is a unit on the hex
them. These hexes will be referred to as Roof Hexes. Entering that the ladder is leading to.
these hexes is possibile through using some special move types • A unit cannot use a ladder when it is moving as a result
(blink, jump, fly), or by using a ladder attached to a High Barrier. of a charge or dash special move type.
• Natural Units and Multi-Base units cannot use ladders.
Ladders
When a unit is on a hex adjacent to a Ladder, it can continue Some Ladders located inside the buildings may be positioned
movement to an adjacent Roof Hex. Using a ladder costs 1 in a way, that the hex directly above them is empty (a hole in
additional move. Therefore, a unit must have at least 2 move a ceiling). Whan a unit uses such a ladder, they can continue
remaining in order to reach a Roof Hex (1 for using a ladder and movement on any hex adjacent to the empty hex.
1 for moving onto the Roof Hex). A unit cannot finish movement
“on the ladder”. Units may also use a ladder to travel from a Roof Combat
Hex to the ground floor or a lower floor by following the same Hexes that are next to each other but on different levels
rules. Ladders should only be attached in a way that allows (even if they are connected by a ladder) are not considered
access to them through an edge of a full hex. adjacent. Units on them are not in combat and cannot use
melee attacks against each other (even attacks with reach
and aoe) but they can use ranged attacks against each other.

Visibility

Targeting a unit on a different level is possible and does not Visibility on Roof Hexes
require extra range. Proximity Cover applies only if a barrier, The unit on the Roof Hex only has vision of the hexes that
an ally, or a neutral unit is adjacent to the defending unit on are in an equal or further distance from the edge of the
the same level as it is on. terrain that the unit is standing on. For example, a unit that
is standing 2 hexes from the edge, will not have the vision of
High Ground Bonus the first and second hex directly behind that edge.
When a unit on a Roof Hex is using a ranged attack against a
visible unit on a level below them, the attack ignores cover. The same principle applies to the visibility of the units
standing on Roof Hexes. A unit on a level below can only
see as far onto the roof as far it is from the terrain’s edge.
For example, a unit that is standing on a hex adjacent to a
terrain’s edge only has vision of the hexes adjacent to the
same edge of that terrain on the upper floors.
A unit does not have visibility of the unit that is standing on
a hex directly above them or of any unit that is on an upper
level of a building that the unit is currently in, unless there
is a hole in the ceiling, which causes the regular visibility on
Roof Hexes to apply.

If a unit is standing directly be the door to the building, it is


visible from the “adjacent” hexes above it.

xxiii
sss

multi-levels

Examples

Visibility of hexes on higher ground when a model stands 2 Visibility of lower ground when the model is standing on the
hexes away from the building. edge of higher ground.

Visibility of hexes on higher ground when a model stands 1 hex Visibility of lower ground when the model is standing 1 hex
away from the building. from the edge of higher ground. 3 orange hexes are not visible.

Visibility of hexes on higher ground when a model stands on a Visibility of lower ground when the model is standing 2 hexes
hex adjacent to higher ground. from the edge of higher ground. 11 orange hexes are not
visible.

(Please note that the actual Arc of Sight is slightly wider than
presented in the images on the right.)
xxiv
NEUTRAL UNITS
Neutral Units are placed on The Grid during the setup of every Scenario and they take active part in the battle. These units do not
belong to any player but they can be activated by certain effects.

Sentry Guns
Sentry Guns - Overwatch Attacks Sentry Gun attacks have Precision. They ignore the Friendly Fire
Sentry Guns always have Overwatch. This means that every time Penalty. Keep in mind that Precision only prevents damaging the
a unit enters a hex overwatched by a Sentry Gun, it gets attacked units in combat with the target. All units in combat still have
by it, following the regular Overwatch rules. When a Sentry Gun cover.
attacks a player’s unit, their opponent performs the attack roll
for it. Attacking Sentry Guns
Player Units can charge, attack, and throw Sentry Guns but they
When a Sentry Gun attacks, it uses a ranged attack profile from cannot use Hacks, Abilities, and Engineering Taks unless they
its Unit Card and changes Mastery Results to Hits with its Ranged specifically allow targeting a Neutral Unit.
Mastery Statistic. Sentry Guns cannot gain and spend Energy.
Materials
Sentry Guns are never in combat. It means that they are not Destroying a Sentry Gun grants Materials that can be used
considered to be in combat or locked in combat when another for Engineering Tasks. When a unit destroys a Sentry from an
unit is on a hex adjacent to them. This also means that all other adjacent hex, it gains 1 Material Token. When a unit destroys a
units on hexes adjacent to Sentry Guns are not considered to be Sentry with a ranged attack or from a distance. Place the Material
in combat or locked in combat by them. Token on the hex on which it was destroyed. Any unit that moves
onto or through that hex gains the Token.
As a result of this rule, when a unit is on a hex directly in front
of the Sentry Gun, the unit still gets attacked from Sentry Gun’s Cover from Sentry Guns
Overwatch. Units do not get cover from being in combat with a Sentry Gun.
However, Sentry Guns are Low Barriers and can grant Proximity
Cover for being on a hex adjacent to them.

Activating Sentry Guns

A Sentry Gun can be activated by a player to temporarily fight on


their side through hacks, engineering projects and other effects.

After activating a Sentry Gun, it can perform 2 actions in the


specified order and as many Repositions as needed - before, after,
or in between the actions.

1. Move Action
Sentry Gun’s Movement Statistic is 2. Sentry Gun is never in
combat, so it can move even when it is adjacent to other units.

2. Attack Action
After the Move Action, the player can perform an Attack Action.
Sentry Gun cannot use melee attacks, it can only use the ranged
attack printed on its unit card. Because Sentry Gun is never in
combat, it can use the ranged attack even if there is another
unit on an adjacent hex and can target an adjacent unit with the
attack. When a Sentry Gun becomes activated by a unit, that unit
may spend their Energy Tokens to change Energy Results to HITS
in Sentry Gun’s attack.

Backdoor Token
After a unit is activated with a “Neutral Unit Activation” Hack,
place a Backdoor Token on it. Allies hacking a unit with your
Backdoor Token on it have -1 Diffuculty and enemies have +1
Difficulty. When you successfully hack a Neutral Unit with an
enemy Backdoor Token on it, replace it with your own.

After a unit is activated with an “Override” Engineering Project,


remove all Backdoor Tokens from it.
xxv
CED

Some Scenarios include a powerful CED Neutral Unit. CED


follows all the same rules as a Sentry Gun with the exceptions
listed below.
• CED does not have Overwatch. It will only attack when
activated by a player.
• When CED is activated it can perform up to 2 actions. It can
be any combination of Move and Attack actions, there is no
fixed order in which they have to be used and CED can use
an attack action twice.
• In a move action, as a multi-base unit, CED follows the
movement rules listed in the Large Units section.
• All CED’s attacks have Precision and they are also Unique,
which means that each attack profile can only be used once
per activation.
• Using an Override Engineering Project on CED costs 1
additional Material.
• Destroying CED grants 1 additional Material.

CED Customization
CED has two standard attacks and two empty weapon slots.
Before the game choose or randomly pick which 2 of the
following 6 attack profiles will be available to it during the
game.You can additionally customize the CED’s model to match
the chosen weapons.

Mines

Mines are a special type of a neutral unit, that does not follow Mine Activation
any neutral units rules from this section. Instead, they follow • For the purpose of Neutral Unit Activation Hack, Mine’s IDS
the dedicated Mine rules below: Statistic is 0.
• Mines do not provide Proximity Cover and do not obstruct • For the purpose of Override Engineering Project, each edge
vision. of the Mine is its back half.
• Detonation: Units can enter hexes with mines on them. • When mine becomes activated, it can move up to 2 hexes. If
When they do, detonate the mine and remove it from The it enters a hex with a unit, it detonates.
Grid. It deals 1 damage to the unit on and to all units on • Mines cannot enter hexes with other Mines.
adjacent hexes.
• Unless an effect specifically mentions a Mine or a Neutral
Unit, a Mine cannot be targeted or chosen by any effect,
and effects that affect “all” units in radius ignore Mines.
xxvi
Status Tokens
Status tokens rules

DAMAGE TOKENS CONDITION TOKENS


Place the Damage Tokens on units that are dealt Some effects apply conditions to units. When a unit receives a
damage to or lose HP. Once the number of Damage condition, place its token next to the unit.
Tokens is equal to the unit’s HP statistic, the unit is
destroyed and removed from the battlefield. Non-stackable: A unit cannot have more than one non-stackable
token with the same name. Do not place additional tokens with
A unit cannot have more Damage Tokens than its HP Statistic. the same name on the unit that already has one.
If an attack or an effect deals more damage to a unit than its Status Effect: As long as a unit has a token with a Status Effect,
remaining HP, the surplus Damage Tokens are not placed on apply the effect’s rules to the unit. At the beginning of a unit’s
the unit and they do not count as damage dealt. When a unit turn, remove all tokens with a Status Effect from it. However,
restores HP, remove that many Damage Tokens from the unit. when a token is removed this way, the Status Effect’s rules
keep applying to the unit until the end of its turn. Status effects
ENERGY TOKENS with the same name do not stack, even if a unit receives a new
Distribute the Energy Tokens to units at the Condition Token in its turn while still affected by the Status
beginning of each round. Energy Tokens can be Effect of the one discarded at the beginning of its turn.
spent to pay the Energy Cost of abilities and to
improve attack and defense rolls by changing Inspire Results to Stun Token
Hits or Saves. At the end of each round, remove all Energy Tokens Non-stackable. The next time the unit with a Stun
from all units. Token would perform a non-effortless action, that
action is lost and the unit discards the Token. This
SHIELD TOKENS effect also applies to actions that the unit would
When a unit gains a shield, place a Shield Token on gain in other units’ turns and from Overwatch.
it. When a unit with a Shield Token takes damage,
you must discard a Shield Token for each damage, Weakness Token
instead of placing Damage Tokens on it. At the end of each round, Non-stackable. Status Effect: The unit has -1 to Melee
leave 1 Shield Token on each unit that has them and discard all Mastery, -1 to Ranged Mastery, and can be Thrown as
extra ones. if their Max Health Statisic was reduced by 2.

When a unit is caused to “lose HP” (instead of “receive damage”), Silence Token
it cannot discard Shields to prevent it. Non-stackable. Status Effect: The unit cannot use
Hacking Action and all its hacks have no effect. All
Effects of attacks with the “On damage” keyword are not applied abilities performed by the unit have +1 Energy Cost.
if the entire damage was prevented by Shields.
Immobilize Token
OTHER TOKENS Non-stackable. Status Effect: The unit cannot use
Some armies, units, and effects may apply other tokens which a Move Action and a Charge Action. It also cannot
are not Condition Tokens unless stated otherwise. These tokens move as a result of allied and enemy Move Effects
include but are not limited to Overwatch Tokens and Backdoor and with Special Move Types other than Blink. An
Tokens. immobilized unit can still be thrown.

Blind Token
Non-stackable. Status Effect: When a blinded unit
performs an attack roll, for each die rolled or rerolled
into a blank result (but not the dice changed to
blanks!), it deals 1 damage to itself. That damage is
dealt after the enemy’s defense roll.

DOT Token
Stackable. At the beginning of the unit’s turn, it
loses 1 HP for each DOT token. A unit can spend 1
action to discard all DOT tokens from itself.

Spotted Token
Ranged attacks against a unit with a spotted token
have +1 attack die, Precision, and Ignore Cover.
Discard the token when the unit leaves the hex it
is currently on.
xxvii
large UNITS
Multi-Base Units

Larger Units in GridWars occupy more than 1 hex.

Movement Cover
Multi-base units can move in any direction (even one they are When a unit performs a ranged attack against a large unit, it has
not facing) but they cannot reposition as a free action, thay can to choose one closest visible hex that belongs to it. Regular rules
only change their orientation on the hexes as a part of moving. for cover at that hex apply.

When multi-base unit can moves by a number of hexes, divide Combat


that number into separate move points. For example, when the Large units are never in combat. That also means that units
unit uses a move action and has 5 Move Statistic it gets 5 move adjacent to them are not considered to be in combat with them.
points. For each move point, you can
Throwing
• Move the entire model 1 hex in any direction. Large units cannot use throw action and throw action cannot be
• Rotate the model in any direction by 1 hex clock-wise or used against them.
anti-clockwise with at least one part of the model staying
on the same hex. Template Weapons and Mines
• Reposition the model so that it stays on the exact same Even when a template or mine affects multiple hexes that a
hexes but faces another direction. Large unit is standing on, the effect applies to the unit only once.

Bikes

Units on bikes have their own rules for movement and they
impact the grid in a unique way. Each unit on a bike also has
a version of it that is on foot. You cannot add both versions
to the same squad.

Bike movement
On the bike you can only move forward - either straight,
slightly to the left or slightly to the right. The bike cannot be
repositioned for free, it costs 1 action to reposition the bike
so that it faces a reverse direction.

xxviii
large UNITS
Fronts, Backs, Arcs

Large Units Fronts and Backs for the purpose of Attacks from Large Units Arc of Sights.
Behind.

xxix
Gameplay

Rules Priority
Rules from Unit Cards and Faction Rules have priority over the
rules from the rulebook.
If two effects contradict each other, the effect that does not
allow to do something or ignores something has priority.

Effect’s Order
When two or more effects trigger at the same time, the player
whose unit’s turn it is currently choses the order in which
they are resolved. If it is neither player’s unit’s turn, (i.e. at the
beginning or the end of round) the player with the Initiative
Token chooses the order. Keep in mind that all effect that trigger
“when” a certain effect occurs have to be resolved before any
effects that trigger “after” it.

Units’ Bases
Some models may have parts that are protruding over the edges
of their base. In same cases, when there are multiple units and
terrain involved in a tight space, it may be necessary to replace
some larger units with empty bases to keep everything in a
proper orientation on The Gird.

Rerolling Dice
Each die can only be rerolled once by each player.

Reroll and Dice Modification Order


After a player rolls any dice, first, the opponent may use any dice
reroll or dice result modifying effects available to them in any
order. Afterward, the player who rolled the dice may do the same.
Once the player who rolled the dice finishes or passes doing so,
the enemy player can no longer use any effects that affect the
dice’s results.

Charging an adjacent unit


Units are not allowed to choose an adjacent unit as a charge’s
target. Even if a unit is allowed to charge while in combat, charge
as if they were not in combat, or are adjacent to a Nautral Unit
that is never in combat.

Edges of the Gird


All edges of the battlefield are High Barriers.

xxx
SCENARIOS

Scenario Setup

Before each battle, players have to choose a Scenario. Each Deployment


Scenario has unique rules, setup, lenght, and a way to score Players can only deploy their units fully within the deployment
Victory Points (VPs). Fill the dedicated brackets with the VPs zones highlighted on the Large Grid and Small Grid below.
throughout the game. After the game ends, count the score and
determine the winner! Objective Points
Objectives are a special type of terrain that is used to mark
Terrain Setup critical points of interest in Scenarios. Objectives 1, 3 and 5 are
Depending on the grid size, fill the grid with the number of Low Barriers and Objectives 2, 4 and 6 are High Barriers.
components listed below in any way you see fit that both players
agree on (if players cannot agree, use the Custom Setup). Each Scenario Rules
Scenario may also include Scenario Components. You will find Each scenario is a different challenge, read the scenario scoring
information on how and when to place them in the Scenario and rules to prepare your strategy.
Rules.

Large Grid Small Grid

Roster Point Limit: 200 points. Roster Point Limit: 100 points.

Components: Components:
• 12x Structure • 6x Structure
• 12x Mine • 6x Mine
• 8x Terminal • 4x Terminal
• 8x Sentry Gun • 4x Sentry Gun

Custom Setup
If players cannot agree or decide on The Grid’s setup, put all Step 3. When placing Sentry Guns, reposition them in a way that
components aside. Players, one by one, alternately, place one their overwatched hexes do not include any player’s deployment
piece on the grid, starting with terrain (Step 1), then terminals zone. Sentry Guns cannot be placed inside buildings and each
(Step 2), and finally, sentry guns and/or mines (Step 3). Pieces Sentry Gun should be placed at least 4 hexes away from all
cannot be placed in deployment zones and on reserved scenario other ones and the edges of The Grid.
hexes highlighted in the scenario’s setup graphic.
Mines can only be placed at least 2 hexes away from deployment
Step 1. When placing terrain, the new piece cannot be adjacent zones. Mines cannot be placed in the same rows (vertical lines)
to any previously placed terrain. on the grid as other mines, and at least 4 hexes away from all
other mines and the edges.
Step 2. When placing terminals, each has to be placed adjacently
to a different building and should not be placed in a way that
makes the passage between two terrains blocked.
xxxi
Scenario 1
grid control
Setup Scoring
Set up the terrain. Before picking sides, put aside Objectives 1-6 • 1 VP for each 10pts of destroyed enemy units at the end of
(for Large Grid) or 1-4 for Small Grid. Players, alternately, one by the game.
one place 1 Objective on the grid until all are placed. Objectives • 1 VP for each controlled objective at the end of each Round.
have to be played at least 4 hexes away from each other and the
edges of the Grid. Rules
In order to control an objective a player has to control more
After a player places the last objective, the other player places units than the opponent in a 2 hex radius from it at the end of
the CED anywhere on the middle row. a Round. If both players have the same number of units in the
radius, neither controls the Objective.
Duration
The scenario ends after 6 Rounds.

Scenario 2
data leak
Setup Scoring
Before setting up terrain. Place Objective 1 and 2 in the middle • 1 VP for each 10pts of destroyed enemy units at the end of
row, 4 hexes away from the edge (for Large Grid) or 3 hexes away the game.
from the edge (for Small Grid). • 2 VP for each Data Token possessed by a player’s unit at the
end of the game.
After setting up the terrain, before picking sides, each player • 5 VP for each Data Token delivered to the Objective.
receives 5 Data Tokens (for Large Grid) or 3 Data Tokens (for
Small Grid). Players, alternately, one by one, place 1 Data Token Rules
on the grid unil all are placed. Data Tokens have to be placed at When a unit enters or moves through a hex with a Data Token
least 4 hexes away from each other, from Objectives, and from on it, you may place the Token on the unit’s card. When a unit
the edges of the Grid. Tokens cannot be placed on hexes with with a Data Token is destroyed, place its token on a hex it was
neutral units on them and on higher floors. destroyed on. A unit cannot carry more than 1 Data Token. At any
time during a unit’s turn, the unit can drop the Token and place
Duration it on any adjacent hex. If that hex has a unit on it, you may place
The scenario ends after 6 Rounds. the Token on that unit’s card.

When a unit enters a hex adjacent to an Objective, remove a


Data Token from it to score 5 Victory Points. Neutral units cannot
enter hexes with Data Tokens on them.

xxxii
Scenario 3
sector wipe
Setup Scoring
Set up the terrain. Before picking sides, put aside Objectives 1-6 • 1 VP for each 5pts of destroyed enemy units at the end of
(for Large Grid) or 1-4 for Small Grid. Players, alternately, one by the game.
one place 1 Objective on the grid until all are placed. Objectives • 4 VP for each controlled objective at the end of the game.
have to be played at least 4 hexes away from each other and the
edges of the Grid. Rules
Objectives are only scored at the end of the game. In order to
Duration control an objective a player has to control more units than the
After the 5th Round, roll a D6. On 1-3, the game ends. On 4-6, opponent in a 2 hex radius from it In this scenario, 1 Victory
play the 6th Round. Point is scored for each 5pts of destroyed enemy units instead
of 10pts.

Scenario 4
CED WARS
Setup Scoring
After both players deploy all their units, each player places a • 1 VP for each 10pts of destroyed enemy units at the end of
CED in their deployment zone (starting with the player with the game.
the Initiative Token). Each player chooses the 2 extra weapon • 1 VP for each damage dealt by a CED.
equipped in their CED. On Small Grid, each CED begins the game • 6 VP for destroying the enemy CED.
with 3 Damage Tokens on it.
Rules
Duration In this scenario, CEDs are regular units controlled by each player
After the 5th Round, roll a D6. On 1-4, the game ends. On 5-6, and are activated in a Round following a regular unit rules. CEDs
play the 6th Round. Move Statistic is increased by 1.

xxxiii

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