OPR: Grimdark Future

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Questions and Answers

What is the recommended size for the playing surface?

  • 5'x5'
  • 6'x3'
  • 7'x4'
  • 6'x4' (correct)

How far apart should armies deploy if playing on a smaller surface?

  • 24" (correct)
  • 12"
  • 36"
  • 48"

How many pieces of terrain are recommended to be placed on the playing surface?

  • 8 or more
  • 5 or more
  • 12 or more
  • 10 or more (correct)

What can be used as terrain pieces if great looking pieces are not available?

<p>Books or cups (D)</p> Signup and view all the answers

What is the recommendation for setting up the table to provide a balanced playing field?

<p>Balance the number of cover and difficult terrain pieces (D)</p> Signup and view all the answers

What are the force organisation rules aimed at achieving?

<p>Improving army composition consistency and balance (B)</p> Signup and view all the answers

What is the maximum number of heroes players can bring at 2000pts?

<p>4 (C)</p> Signup and view all the answers

How many copies of the same unit can players bring at 2000pts?

<p>3 (A)</p> Signup and view all the answers

What is the maximum value of a single unit at 2000pts?

<p>700pts (B)</p> Signup and view all the answers

What is the maximum number of units players can bring at 2000pts?

<p>10 (D)</p> Signup and view all the answers

Who starts deploying their army first after the mission has been set up?

<p>The winning player of the roll-off (D)</p> Signup and view all the answers

How are game rounds structured?

<p>Into multiple turns (A)</p> Signup and view all the answers

When does the game start with the first round?

<p>After both players have deployed their armies (D)</p> Signup and view all the answers

What happens once all units have activated in a round?

<p>'Rounds' end and a new one begins (A)</p> Signup and view all the answers

Which action allows a unit to move 6” and shoot after moving?

<p>'Advance' (D)</p> Signup and view all the answers

When does the winning player start deploying their army?

<p>After the roll-off (A)</p> Signup and view all the answers

What is the distance within which a unit must be fully deployed from their table edge?

<p>12 inches (C)</p> Signup and view all the answers

How is a game round structured?

<p>Made up of multiple turns (B)</p> Signup and view all the answers

When does the game end?

<p>After 4 full rounds have been played (B)</p> Signup and view all the answers

When does a player activate a unit?

<p>During their turn by performing an action (D)</p> Signup and view all the answers

What happens once all units have activated in a round?

<p>A new round begins (A)</p> Signup and view all the answers

How are game turns structured?

<p>Made up of a single activation (C)</p> Signup and view all the answers

How are unit activations structured?

<p>Made up of a single action (A)</p> Signup and view all the answers

What determines who activates first on each new round?

<p>The player that finished activating first on the last round (C)</p> Signup and view all the answers

What is the maximum distance a unit can move when taking a Rush action?

<p>12&quot; (A)</p> Signup and view all the answers

What restriction is ignored by models taking a Charge action?

<p>Moving within 1” of models from other units (B)</p> Signup and view all the answers

What is the primary purpose of Unit Coherency?

<p>To maintain an uninterrupted chain of models in 1” coherency with each other (A)</p> Signup and view all the answers

Which action allows a unit to move by up to 6" and shoot after moving?

<p>Advance (D)</p> Signup and view all the answers

What must happen if a model is not in coherency with its unit at the beginning of its activation?

<p>The model must take an action to get back into coherency (D)</p> Signup and view all the answers

When taking a Hold action, what are the restrictions on the movement and turning of models in the unit?

<p>Models may not move or turn in any direction (C)</p> Signup and view all the answers

What is the maximum distance a unit can move when taking an Advance action?

<p>6&quot; (D)</p> Signup and view all the answers

What is the maximum distance a unit can move when taking a Charge action?

<p>12&quot; (D)</p> Signup and view all the answers

When taking a Rush action, what restrictions apply to the movement and turning of models in the unit?

<p>Models may move by up to 12” but cannot turn (A)</p> Signup and view all the answers

What is required for a unit to pick a valid target for shooting?

<p>Line of sight to the target and at least one model having a weapon within range (C)</p> Signup and view all the answers

What determines how many attacks a unit has for shooting?

<p>The sum of Attack values from all models that can shoot at the target (A)</p> Signup and view all the answers

What is the sequence for firing multiple weapon types in a shooting action?

<p>Determine attacks, roll to hit, roll to block, remove casualties (B)</p> Signup and view all the answers

What determines whether models in a unit can fire at different targets in a shooting action?

<p>Whether the unit is divided into separate weapon groups (B)</p> Signup and view all the answers

What is the next step after determining how many attacks the unit has in total for shooting?

<p>Roll to Hit (D)</p> Signup and view all the answers

What is the consequence of a failed Roll to Block?

<p>One wound is caused to the target (D)</p> Signup and view all the answers

When does the defending player remove models as casualties from the target?

<p>After rolling to hit (D)</p> Signup and view all the answers

When taking a Charge action, what determines if an enemy is a valid target for a unit?

<p>Being within charge distance with a clear path to the enemy model (C)</p> Signup and view all the answers

During a Charge move, how far must charging models move to get into base contact with an enemy model from the target unit?

<p>Up to 12&quot; (D)</p> Signup and view all the answers

In the Melee Sequence, what is the second step for the charging unit and the target unit?

<p>Roll to Hit (A)</p> Signup and view all the answers

Which models may attack an enemy unit during a melee?

<p>All models in the unit (A)</p> Signup and view all the answers

What is the maximum distance non-charging models from the target unit can move to get into base contact with charging models during a Charge action?

<p>Up to 3&quot; (A)</p> Signup and view all the answers

In a Charge action, what determines if a model is in base contact with an enemy model from the target unit?

<p>Being within 1&quot; (A)</p> Signup and view all the answers

During a Charge move, what is the maximum distance charging models can move?

<p>Up to 12&quot; (B)</p> Signup and view all the answers

What determines if a model may strike at models from the target unit during a melee?

<p>Being within base contact with the enemy model (D)</p> Signup and view all the answers

What is the second step in the Melee Sequence for the charging unit and the target unit?

<p>Roll to Hit (A)</p> Signup and view all the answers

What is the first step in the Melee Sequence for the charging unit and the target unit?

<p>Determine Attacks (C)</p> Signup and view all the answers

What is the third step in the Melee Sequence for the charging unit and the target unit?

<p>Roll to Block (B)</p> Signup and view all the answers

What is the consequence for models attacking in melee for the first time during a round?

<p>They hit on unmodified rolls of 6 in any subsequent melee until the end of the round (B)</p> Signup and view all the answers

What determines how many attacks a unit has in total for melee?

<p>Sum of the Attack value from the weapons of all models (B)</p> Signup and view all the answers

When does the defending player remove models as casualties from the target?

<p>For every hit that the unit has taken (A)</p> Signup and view all the answers

What is the effect of a failed Roll to Block?

<p>Causes one wound each to the target (A)</p> Signup and view all the answers

When does the defending unit have the option to strike back in melee combat?

<p>After all charging models have attacked (B)</p> Signup and view all the answers

What is the effect of striking back for the defending unit in melee combat?

<p>It does not count as the defending unit's activation (B)</p> Signup and view all the answers

When may activated units in a melee combat strike back?

<p>After all charging models have attacked (B)</p> Signup and view all the answers

What happens if one unit causes more wounds than the other in a melee?

<p>The loser takes a morale test (B)</p> Signup and view all the answers

When do units need to make consolidation moves?

<p>After taking morale tests (C)</p> Signup and view all the answers

Under what circumstances must the charging unit move back by 1" after determining the winner of the melee?

<p>If neither unit caused any wounds (C)</p> Signup and view all the answers

When do units need to take morale tests after a melee?

<p>If they suffered at least one wound (A)</p> Signup and view all the answers

When does a unit have to take a morale test?

<p>When it takes wounds leaving it with half or less of its starting size (C)</p> Signup and view all the answers

What happens if a unit fails a morale test?

<p>It becomes Shaken (A)</p> Signup and view all the answers

How is a morale test conducted?

<p>The affected unit must take one regular Quality test (C)</p> Signup and view all the answers

When must a unit in melee take a morale test?

<p>When it has the lowest total of wounds caused in the melee (B)</p> Signup and view all the answers

What happens if a unit's morale test roll is unsuccessful and it has half or less of its starting size or tough value?

<p>The unit is Routed (D)</p> Signup and view all the answers

Under what condition does a unit not have to take a morale test even if it dealt fewer wounds in melee?

<p>If it destroyed its opponent (D)</p> Signup and view all the answers

What happens if a unit's morale test roll is unsuccessful and it has over half of its starting size or tough value?

<p>The unit is Shaken (A)</p> Signup and view all the answers

What happens if a unit's morale test roll is unsuccessful and it only has half or less of its starting size or tough value?

<p>The unit Routs (B)</p> Signup and view all the answers

What happens to Shaken units as long as they are shaken?

<p>They must spend their activation being idle and may do nothing (A)</p> Signup and view all the answers

What type of terrain counts as having no special rules and is not affected by any terrain rules?

<p>Open Terrain (C)</p> Signup and view all the answers

Which type of terrain stops models from moving through it unless they have specific rules to ignore it?

<p>Impassable Terrain (C)</p> Signup and view all the answers

What type of terrain does not allow units to draw line of sight through it, unless they have specific rules to ignore it?

<p>Blocking Terrain (C)</p> Signup and view all the answers

Which type of terrain provides a bonus to Defense rolls for units in or behind it when blocking hits from shooting attacks?

<p>Cover Terrain (C)</p> Signup and view all the answers

What type of terrain hinders a model’s movement or forces them to slow down?

<p>Difficult Terrain (B)</p> Signup and view all the answers

Which type of terrain counts as any surface that is not specifically defined as a type of terrain?

<p>Open Terrain (D)</p> Signup and view all the answers

Which type of terrain counts as any piece of terrain that models can’t see or shoot through?

<p>Blocking Terrain (D)</p> Signup and view all the answers

What is the consequence of a model moving in or through dangerous terrain?

<p>The unit must take a dangerous terrain test (D)</p> Signup and view all the answers

What counts as elevated terrain and is impassable?

<p>Terrain over 3” tall and any gaps over 1” wide (D)</p> Signup and view all the answers

When a unit moves in or through difficult terrain, what is the maximum distance it can move for that movement?

<p>6 inches (C)</p> Signup and view all the answers

What must a unit do if it is activated in dangerous terrain?

<p>Take a dangerous terrain test (B)</p> Signup and view all the answers

When does a model need to take a dangerous terrain test?

<p>When it moves in or through dangerous terrain (C)</p> Signup and view all the answers

What happens if there are models with the Tough(X) rule in the unit when taking a dangerous terrain test?

<p>Roll X dice for them instead of only 1 die (C)</p> Signup and view all the answers

What is considered as dangerous terrain?

<p>Terrain features that could harm models or outright kill them (A)</p> Signup and view all the answers

What does the special rule 'Ambush' allow a player to do?

<p>Keep the model off the table in reserve and deploy it later (D)</p> Signup and view all the answers

What does the special rule 'AP(X)' do?

<p>Grants -X to Defense rolls for enemy units taking hits from weapons with this rule (A)</p> Signup and view all the answers

What is the effect of the 'Blast(X)' special rule?

<p>Ignores cover and multiplies its hits by X for each attack (D)</p> Signup and view all the answers

What does the 'Counter' special rule allow a model to do?

<p>Strike before the charging unit and give the charging unit -1 total Impact attacks (B)</p> Signup and view all the answers

What is the effect of the 'Deadly(X)' special rule?

<p>Multiplies the amount of wounds suffered by X when taking wounds from a weapon with this rule (A)</p> Signup and view all the answers

What is the effect of the 'Entrenched' special rule?

<p>-2 to hit when shooting at models from over 12&quot; away (A)</p> Signup and view all the answers

What is the effect of the 'Fast' special rule?

<p>+2&quot; movement when using Advance actions and +4&quot; when using Rush or Charge actions (C)</p> Signup and view all the answers

What must a player do if both players have units with Ambush?

<p>Roll-off to see who deploys first, and then alternate in placing them (C)</p> Signup and view all the answers

What happens if units deploy from Ambush on the last round?

<p>They can’t seize or contest objective markers (A)</p> Signup and view all the answers

When does a model with Entrenched get -2 to hit when shooting at models?

<p>From over 12&quot; away, as long as this model hasn’t moved since the beginning of its last activation. (D)</p> Signup and view all the answers

What special rule allows models to move through units and terrain, and ignore terrain effects when moving?

<p>Flying (A)</p> Signup and view all the answers

Which special rule multiplies the number of attacks by X when a model charges?

<p>Impact(X) (C)</p> Signup and view all the answers

Which special rule allows weapons to shoot at enemies that are not in line of sight, but with a -1 to hit after moving?

<p>Lock-On (A)</p> Signup and view all the answers

Which special rule provides a bonus to hit rolls equivalent to Quality 2+ when attacking?

<p>Reliable (B)</p> Signup and view all the answers

Which special rule causes enemy units taking hits to get -1 to Regeneration rolls and must re-roll unmodified Defense rolls of 6 when blocking hits?

<p>Poison (B)</p> Signup and view all the answers

Which special rule allows models to ignore cover and all negative modifiers to hit rolls and range?

<p>Lock-On (C)</p> Signup and view all the answers

Which special rule allows a model to roll one die for each wound taken, ignoring the wound on a 5+?

<p>Regeneration (A)</p> Signup and view all the answers

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Study Notes

Game Setup

  • The recommended playing surface size is not specified, but armies should deploy farther apart on smaller surfaces.
  • 3-5 pieces of terrain are recommended on the playing surface.
  • Any objects can be used as terrain pieces if great-looking pieces are not available.
  • The table should be set up to provide a balanced playing field.

Force Organisation

  • The force organisation rules aim to achieve balanced armies.
  • At 2000pts, a player can bring a maximum of 1 Hero per 500pts.
  • A player can bring a maximum of 3 copies of the same unit at 2000pts.
  • A single unit's value cannot exceed 500pts at 2000pts.
  • A player can bring a maximum of 12 units at 2000pts.

Game Flow

  • The game starts with the first round after mission setup and deployment.
  • A game round consists of unit activations.
  • Once all units have activated in a round, the round ends.
  • The game ends when all units of one player are destroyed or removed.

Unit Activation

  • A unit activates by performing one of six actions: Move, Shoot, Charge, Hold, Advance, or Rush.
  • Move: Move up to the unit's Movement value.
  • Shoot: Shoot at an enemy unit.
  • Charge: Move towards an enemy unit and engage in melee combat.
  • Hold: Perform a shooting action, then hold position.
  • Advance: Move up to the unit's Movement value, then shoot.
  • Rush: Move up to 6" and shoot after moving.
  • The winning player starts deploying their army first.

Melee Combat

  • Melee combat consists of three steps: charging unit and target unit resolve melee attacks, then the target unit resolves its melee attacks.
  • Charging units move into base contact with the target unit.
  • Non-charging models from the target unit can move up to 2" to get into base contact with charging models.
  • Units can strike back in melee combat if they were charged.

Terrain

  • Built-up Area terrain counts as having no special rules.
  • Impassable terrain stops models from moving through it unless they have specific rules to ignore it.
  • Blocking terrain does not allow units to draw line of sight through it, unless they have specific rules to ignore it.
  • Covering terrain provides a bonus to Defense rolls for units in or behind it when blocking hits from shooting attacks.
  • Difficult terrain hinders a model's movement or forces them to slow down.
  • Open terrain counts as any surface that is not specifically defined as a type of terrain.
  • Elevated terrain is impassable and counts as dangerous terrain.

Special Rules

  • Ambush allows a player to deploy a unit in hidden positions.
  • AP(X) causes X damage to models when they take a hit.
  • Blast(X) causes X damage to all models within a certain radius.
  • Counter allows a model to make an attack against an enemy unit that charged it.
  • Deadly(X) causes X damage to models when they take a hit in melee combat.
  • Entrenched provides -2 to hit when shooting at models in cover.
  • Fast allows models to move through units and terrain, and ignore terrain effects when moving.
  • Furious Charge multiplies the number of attacks by X when a model charges.
  • Ignore Cover allows weapons to shoot at enemies that are not in line of sight, but with a -1 to hit after moving.
  • Marksman provides a bonus to hit rolls equivalent to Quality 2+ when attacking.
  • Toxic causes enemy units taking hits to get -1 to Regeneration rolls and must re-roll unmodified Defense rolls of 6 when blocking hits.

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