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Gruntz - “Geek Hut” House Rules/Clarifications

• For alternating activations, roll Initiative at the start of each turn.


• Unspecified unit fire means randomising who is waxed.
• Aiming uses one action, it is not an automatic bonus for not moving.
• Shooting at x2 range is minus two to hit and shooting at x3 range is minus
three.
• When moving into a building or behind cover, if appropriate, the unit can make
a skill check (11) to remain hidden and not be targeted from outside (unless
with the shooter’s skill in inches). If the unit fires out, they are no longer hidden;
they are in cover.
• As well as shooting twice, Commanders can also attack twice in combat.
• AE weapons apply full damage to anyone hit by the template.
• Gatling guns do not scatter - roll Shoot for each figure under the template.
Figures under the template are still obscured by terrain (in cover) or can be out
of LoS (thus not targeted) etc.
• Roll shoot for each figure under a flame template. No cover and +1 to hit due to
nature of weapon.
• Full Auto against a vehicle is one shot, using the concentrated fire bonuses.
The -1 still applies as does second-shot, stabilisers etc.
• A unit affected by Condition Brown can retreat to cover even if that means not
moving as far as the rules suggest.
• If prone and affected by Condition Brown, unit only stands and moves its base
move away or into cover.
• Additional Condition Brown cannot cause more than a double base move
retreat (or stand and base move for a prone unit) but will cause further
suppression (an action or push to clear each).
• Overwatch does not cause a -1 to Shoot.
• Each Transport Slot is equivalent to 8 gruntz (or 4 gruntz in power armour).
• Disembarkation can be one of the “extra moves” granted by a push (i.e.
debus+move+shoot or debus+assault).
• If a vehicle transporting Gruntz is destroyed, they can bail out on a Skill check
of 10. If it was Catastrophic, the skill check is 12 (and the gruntz might still be hit
by the explosion).
• A push move can be used on a gruntz squad in a vehicle even if that squad is
moved out of the commander’s mental range (e.g. by a vehicle) before they get
to activate.
• Movement for each figure is measured individually. This is instigated because
you can otherwise “leap frog” gruntz over a unit leader. In the case of a unit with
Long Runners and Neural Net Boosters, it is currently possible to have leader at
the front, run him 12” then have the rest of the unit which was 6” behind him
“leap frog” 6” in front of him. That amounts to a 24” move for those troops!
• No to Simon’s cheese tank.

Perkz
• Geardo affects the dice pair of each grunt in the unit.
• Infiltrators can deploy a 12” out of the deployment area suggested by a
scenario.
• Let rip is two actions.
• If used by a single figure (e.g. a Commander) Lifer Juice restores D3 lost
wounds.
• Light Them Up requires a Skill test (11) to work. If this fails and a second action
is available, it can be attempted again (needing a 10). Push moves don’t work
here (i.e. no move+test+retest).
• If charged by a Mimic, a skill check (12) is needed to determine if defensive fire
can be used (in the normal way). Roll once for the whole unit.
• Neural Net Boosters allow the unit to receive Push Moves or Take the Pain
anywhere on the table. Commander death also affect units with NNBs
anywhere on the table.
• Over the top applies to charging units and those making an extra move from a
Push (but not a debus+move).
• Snipe is +2 for an aimed shot.
• Push moves can be used with Swarm to allow a move+move+assault.
• NEW PERK Sniper Specialist Perk (4 points): can set up hidden (marked on
map). After shooting, target unit can make a skill check to locate sniper
(difficulty 12) and make the sniper’s owner reveal their position. If the target
choose to make this check, they must make a Morale check to avoid
suppression.
• NEW PERK Base Movement perk:

2” 4” 6” 9” 12”
-1 point 0 points 2 points 5 points 10 points

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