Warfleets FTL - Core Rules v1.6

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General Principles Activation Shooting

The most important rule: Whenever the The player picks one model and it may Models that have range and line of sight
rules are unclear use common sense and do one of the following: to a target may shoot all weapons after
personal preference. Have fun! moving, but only if they didn’t use cruise
Action Speed Pivot or ram actions this round. Squadrons that
Modifiers: Regardless of modifiers, rolls Hold - 180° are engaged may only target squadrons
of 6 are always successes, and rolls of 1 Move Move 90° that they are engaged with.
are always fails. Cruise Cruise 45°
To Hit: The attacker rolls as many dice as
Preparation Ram* Cruise 45°
the weapon’s attacks, trying to score the
The Battlefield: The game is played on a *Squadrons can’t ram or be rammed. target’s evasion value. For each die that
flat 6’x4‘ surface, with at least 5-10 pieces rolls equal or higher, the target takes one
of terrain on it. Movement hit. If the target is being shot in the rear,
then you get +1 to hit. Squadrons always
The Fleets: The players put together two Squadrons: Squadrons may move by up get +1 to hit when targeting squadrons.
fleets of equal point cost (we recommend to their speed value and may freely turn
starting with 300pts per player), and may in any direction. Squadrons that move To Block: The defender rolls as many dice
only have as many squadrons as total ship within 2” of an enemy squadron must end as hits, trying to score its defense value or
upgrades in them, as well as only 1 hero their move within 2” of it and count as higher, and for each failed roll the target
for every 300pts in their fleet. Players may engaged. Engaged squadrons can’t move. takes 1 damage. The defender gets -X to
use any assets from the core rules, as well this roll, where X is the total strength of
Ships: Ships must move straight by their the attacking weapon. If the target is
as choose one faction from which to take full speed value and may pivot once at
faction-specific assets. being shot in the rear, then it gets an
any point after half their move. Ships may additional -1 to this roll.
Initiative: The players must roll-off, and only use ram actions if they can reach
the winner counts as having the initiative. base contact with the target, at which Damage: Squadrons are destroyed after
point they immediately stop. taking 3 damage, whilst ships must assign
Mission: Prepare D3+1 objectives, and damage to one of their upgrades instead,
then players alternate in placing one Overlapping: If a ship would end its and must continue assigning damage to
marker each over 9” away from the table move overlapping another ship, then it that upgrade until it is disabled. Upgrades
edge, deployment zones, and each other, must continue to move straight until it is are disabled after taking 3 damage, and if
starting with the player with initiative. If a 1” away from any ships, and then the ship all of a ship’s upgrades are disabled it is
ship moves over a marker, remove it from and any others it moved through each destroyed (remove from play).
the table and it is carried by that ship, and take 1 damage. If a ship ends its move
if the ship is removed from play, then the overlapping squadrons, then players may Morale
marker is dropped on the spot. The game place each other’s squadrons anywhere
within 1” of the ship. Note that ships that If at the end of any round a fleet is down
ends after 4 rounds, and the player with to half or less of its starting ships, then all
most markers wins. use hold actions may not pivot in such a
way that they overlap any models. ships must take a morale test. Roll a D6,
Deployment: The player with initiative add the number of non-disabled upgrades
picks one table edge as his deployment Disengaging: If a ship moves off the table the ship still has, and if the result is 6+ the
zone, with his opponent taking the it is removed, and at the end of the round morale test is passed. If failed, then the
opposite. Then the players alternate in the player must place it back on the same ship surrenders and is removed from play.
placing all ships within 12” of their table table edge within 4” of where it left. Squadrons don’t have to take a morale
edge, starting with the initiative player, test, and if all ships have surrendered or
Easy Target: Models shooting at ships that
and then they do the same thing but with are destroyed, then all of the squadrons
used a hold action always hit on 2+ until
all of their squadrons. surrender as well.
the ship moves again.
Playing the Game Terrain
Ramming
The game is played in rounds, with the Cover Terrain: Models that shoot through
After the ramming ship has moved into
players alternating in activating models in cover terrain get -1 to hit.
contact with the target, compare the max.
four phases. The initiative player starts in upgrades of each ship. The ship with the Difficult Terrain: Models moving through
each new phase, and the initiative passes lower number takes 3 damage, whilst the difficult terrain halve their speed.
to the other player every round. During other takes 2 damage, and in case of a tie
each phase all models of that type must both ships take 2 damage. The target is Blocking Terrain: Models can’t move
be activated before passing to the next then pushed D6” away if it has the same through blocking terrain, and models that
phase, in this order: or lower amount of upgrades, and if this are pushed into it take 1 damage.
1. Squadrons Phase pushes it into another ship or terrain, then Dangerous Terrain: Models that are
2. Light Ships Phase it stops and takes 1 damage. pushed into or move through dangerous
3. Medium Ships Phase terrain take D3 damage.
4. Heavy Ships Phase
Fleet Creation Heroes Weapons
Heroes/Titles: Ships can take heroes and Tactical Master (15pts): May choose not Energy Cannon: Ran 12“ / Att 3 / Str 1
titles by adding their cost to the ship’s to be deployed at the start of the game, Counts as having the Anti-Ship rule.
total cost. Each hero may only be taken but instead may be deployed anywhere
Giga Cannon: Ran 6“ / Att 1 / Str 4
once per fleet, and each ship may only over 9“ away from enemies at the start of
Counts as having the Deadly rule.
have one hero and one title. any round after the first.
Heavy Cannon: Ran 12“ / Att 4 / Str 0
Upgrades: Players must assign each ship Expert Sapper (10pts): When this ship is
Counts as having the Relentless rule.
with as many upgrades as they can take, activated you may place a mine marker
and each upgrade may only be taken within 4“. Enemies moving within 2“ of Linked Railgun: Ran 24“ / Att 3 / Str 1
once per ship. Note that unlike heroes the mine take 2 damage and remove it. Counts as having the Overheating rule.
and titles, all ship upgrades are free.
Ace Commander (10pts): The first time a Missile Cluster: Ran 18“ / Att 1 / Str 1
Weapons: All models come with a turret friendly squadron within 6“ is activated Counts as having the Blast rule.
that may be fired in all directions, whilst each round, you may activate another
ships may also be assigned new weapons friendly squadron within 6“. Plasma Cannon: Ran 18“ / Att 2 / Str 3
as an upgrade. New weapons must be Counts as having the Overheating rule.
mounted on a specific facing, and each Titles
Tsunami Cannon: Ran 24“ / Att 1 / Str 2
facing may only have one new weapon. Vanguard (10pts): When deployed may May only be fired when holding and
Ships have a front, sides (counts for both immediately be moved straight by up to counts as having the Deadly rule.
sides), and rear facing. Note that unlike its move speed.
heroes and titles, all weapons are free. Weapon Batteries: Ran 6“ / Att 2 / Str 2
Avenger (5pts): May fire sides mounted Counts as having the Broadside rule.
Ships & Squadrons weapons from both side facings at once.
Special Rules
Heavy Ship - 80pts Defiant (5pts): Whenever a friendly ship
within 6“ is destroyed, you may remove Anti-Ship: May only target enemy ships
• Speed: Move 4“ / Cruise 6“ 2 damage from this ship. and gets +1 to hit.
• Turret: Ran 24“ / Att 2 / Str 2
Anti-Squadron: May only target enemy
• Defense: Eva 2+ / Tou 2+ Upgrades
squadrons and gets +1 to hit.
• Upgrades: 4 Ablative Armor: Enemy ships ramming
Blast: If the target is hit all models within
Medium Ship - 60pts this ship take +1 damage, and this ship
4“ of it are also hit by this weapon.
never takes any damage from overlapping
• Speed: Move 6“ / Cruise 9“ enemy ships. Broadside: May only be mounted on the
• Turret: Ran 18“ / Att 2 / Str 1 sides facing, and doubles its attacks when
Armored Plating: This upgrade takes 5
• Defense: Eva 3+ / Tou 3+ targeting enemy ships in their side facing.
damage to be disabled.
• Upgrades: 3 Deadly: This weapos deals +1 damage
Gravity Bumper: Enemy ships are pushed
Light Ship - 40pts per hit on the target.
by +D6“ when rammed by this ship.
Fragile: The first time this model takes
• Speed: Move 8“ / Cruise 12“ Nuclear Ammo: Turret gets +1 strength.
damage each round it takes +1 damage.
• Turret: Ran 12“ / Att 2 / Str 0
Precision Rig: Turret gets +1 to hit.
• Defense: Eva 4+ / Tou 4+ Overheating: If you roll a 1 to hit, then
• Upgrades: 2 Pulse Engine: Gets +2“ on move and +3“ this ship takes 1 damage.
on cruise/ram actions.
Gunship Squadron - 10pts Relentless: This weapon may split its
Reinforced Ram: Deals +1 damage when attacks to fire at different targets.
• Speed: Move 10“ / Cruise 15“ ramming enemy ships.
Rogue: This squadron may be activated
• Turret: Ran 2“ / Att 2 / Str 0
Repair Bay: When activated may remove during other phases, but may only either
• Defense: Eva 5+ / Tou 5+
1 damage from another ship within 4“. move or shoot when doing so.
Fighter Squadron - 10pts
Shield Booster: When taking a point of
• Speed: Move 10“ / Cruise 15“ damage roll one die, on a 5+ it is ignored.
• Turret: Ran 2“ / Att 3 / Str 0 Stealth Rig: Always counts as in cover
• Defense: Eva 5+ / Def 6+ when targeted from over 12“ away.
• Special: Anti-Squadron
Tractor Beam: When activated pick one
Bomber Squadron - 10pts enemy ship within 8“ and move it D6+1“
toward this ship.
• Speed: Move 8“ / Cruise 12“
• Turret: Ran 2“ / Att 1 / Str 2 Warp Drive: When using move actions
• Defense: Eva 4+ / Tou 5+ may move straight by D6+2“, ignoring all
• Special: Anti-Ship, Deadly ships and terrain.
FLEET NAME: POINTS:

SHIP & TITLE: SHIP & TITLE:


Spd: Att: Def: Spd: Att: Def:
Upgrade 1: Upgrade 1:
Upgrade 2: Upgrade 2:
Upgrade 3: Upgrade 3:
Upgrade 4: Upgrade 4:

SHIP & TITLE: SHIP & TITLE:


Spd: Att: Def: Spd: Att: Def:
Upgrade 1: Upgrade 1:
Upgrade 2: Upgrade 2:
Upgrade 3: Upgrade 3:
Upgrade 4: Upgrade 4:

SHIP & TITLE: SHIP & TITLE:


Spd: Att: Def: Spd: Att: Def:
Upgrade 1: Upgrade 1:
Upgrade 2: Upgrade 2:
Upgrade 3: Upgrade 3:
Upgrade 4: Upgrade 4:

SQUADRON: SQUADRON:
Spd: Att: Def: Spd: Att: Def:

SQUADRON: SQUADRON:
Spd: Att: Def: Spd: Att: Def:

SQUADRON: SQUADRON:
Spd: Att: Def: Spd: Att: Def:

SQUADRON: SQUADRON:
Spd: Att: Def: Spd: Att: Def:

SQUADRON: SQUADRON:
Spd: Att: Def: Spd: Att: Def:

SQUADRON: SQUADRON:
Spd: Att: Def: Spd: Att: Def:

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