Warfleets FTL - Campaign Rules v1.0

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Campaign Types 1 . Mission Setup 3.

Check for Casualties


Campaign Length: Campaigns are played The Fleets: There are no point limits for Casualties: If most upgrades on a ship
with two or more players, and you must fleets in campaign games, however no were destroyed at the end of the game,
pick one of these campaign types: fleet may bring over 75pts worth of then that ship counts as a casualty. Note
models more than the fleet with the that squadrons never count as casualties.
• Game-Limited: Play D6+4 lowest point value.
missions, and after the last Regular Ships: For every ship that is a
match the player with most VP Underdog Bonus: Any fleet that has a casualty roll one die and check what
is the winner. point value lower than at least one other happens to it here:
• Point-Limited: The campaign gets an underdog bonus. For every 15pts
Result Casualty
ends when one player has difference between your fleet and the one
1 Destroyed - Remove the ship
earned D6+4 VP after a match, with the highest point value, you get
from your fleet sheet.
who is the winner. 1 underdog point. Each point can be 2-5 Recovered - Ship recovers and
• Time-Limited: The campaign spent to modify a friendly or enemy roll may be used without penalties.
ends after D6+4 weeks, and the by +1 or -1, however only one point can 6 Natural Talent - Ship recovers
player with most VP at the end be spent per roll. and earns +1 XP.
is the winner. Special Objectives: In addition to the Hero Ships: Follow the same rules as
• Endless: The campaign never mission objectives players may earn a above, however on a 1 it becomes 10pts
ends, but instead players keep bonus of 15pts by completing special cheaper and gets a Damage trait, and on
track of how many VPs they objectives. Roll one die each to see a 6 it becomes 10pts more expensive and
earned on a leaderboard. which objective must be completed: gains a Talent trait. Each trait can only be
Parallel Play: Usually all fleets should Result Objective gained once, so if you roll the same result
participate in every match, but if you 1 Mastery - One friendly ship in simply re-roll.
want you can allow fleets to play matches each table quarter at the end. Result Damage Trait
in parallel. If you do, then each fleet‘s VP 2 Honor - No enemy ships in own
1 Destroyed - Remove the hero
must be divided by the amount of deployment zone at the end.
ship from your fleet sheet.
3 Flanking - First player to shoot
matches they play, which gives you their 2 Structural Damage - Gets -1 to
an enemy ship in its rear.
final VP score. rolls when blocking hits.
4 Boarding - First player to ram an
3 Broken Sensors - Gets -1 to rolls
Late Joiners: If you want you can allow enemy ship.
when shooting its turret.
5 Rage - First player to destroy an
players to join the campaign whilst it’s 4 Weak Bow - Deals -1 damage
enemy ship.
already ongoing. If you do, then they start when ramming.
6 Destruction - Most expensive
with a regular 200pts fleet, and you must 5 Jittery Crew - Gets -1 to rolls
enemy ship destroyed.
count VP as in parallel play. when taking morale tests.
6 Leaking Thrusters - Moves -1”
If you roll an objective which can’t be
Preparation on move and -1.5” on cruise
completed, then you must re-roll. and ram actions.
The Fleets: Before the first mission each
2. Play Mission Result Talent Trait
player receives 200pts to spend on his
fleets. Players may save up to 35pts to be Mission Length: Missions are played 1 Natural Talent - The hero ship
spent later, and they may only buy one using the standard rules, however if after recovers and gets +1 XP.
2 Respected - Always passes the
ship that is a hero. 4 rounds there is no clear winner the
first morale test of the match.
game continues onto the next round until 3 Determined - Deals +1 damage
The Fleet Sheet: Each fleet and model
there is one clear winner. when ramming.
must be given a unique name, which you
4 Squadron Hunter - Always hits
can fill out on the fleet sheet. Conceding: At the beginning of any round
enemy squadrons on 2+.
a player may concede instead of 5 Rough Navigator - Enemy units
Campaign Structure: Campaigns are
continuing the mission, removing all of that overlap or are overlapped
played with the following structure:
his models from the table. by the hero take +1 damage.
1. Mission Setup 6 Expert Crew - Ignores 1 damage
Random Events: At the beginning of each the first time it takes damage
2. Play Mission
round players must roll one die, and on a during the match.
3. Check for Casualties
5+ a random event happens.
4. Earn Experience
No Permadeath: Optionally you can play
5. Upgrade Fleets Mission Goals: The winning fleet gets
without ships being removed from the
6. Recruit Models 2 VP and 15pts, whilst all losing fleets fleet when they’re destryoed, but instead
each get 45pts instead. they lose all XP earned during the match
Each step must be followed in this order
and once all steps have been completed and must sit out the next D3 matches.
you start from the first again.
4. Earn Experience Captain: The hero shines as a leader and Repairman: The hero repairs and protects
his crewmen follow him with pride. allies from terrible damage with ease.
Earning XP: Ships earn XP in battle for
each of the following things: Result Skill Trait Result Skill Trait
1-2 Leader - Friendly ships within 1-2 Physicist - Friendly ships within
• +1 XP: Surviving a mission 6” get +1 to morale tests. 6” aren’t pushed when rammed.
3-4 Instigator - Friendly ships within 3-4 Chemist - Friendly ships within
• +1 XP: Destroying a ship 6” deal +1 damage if rammed. 6” may ignore damage taken on
• +2 XP: Destroying a hero ship 5-6 Tactician - Friendly ships within a roll of 6+.
6” get +1 to hit when shooting. 5-6 Warden - When the hero is
Mark earned XP on the fleet sheet in activated roll one die, on a 5+
order to see when ships level up. Support: The hero user powerful tools to all friendly ships within 6” may
buff allies and debuff enemies. pivot by up to 90°.
Regular Ships: When a ship earns 5 XP it
becomes 10pts more expensive and you Result Skill Trait 5. Upgrade Fleets
roll one die to see what trait it gets: 1-2 Vanguard - Friendly ships
within 6” get +3” ram range. Weapons & Upgrades: Players may freely
Result Trait 3-4 Scavenger - Friendly ships swap up to one upgrade or one weapon
1 Agile - Moves +1” on move and within 6” get +6” firing range per ship after each mission.
+1.5” on cruise and ram. when shooting their turrets.
2 Headstrong - Gets +1 to rolls 5-6 Mastermind - Enemy ships Buying Titles: Players may buy titles for
when taking morale tests. within 6” get -1 to defense. their ships as detailed in their fleet page
3 Assault Specialist - Always deals by spending any points they have.
+1 damage when ramming. Boarder: The hero has perfected boarding
4 Ranged Specialist - Gets +1 to techniques beyond compare. Selling Titles: Players may sell any of their
hit rolls with its turret. titles at half of their price (rounding down
5 Resilient - Gets +1 to rolls when Result Skill Trait to the nearest multiple of 5). If a title is
blocking hits. 1-2 Duellist - Enemy ships always only worth 5pts roll one die, on a 1-3 the
6 Elite - May re-roll one roll of deal -1 damage when ramming
any kind once per game. title can‘t be sold, on a 4+ it can be sold
the hero’s ship.
3-4 Fanatic - The hero always deals for 5pts (you can only try to sell a 5pts
Each trait can only be gained once, so if +1 damage when ramming title once after each mission).
you roll the same result simply re-roll. enemy ships.
Ships can’t earn more than 30xp, so they 5-6 Berserker - The hero always 6. Recruit Ships
can level up max. 6 times. pushes enemies by +D6” when
ramming them. Squadrons: Players may freely recruit or
Hero Ships: Follow the same rules as disband squadrons from their fleet
above, and the first time a hero levels up Shooter: The hero expertly handles all without any restrictions.
roll one die and pick one skill set: sorts of weapons and equipment. Recruiting Hero Ships: Players may
Result Skill Set Result Skill Trait recruit up to one new hero after each
1-2 Captain or Support 1-2 Hunter - The hero may shoot its mission, and may only have up to three
3-4 Boarder or Shooter turret even after cruise actions. heroes in their fleet at once.
5-6 Navigator or Repairman 3-4 Destroyer - The hero’s turret
gets +1 strength. Recruiting Regular Ships: Players may
Every time the hero levels up, including 5-6 Suppressor - Enemies shot at by recruit as many regular ships as they want
the first time, roll one die to see what skill the hero get -1 to hit when after each mission. One of the newly
trait it gets, and it becomes 10pts more shooting their turrets until the recruited ships may also start with 5 XP if
end of the round. the player pays +20pts for it.
expensive. Each trait can only be gained
once, so if you roll the same result simply Navigator: The hero is a true master at Disabanding Ships: Any ship may be
re-roll. If a hero already has all 3 traits of navigating and collecting intel. freely disbanded, losing all of its XP and
its skill set, then it may roll on the table titles. Players may also choose to disband
again to get a new second skill set. Result Skill Trait
their full fleet, losing all models, VP,
1-2 Runner - The hero always
points, etc. and start a new one from
moves +1.5” (even in terrain).
3-4 Prowler - Enemy ships further scratch with 200pts.
than 12” get -1 to shooting rolls
against the hero.
5-6 Daredevil - The hero ignores
dangerous terrain effects.
Rolling for Random Events 16 - Low Spirits 31 - Black Hole
When rolling for random events roll two The endless fighting and staying aboard Black holes can be extremely dangerous,
separate dice one at a time, where the ships has become too tiresome to bear. sucking in unsuspecting nearby ships.
first one represents the first number and
All ships from one random fleet get -1 to Place a black hole marker in the center of
the second represents the second number.
morale tests until the end of the game. one random table quarter. All models that
Example: A player rolls two dice, with the move within 3“ of it take D3 damage.
first result being a 2 and the second result 21 - Hazardous Materials
being a 1. This would mean that event 21 32 - Ravenous Aliens
The elements found in this system emit
(hazardous materials) is chosen. high doses of dangerous radioactivity. The battlefield is covered in corpses ready
Rolling for Random Models to rise again from the grave.
Until the end of the game, whenever a
model enters terrain roll one die, on a 1 it Place D3+1 alien squadrons (Speed 8“,
If a random event calls for randomly
takes D3 damage. Eva 5+, Tou 5+) in the center of one
selecting a model from any fleet, you
random table quarter. At the end of each
must first randomly select a fleet for the 22 - Warp Anomaly round the aliens must ram or cruise
event, and then randomly select a model
A large anomalous field suddenly forms, toward the nearest ship.
to be the target.
pulling and tearing ships apart. 33 - Derelict Freighter
11 - Pirate Ransom
Select one random table quarter. All ships
An abandoned freighter is drifting through
One of the ship is captured by pirates and within that table quarter take 1 hit with
space, bumping into any ships in the way.
must be bought back at a high price. strength D3 each.
Place a derelict freighter in the center of a
Select one random ship, and remove it 23 - Hidden Explosives random table quarter, facing a random
from play. At the end of the game it may
Before the battle began one of the armies table qaurter. At the end of each round it
be bought back for D3 * 15pts or else it‘s
sent a sabotage crew to plant explosives. moves 8“ in a straigth line, and any ships
disbanded from the fleet.
that it moves through or that it overlaps
12 - Large Bounty Select one random player, who may note take D3 damage.
down one piece of terrain in secret. The
A new bounty has come through, marking first ship to enter that terrain takes D3 hits 34 - Ace Support
one of the fleets as a high value target. with strength 2.
A group of ace squadrons has spotted the
Select one random fleet. Enemy fleets get 24 - Ambushed battle and decided to join in on the fun.
10pts at the end of the game for every
Local militia has been lying in ambush, Place D3 gunship suadrons within 3“ of a
ship from it that they destroyed.
waiting for the perfect moment to strike. random ship, and that ship’s player may
13 - Overheating Guns control them until the end of the game.
All models within terrain immediately
The non-stop barrage of fire has brought take 1 damage. 35 - Valuable Cargo
some weapons to the brink of meltdown.
25 - Space Storm One of the ships managed to scoop up
Select D3 random ships, which can‘t fire some valuable cargo to be escorted.
one random weapon (including turrets) A sudden space storm sweeps the area,
scrambling all sensors. Select one random ship. If it manages to
until the end of the round.
exit the table through an opponent‘s
14 - Corsair Attack Select one random table quarter. All of deployment zone it gets D3 * 10pts.
the models within that table quarter get
One of the ships is attacked by a band of -6“ range when shooting. 36 - Enemy Intel
corsair, which were laying in ambush.
26 - Fighting Spirit A data core filled with enemy intel has
Select one random ship, which takes 1 been found, which could change the tide
automatic hit with strength D3. After much shooting, the fleets are eager of this conflict forever.
to get into the thick of it and finish off the
15 - Insufficient Ammo fight through boarding actions. Place an intel marker at the center of a
random table quarter. Ships can pick it up
The fleet didn’t prepare for such a long All ships deal +1 damage when ramming by moving into contact with it, and they
fight, and is running out of ammo. enemy ships and earn +D3 XP when drop it if they are destroyed. If a ship with
destroying them by ramming until the end it manages to exit the table through an
Select D3 random ships, which can‘t fire
of the round. opponent‘s table edge its fleet gets 1 VP.
their turrets until the end of the game.
41 - Mutiny 52 - Drifting Expert 63 - Prized Weapon
Afraid for their lives, the crew of one ship Countless hours in flight sims have finally One of the ships has been gifted a
rebels to take over and flee the battle. paid off, leading to incredible drifting. powerful weapon by the locals which are
friendly to their cause.
Select one random ship, which must take Select one random ship, which may add
a morale test, and if failed it surrenders. or subtract D3“ to all of its movement Select one random ship, which may
until the end of the game. upgrade its turret to get +D3 accuracy
42 - Catastrophic Malfunction and +D3 strength forever.
53 - Brace!
A malfunction in the weapon causes a 64 - Supply Drop
massive explosion inside the ship. Comms are sent out to the fleet, warning
to prepare for incoming boarding actions. Command has sent out a resupply to one
The first time during this round when a
of the fleets so it can get patched up.
ships rolls a 1 to hit, it takes D3 damage. Select one random fleet. All ships from
that fleet take -1 damage when rammed Select one random fleet, which
43 - Heavy Ram until the end of the round. immediately gets D3 * 10pts.
One of the ships hit a weak spot when 54 - Double Salvo 65 - Critical Transmission
ramming, almost fully tearing through it.
The crew is so in the zone that it starts A fleet randomly caught enemy comms
The first time during this round when a
firing at a much higher rate than usual. that revealed mission critical information
ramming ship rolls a 6 when pushing, the
on enemy positions.
target takes D3 damage. Select one random ship, which may fire
one of its weapons twice this round. Select one random fleet, which
44 - No Escape immediately gets 1 VP.
55 - Iron Resolve
A well placed shot in a ship’s thrusters 66 - Time Warp
usually means the end for its crew. In desperate times a shout of war can
bring warriors back in fighting spirit. A ship that was fleeing the battlefield ran
The first time during this round when a
into a psychic anomaly and warped to a
ship destroys an enemy ship by attacking Select one random fleet, which gets +1 to
different time and dimension.
it in its rear facing it receives +1 XP. morale until the end of the game, and if
any of it sships already surrendered, they Select one random ship that was already
45 - Weak Hull may be brough back anywhere within 4“ destroyed and place it in a warp zone.
Even a reinforced hull can only take so of the players table edge, with the same The warp zone should have an area of
many hits before it fully breaks down. amount of damage they had before. 3’x3‘ and 3-5 pieces of terrain, and the
ship must be placed within 3“ of one of
The first time during this round when a 56 - Infamous Admiral the zone’s edges. Then start a D6+3 turn
ship rolls a 1 to block hits it immediately countown, with the ship needing to exit
The admiral of one of the ships known for
takes D3 damage. the zone through the opposite table edge
his brutality spreads fear in the enemy.
by the end of the last turn. At the end of
46 - Finish Them! Select one random ship. Enemy ships each turn, the enemy may move the ship
Strong fleets have been destroyed in no within 6“ of it get -1 to morale tests until by up to D6“ in any direction. If the ship
time through quick and decisive action. the end of the game. doesn’t manage to escape before the end
of the last turn, the ship is destroyed and
If a fleet manages to win the game by the 61 - Mysterious Artifact is removed from the fleet sheet. If the ship
end of the round it gets a bonus of 5 XP, manages to escape, then it gets +3 XP and
One of the crews has found a mysterious
which must be split as evenly as possible +45pts, and may rejoin its fleet again at
artifact, imbuing it with strange power.
amongst its ships. the end of the game.
Select one random ship, which
51 - Repair Barge immediately gets D3 * 1 XP.
A local repair barge for hire is standing by 62 - Lost Colony
to help fix all sorts of damage.
A distress signal from a lost colony has
Select one random fleet which may pay
reached one of the fleets, who must send
15pts to re-roll results of 1 once per ship
scouts to retrieve the survivors.
when checking for casualties.
Select one random fleet, which may
immediately remove one of it ships from
play and get D3 * 15pts.
FLEET NAME: VP:

Ship Name: Ship Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Ship Name: Ship Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Ship Name: Ship Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Ship Name: Ship Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Ship Name: Ship Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

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