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Warfleets FTL - Basic Rulebook v1.8

This document provides the basic rules for Warfleets: FTL, a miniature wargame of epic spaceship battles. The rules are designed to be easy to learn but hard to master, bringing engaging spaceship battles. It covers the core mechanics like movement, shooting, ramming, morale and terrain effects.

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Luche
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0% found this document useful (0 votes)
242 views15 pages

Warfleets FTL - Basic Rulebook v1.8

This document provides the basic rules for Warfleets: FTL, a miniature wargame of epic spaceship battles. The rules are designed to be easy to learn but hard to master, bringing engaging spaceship battles. It covers the core mechanics like movement, shooting, ramming, morale and terrain effects.

Uploaded by

Luche
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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Introduction Contents

Warfleets: FTL is a miniature wargame of epic spaceship battles Basic Rules................................................................................ 3


in a distant galaxy at war.
General Principles....................................................... 3
The game mechanics are designed to be easy to learn but hard to
Preparation ................................................................. 5
master, bringing engaging spaceship battles for new and
experienced players alike. Playing the Game........................................................ 6
This rulebook is divided into 3 sections: Movement................................................................... 7

• Basic Rules - Everything you need to play the game, Shooting ..................................................................... 8
with plenty of diagrams and examples.
Ramming .................................................................... 9
• Advanced Rules - Extra rules that you can use on top of
the basic rules to spice up the game. Morale .......................................................................10
• Total Conversions - Rules that radically modify the base Terrain .......................................................................11
rules and provide a new experience.
Special Rules..............................................................12
This basic version of the rulebook only contains the first basic
rules section, whilst the rest is available exclusively as part of the Fleet Creation.............................................................13
full rulebook on patreon.com/onepagerules. Advanced Rules .......................................................................15
About OPR Terrain Placement ......................................................15
OPR (www.onepagerules.com) is the home of many free games Deployment Styles .....................................................16
which are designed to be fast to learn and easy to play.
Extra Missions ............................................................17
This project was made by gamers for gamers and it can only exist
Boarding Actions........................................................18
thanks to the support of our awesome community.
Random Events ..........................................................19
If you’d like to support the continued development of our games
you can donate on patreon.com/onepagerules. Battlefield Phenomena ...............................................20

Thank you for playing! Terrain & Objective Effects .........................................21


Total Conversions ....................................................................22
Fog of War .................................................................22
Catastrophic Damage .................................................23
Order Dice.................................................................24
Ordnance Tokens.......................................................25
Command Dials .........................................................26
Shields & Defense Tokens ..........................................27
Scanner Ranges ..........................................................28
Planetary Control .......................................................29
Multiplayer Games.....................................................30
Kitchen Table Games .................................................31

Game Design: Gaetano Ferrara


Illustrations: Brandon Gillam
The Most Important Rule Models, Ships & Squadrons
When playing a complex game there are going to be occasions In the rules, all miniatures are referred to as models, regardless of
where a situation is not covered by the rules, or a rule does not if they are ships or squadrons.
seem quite right. When that is the case use common sense and
This means that when a rule applies to models, then it doesn’t
personal preference to resolve the situation.
matter if they are ships or squadrons. If a rule specifically applies
If however you and your opponent cannot agree on how to solve only to ships or squadrons, then it will mention them by name.
a situation, use the following method in the interest of time.
Model Stats
Roll one die. On a result of 1-3 player A decides, and on a result
of 4-6 player B decides. This decision then applies for the rest of Models come with a variety of statistics that define who they are
the match, and once the game is over you can continue to and what they can do.
discuss the finer details of the rules. • Name - Cost: The name and type of the ship or
Scale Conventions squadron, as well as how many points it costs to take
the model in your fleet.
This game was written to be played with spaceship models • Speed: How many inches the model moves.
which are mounted on round or rectangular bases. • Turret: The range, accuracy and strength of the
model’s standard mounted turret.
These bases come in various sizes, and we recommend you
• Defense: The evasion and toughness of the model.
always mount miniatures on the bases they come with.
• Upgrades: The max. number of upgrades it can take.
Here are some general guidelines for base sizes when using • Special: Any special rules the model has.
round bases for your ships:
Dice
• Heavy Ships: 60mm
• Medium Ships: 60mm To play the game you are going to need some six-sided dice,
• Light Ships: 32mm which we will refer to as D6. Depending on how many models
• Squadrons: 32mm you are playing with, we recommend having at least 3-5 dice to
keep things fast.
Here are some general guidelines for base sizes when using
rectangle bases for your ships: Sometimes the rules will refer to different types of dice, for
example D3, 2D6 and D6+1. There are many types of dice, but
• Heavy Ships: 125mm x 75mm the notation remains the same, so just apply the following
• Medium Ships: 100mm x 65mm explanations to all type of weird dice you come across.
• Light Ships: 70mm x 45mm
• Squadrons: 32mm (Round) • D3: To use these dice, simply roll a D6 and halve the
result, rounding up.
The rectangle base sizes above indicate the max. length and • 2D6: To use these dice, simply roll two D6 and sum
width of the bases, and not of the ships, so you can use bigger or the results of both dice.
smaller ships as you see fit. • D6+1: To use these dice, simply roll a D6 and add 1
Note that overall the base size that you use doesn’t matter, as to the result.
long as you keep base sizes consistent across all models.
Re-Rolls
Whenever a rule tells you to re-roll a dice result, simply pick up
the number of dice you have to re-roll, and roll them again. The
result of the second roll is the final result, even if it’s worse than
the first. A die roll may only be re-rolled once, regardless of how
many rules apply to it.

Roll-Offs
Whenever a rule tells you to roll-off, all players involved in the
roll-off must roll one die, and then compare their results. The
player with the highest result wins the roll-off, and in the event of
a tie the players must re-roll until there is a winner.
Modifiers Ship Facings
Throughout the game there are going to be rules that apply All ships must have clear front, sides and rear, based on where
modifiers to your die rolls. These will usually raise or lower the they are facing, which are used to determine various things like
value of a model’s roll results by either +1 or -1, but the exact movement and line of sight.
number may vary.
Ship facings are determined by straight lines starting from the
Whenever a modifier applies to one of your rolls, simply add or center of the base, forming four separate quadrants.
subtract the value from the roll and the new value counts as the
final result, however a roll of 6 always counts as success and a
roll of 1 always counts as a fail, regardless of how much it is
being modified by.
Example: A Heavy Ship with a Precision Rig (+1 to hit on turrets)
shoots its turret at a light ship (evasion 4+). The player rolls two
dice and gets a 2 and a 3, but due to the modifier the final result
is a 3 and a 4. This means that the ship got one success (the 4)
and one fail (the 3).

Measuring Distances
To play the game you are going to need a ruler marked in inches,
which you may use to measure distances at any time.
Distances are always measured from the closest point of the
attacking model’s base to the closest point of the target’s base.

Note that squadrons can see in all directions, regardless of where


the miniature is actually facing.

Line of Sight
To determine if a model has line of sight to another model, draw
a straight line from the center of the attacker’s base to the center
of the target’s base, and if the line doesn’t pass through any solid
obstacle (including ships), then it has line of sight.
For the purpose of determining line of sight, ships may always
ignore squadrons (friendly or enemy).

Measuring Movement
When measuring how far a model moves always measure so that
no part of its base moves further than the total distance.
Preparing the Battlefield
You are going to need a flat 6’x4’ surface to play on, which is
usually referred to by us as “the battlefield” or “the table”.
Whilst we recommend playing on a table, you can of course play
on the floor, on a bed, or wherever else you have space.
Once you have found a space to play, you are going to have to
place at least 5 pieces of terrain on it, though we recommend
using 10 or more to keep things interesting.
Whilst it’s always nice to play with great looking pieces of
terrain, you can simply use household items such as books or
cups as terrain pieces.
There are no specific rules on how you should place terrain, so
we recommend trying to set up the table in such a way that it
will provide a balanced playing field for everyone involved. Preparing your Fleet
Ideally you want to place enough blocking terrain that you can’t
Before the game begins, you and your opponent are going to
draw clear line of sight from edge to edge across the table, as
have to agree on what size of game you want to play.
well as place a variety of cover and difficult terrain so that there
are no gaps bigger than 18” between terrain pieces. For a start we recommend playing with fleets worth 300pts each,
and once you have gotten familiar with the game you can start
Initiative Player playing with bigger fleets.
Once the battlefield is ready, players must roll-off, and the To put your fleet together, simply select models and upgrades
winner becomes the initiative player. from the common assets, as well as choose one faction from
The initiative player will get to place objectives first, deploy first, which to take faction-specific ones.
and start fist on the first round, but after that the initiative will Each fleet may only have 1 hero for every 300pts in it, and may
alternate between players. only have as many squadrons as the total number of upgrades
across all ships in it.
Placing Objectives
After the table has been prepared, you and your opponent must
Deploying Fleets
set up D3+1 objective markers on the battlefield. Once the mission has been set up, the players must deploy their
The initiative player goes first, placing one marker outside the fleets, starting with the initiative player.
deployment zones, at least 9” away from the table edge, other The initiative player chooses one table edge to deploy on, and
markers and the deployment zones. Then the players alternate in then places one ship fully within 12” of their table edge.
placing markers, until all markers have been placed.
Once they are done, then the opposing player places one ship
The Mission fully within 12” of the opposite table edge.

If at any point during its movement a ship moves over an Then the players continue alternating in placing one ship each,
objective marker, then it is removed from the table and counts as until all ships have been deployed.
being carried by that ship.
Once all ships have been deployed, the players follow the same
Markers are carried by ships until they are removed from play, in process again, but this time deploying squadrons instead.
which case the marker is dropped on the spot.
After 4 rounds have been played, the game ends, and the player
that is holding most markers wins.
Rounds, Phases, Turns & Activations Activating Models
The game is structured into game rounds, ship class phases, Players may activate one model that has not been activated yet
player turns and model activations. Here is the breakdown of and take one action.
what each of these mean:
Here are all actions available to ships:
• Rounds: Each round is made up of multiple phases.
• Hold: The ship may pivot by up to 180° and may
• Phases: Each phase is made up of multiple turns.
shoot after pivoting. Note that the ship doesn’t move
• Turns: Each turn is made up of a single activation.
when using hold actions.
• Activations: Each activation is made up of an action.
• Move: The ship must move by its full move speed,
Game Structure and may pivot once by up to 90° after having moved
by at least half its speed. The ship may then shoot
After both players have deployed their fleets, the game starts with after having completed its move.
the first phase of the first round, and the initiative player gets the • Cruise: The ship must move by its full cruise speed,
first turn for the first phase (and all other phases in the round). and may pivot once by up to 45° after having moved
Each round is made up of four phases, during which all models by at least half its speed. The ship may not shoot
of that type must be activated, before passing to the next phase, after having completed its move.
which are played in this order: • Ram: The ship must move by its full cruise speed,
and may pivot once by up to 45° after having moved
1. Squadrons Phase by at least half its speed. The ship must end the move
2. Light Ships Phase in base contact with an enemy ship, and may not
3. Medium Ships Phase shoot after having completed its move.
4. Heavy Ships Phase
Here are all actions available to squadrons:
During their turn, the player picks a model of the current phase’s
type that has not been activated yet, and then activates it by • Hold: The squadron doesn’t move and may shoot.
performing an action. • Move: The squadron may move by up to its full
move speed and may then shoot.
Once the action has been taken, their turn ends, and the • Cruise: The squadron may move by up to its full
opposing player’s turn starts. This continues until all models of cruise speed, and may not shoot.
the current phase’s type have activated, at which point the phase
ends and the next phase begins (starting with the initiative player Note that squadrons may freely turn in any direction, and may
for the round again). not ram or be rammed.

Then, once all four phases have been played, the round ends,
and the next round begins. On each new round the player that
didn’t have the initiative during the last round gets to be the
initiative player for the new round.
After 4 full rounds have been played the game ends, and players
determine who won, by checking if they completed the mission.
Holding Disengaging Ships
When taking a Hold action, the ship may pivot by up to 180° to If a ship would end its move off the table, then it is removed from
change the direction it is facing, but may not move. play until the end of the round.
Ships that take Hold actions count as easy targets, and enemies At the end of the round the controlling player must then place
always hit them on rolls of 2+ until they move again. the ship back on the same table edge within 4” of where it left.

Moving Overlapping Ships


When taking a Move action, the ship must move straight by its If a ship would end its move overlapping another ship (friendly
full move speed value, and may pivot once by up to 90° at any or enemy), then it must continue moving straight until it is 1”
point after half its move. away from any other ships.

Cruising Then the moving ship and any others it moved through each
immediately take 1 damage.
When taking a Cruise action, the ship must move straight by its
full cruise speed value, and may pivot once by up to 45° at any Overlapping Squadrons
point after half its move.
If a ship would end its move overlapping any squadrons (friendly
Note that ships that take Cruise actions can’t shoot. or enemy), then all overlapped squadrons are first removed from
the table, and then each player may place the opposing player’s
Ramming squadrons anywhere within 1” of the ship.
When taking a Ram action, the ship must move straight by up to
Squadron Movement
its full cruise speed value, and may pivot once by up to 45° at
any point after half its move. The ship must end its move in base Activated squadrons may take Hold, Move and Cruise actions
contact with an enemy ship, or else may not take a Ram action. just like ships, however they may not take Ram actions.
Note that ships that take Ram actions can’t shoot, can’t ram any Unlike ships, squadrons may freely turn in any direction, don’t
squadrons, and stop moving once they reach their target. have to move their full speed when activating, and enemies don’t
hit on 2+ when shooting at them if they take Hold actions.
Pivoting
Engaged Squadrons
Whenever a ship pivots, you may turn it around its center point
in order to face a different direction, and you may ignore all Whenever a squadron moves within 2” of an enemy squadron,
terrain and ships (friendly or enemy) to complete the pivot. then it must end its move within 2” of that squadron, and counts
as engaged with it.
Note that any movement during a pivot is not counted toward
the ship’s total movement allowance. Squadrons that are engaged with enemy squadrons can’t move,
regardless of what action they take.
Picking Targets 1. Roll to Hit
When taking a Shooting action, a model must pick one or more The attacker rolls as many dice as the weapon’s attack value,
valid targets in order to shoot at them. trying to score the target’s evasion value. For each result that is
equal or higher, the target takes one hit. If the target is being shot
If the model has line of sight to the enemy models, and has at
in the rear, then the attacker gets +1 to hit for this roll.
least one weapon that is in the right facing and within range of
them, then that enemy is a valid target. Squadrons always get +1 to hit rolls when targeting squadrons.
Note that the standard turret mounted on all models can fire in Example: A Heavy Ship shoots at a Medium Ship (evasion 3+)
any direction, so doesn’t need to be in the right facing. with its turret (attacks 2) in its rear. The player rolls two dice and
gets a 1 and a 2, but due to the modifier from shooting the
Who can Shoot target’s rear the final result is a 2 and a 3. This means that the
Models that haven’t taken a Cruise or Ram action, that have line ship got one hit (the 3) and one miss (the 2).
of sight to the target, and that have a weapon that is in the right
2. Roll to Block
facing and within range of it, may fire at it.
The defender rolls one die per hit, trying to score its toughness
Squadrons that are engaged with enemy squadrons may only
value, getting -X to this roll, where X is the total strength of the
target enemy squadrons that they are engaged with.
attacking weapon. For each result that is equal or higher, one hit
Firing Arcs is blocked, and any unblocked hits deal 1 damage. If the target is
being shot in the rear, then the defender gets -1 for this roll.
To determine from which facing the attacker may shoot, and
which facing it may target, draw a straight line from the center of Example: A Medium Ship (toughness 3+) has taken one hit from
the attacker’s base to the center of the target’s base. a Heavy Ship’s turret (strength 2) in its rear. The player rolls one
die and gets a 5, but due to the modifiers from strength and being
The ship’s facing that the line passes through is the facing it may shot in the rear the final result is a 2. This means that the ship has
shoot from, and the target’s facing that the line passes through is taken 1 damage.
the facing that it may target.
3. Assign Damage
Note that if it’s not clear exactly from which facing the attacker
may shoot, or which facing it may target, then roll one die, on a Squadrons are destroyed after taking 3 points of damage, whilst
1-3 the defender chooses, on a 4-6 the attacker chooses ships must assign damage to upgrades instead.
The defender must assign damage to one of its upgrades, and
must continue assigning damage to that upgrade until it has
taken 3 damage, at which point it is disabled.
If all of a ship’s upgrades have been disabled, then the ship is
destroyed and removed from play as a casualty.

Example: The bottom ship is shooting at an enemy ship and an


enemy squadron. The ship shoots from its front facing into the
ship’s side facing, and from its side facing at the enemy squadron
(note that squadrons don’t have facings).

The Shooting Sequence


Shooting is done in a simple sequence which has to be followed Example: The enemy squadron takes 3 damage and is destroyed,
step by step in order: whilst the ship takes 1 damage and assigns it to its Pulse Engine.
Note that the ship’s Missile Cluster had already been disabled,
1. Roll to Hit because it took 3 damage from a previous attack.
2. Roll to Block
3. Assign Damage
Picking Targets Pushed Targets
When taking a Ramming action, a ship must pick one valid ship If the target has the same or lower amount of upgrades, then it is
as its target in order to ram it. pushed directly away from the ramming ship by D6”.
If the ramming ship is within cruise speed of the target, and has a Note that if this pushes the target into another ship or blocking
clear path to reach it, then that enemy is a valid target. terrain, then it stops immediately and takes 1 damage.
Note that ships can’t ram enemy squadrons.

Ram Moves
To ram, you must move the ramming ship by up to its cruise
speed to get in base contact with the target, at which point the
ramming ship stops immediately.
Ramming ships may move by up to their full cruise speed value,
and may pivot once by up to 45° at any point after completing
half of their move.
Note that ships can’t use ram actions if their final position would
overlap enemy ships (but may if it would overlap squadrons).

Ramming Damage
After the ramming ship has moved into base contact with its
target, compare the max. upgrades of each ship.
The ship that has the lower number takes 3 damage, whilst the
one with the higher number takes 2 damage. In case of a tie both
ships only take 2 damage each.
Example: The bottom ship rams an enemy ship which has the
same number of max. upgrades. Because of this they both take
2 damage each. The ship is then pushed by D6” and collides
with an asteroid, and so it takes 1 additional damage.
When to Test Surrendering Ships
As fleets take casualties, their psychological well-being Surrendering ships have lost all hope and are taken captive, flee
deteriorates, and they will surrender. the battle, or are otherwise rendered ineffective.
Whenever a fleet is down to half or less of its starting ships at the Simply remove the ship from the game as a casualty.
end of a round, or whenever a special rule requires it, then you
Note that squadrons never take morale tests, and only if all
must take a morale test.
friendly ships have surrendered or have been destroyed, then all
Example: An Empire fleet started the game with 5 ships, and is of the fleet’s squadrons immediately surrender as well.
down to 2 ships at the end of a round, so all of its ships must take
Example: An Empire fleet of 5 ships and 8 squadrons has lost 3
a morale test to see if they surrender.
ships, and the remaining 2 ships must take a morale test. They
Taking Morale Tests each take a morale test and fail, so all ships and squadrons
immediately surrender.
To take a morale test, the affected ship must roll one die, and
add the number of non-disabled upgrades it has to the result.
If the final total is 6+, then the morale test is passed and the ship
doesn’t surrender (nothing happens).
If the final total is lower than 6+, then there are different results
based on the situation that the ship is in:

• If the ship has taken the morale test because its fleet
was down to half of its starting ships or less, then it
immediately surrenders.
• If the ship has taken the morale test because of a special
rule, then check the rule’s description to see what
happens to it.
Terrain Rules Difficult Terrain
When setting up terrain, all players must agree on what terrain Asteroid Fields, Space Debris, Gravity Wells, etc.
type rules each piece of terrain follows.
Terrain features that hinder a model’s movement, or force them
This will make sure that you do not have any weird situations or to slow down, count as difficult terrain.
misunderstandings during your game, and that things can
Models that move through difficult terrain halve their speed.
proceed smoothly.
Note that each piece of terrain may use multiple terrain type
rules where it makes sense.
Example: A piece of Space Debris terrain could count both as
Cover as well as Difficult Terrain.

Open Space
Any surface that is not specifically defined as a type of terrain
(like asteroids, space debris, nebulas, etc.) counts as open space.
Open space does not have any special rules, and any rules that
affect terrain do not apply to open space.

Blocking Terrain
Planets, Space Stations, Large Asteroids, etc. Dangerous Terrain
Terrain features that can’t be moved through or are otherwise Radioactive Zones, Mine Fields, Black Holes, etc.
deemed as impassable count as blocking terrain.
Terrain features that could harm models, or outright kill them,
Models may not move through blocking terrain, and ships that count as dangerous terrain.
are pushed into blocking terrain immediately take 1 damage.
Models that move through or are pushed into dangerous terrain
immediately take D3 damage.

Cover Terrain
Space Junk, Gas Clouds, Nebulas, etc.
Terrain features that models can hide in or behind, or that could
stop projectiles, count as cover terrain.
If the majority of a model is in or behind a piece of cover terrain,
enemy models shooting at it get -1 to their hit rolls.
Rules Priority Anti-Ship
Some models have one or more special rules that affect the way Weapons with this special rule may only target enemy ships
they behave, and that sometimes go against the standard rules. when they are fired, and get +1 to hit rolls.
Whenever you come across one of these situations, the special Anti-Squadron
rules always take precedence over the standard rules.
Weapons with this special rule may only target enemy squadrons
Unless specified otherwise, multiple instances of the same when they are fired, and get +1 to hit rolls.
special rule are not cumulative, however different special rules
that have the same effect are cumulative. Blast
When firing a weapon with this special rule, if the target is hit,
then all models within 4” of it are also hit (friendly or enemy).

Broadside
Weapons with this special rule may only be mounted on the
sides facing, and they double their attacks when targeting enemy
ships in their side facing.

Deadly
Weapons with this special rule always deal +1 damage per
unblocked hit on the target.

Fragile
The first time each round that a model with this special rule takes
any damage, it takes +1 damage.

Overheating
When firing a weapon with this special rule, the firing ship takes
1 damage for each result of 1 to hit that it rolls.

Relentless
When firing a weapon with this special rule, this weapon may
split its attacks to fire at different targets.
Note that all targets must be declared before shooting, and may
not be changed once you roll to hit.

Rogue
Squadrons with this special rule may skip activating during the
squadrons phase to activate in another phase, but may only
either move or shoot when activating in another phase.
Heroes & Titles Common Ships & Squadrons
When creating your fleet, you may give ships heroes and titles by Heavy Ship - 80pts
adding their cost to the ship’s total cost.
• Speed: Move 4“ / Cruise 6“
Each hero may only be taken once per fleet, and each ship may • Turret: Ran 24“ / Att 2 / Str 2
only have one hero and one title.
• Defense: Eva 2+ / Tou 2+
Ship Upgrades • Upgrades: 4

All ships that are added to your fleet must be given as many Medium Ship - 60pts
upgrades as the max. number of upgrades they can take, and
• Speed: Move 6“ / Cruise 9“
each upgrade may only be taken once per ship.
• Turret: Ran 18“ / Att 2 / Str 1
Note that unlike heroes and titles, all upgrades are free. • Defense: Eva 3+ / Tou 3+
Weapon Upgrades • Upgrades: 3

All models come standard with a turret that may be fired in all Light Ship - 40pts
directions, and doesn’t take up any upgrade slots. • Speed: Move 8“ / Cruise 12“
Ships may also additionally be assigned new weapons as • Turret: Ran 12“ / Att 2 / Str 0
upgrades, which must be mounted on a specific facing. • Defense: Eva 4+ / Tou 4+
Each facing may only have one weapon mounted, and ships • Upgrades: 2
have a front, sides (counts for both sides), and rear facing. Gunship Squadron - 10pts
Note that unlike heroes and titles, all weapons are free. • Speed: Move 10“ / Cruise 15“
Common Assets • Turret: Ran 2“ / Att 2 / Str 0
• Defense: Eva 5+ / Tou 5+
All of the models, heroes, titles, upgrades and weapons in this
rulebook are common across all fleets. Fighter Squadron - 10pts

When putting together your fleet, you may select any assets from • Speed: Move 10“ / Cruise 15“
this rulebook, as well as choose one faction from which to take • Turret: Ran 2“ / Att 3 / Str 0
faction-specific assets, in any combination. • Defense: Eva 5+ / Tou 6+
• Special: Anti-Squadron
Bomber Squadron - 10pts

• Speed: Move 8“ / Cruise 12“


• Turret: Ran 2“ / Att 1 / Str 2
• Defense: Eva 4+ / Tou 5+
• Special: Anti-Ship, Deadly
Common Heroes Common Weapons
Tactical Master (15pts): May choose not to be deployed at the Energy Cannon: Ran 12“ / Att 3 / Str 1
start of the game, but instead may be deployed anywhere over 9“ Counts as having the Anti-Ship special rule.
away from enemies at the start of any round after the first.
Giga Cannon: Ran 6“ / Att 1 / Str 4
Expert Sapper (10pts): When this ship is activated, you may Counts as having the Deadly special rule.
place a mine marker within 4“. Enemies moving within 2“ of the
Heavy Cannon: Ran 12“ / Att 4 / Str 0
mine take 2 damage and remove it.
Counts as having the Relentless special rule.
Ace Commander (10pts): The first time a friendly squadron
Linked Railgun: Ran 24“ / Att 3 / Str 1
within 6“ is activated each round, you may activate another
Counts as having the Overheating special rule.
friendly squadron within 6“.
Missile Cluster: Ran 18“ / Att 1 / Str 1
Common Titles Counts as having the Blast special rule.
Vanguard (10pts): When deployed may immediately be moved Plasma Cannon: Ran 18“ / Att 2 / Str 3
straight by up to its move speed. Counts as having the Overheating special rule.
Avenger (5pts): May fire sides mounted weapons from both side Tsunami Cannon: Ran 24“ / Att 1 / Str 2
facings at once. This weapon may only be fired when using Hold actions and
Defiant (5pts): Whenever a friendly ship within 6“ is destroyed, counts as having the Deadly special rule.
you may remove 2 damage from this ship. Weapon Batteries: Ran 6“ / Att 2 / Str 2
Common Upgrades Counts as having the Broadside special rule.

Ablative Armor: Enemy ships ramming this ship take +1 damage,


and this ship takes no damage from overlapping enemy ships.
Armored Plating: This upgrade takes 5 damage to be disabled.
Gravity Bumper: Enemy ships are pushed by +D6“ when
rammed by this ship.
Nuclear Ammo: The ship’s turret gets +1 strength.
Precision Rig: The ship’s turret gets +1 to hit.
Pulse Engine: Gets +2“ on move and +3“ on cruise/ram actions.
Reinforced Ram: Deals +1 damage when ramming enemy ships.
Repair Bay: When activated may remove 1 damage from another
friendly ship within 4“.
Shield Booster: When taking a point of damage roll one die, on a
result of 5+ the damage is ignored.
Stealth Rig: The ship always counts as being in cover when
targeted from over 12“ away.
Tractor Beam: When activated pick one enemy ship within 8“
and move it D6+1“ toward this ship.
Warp Drive: When using move actions may move straight by
D6+2“, ignoring all ships and terrain.
Want more Warfleets: FTL? Full Rulebook Contents
If you like Warfleets: FTL and want to support us in making more Whilst the basic rulebook provides you with all you need in
awesome content, then you can donate to the project on Patreon order to play exciting games of Warfleets: FTL, there is even
here: patreon.com/onepagerules more content in the full rulebook, giving you access to a large set
of advanced rules which you can use to customize the game to
By donating you will get access to a ton of extra content,
play the way you like.
exclusive updates, early access to WIP files, full rulebooks, point
calculators, miniatures and much more. The full rulebook contains all of the following:
This project was made by gamers for gamers, and it can only • Terrain Placement Rules
exist thanks to the support of our awesome community. • Multiple Deployment Styles
Thank you for playing! • Extra Missions
• Boarding Actions
• Random Events
• Battlefield Phenomena
• Terrain & Objective Effects
• Fog of War Rules
• Catastrophic Damage Rules
• Order Dice Rules
• Shields & Defense Tokens Rules
• Scanner Ranges Rules
• Rules for Planetary Control Games
• Rules for Multiplayer Games
• Rules for Kitchen Table Games

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