GFFTL - Core Rules v1.8 - Playtest v1.7
GFFTL - Core Rules v1.8 - Playtest v1.7
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
300pts to start, and 450pts for a standard in any direction. Squadrons that move To Block: The defender rolls as many dice
match), and may only have as many within 2” of an enemy squadron must end as hits, trying to score its defense value or
squadrons as total ship upgrades in them. their move within 2” of it and count as higher, and for each failed roll the target
Players may use any assets from the core engaged. Engaged squadrons can’t move. takes 1 damage. The defender gets -X to
rules, as well as choose one faction from this roll, where X is the total strength of
Ships: Ships must move straight by their the attacking weapon. If the target is
which to take faction-specific assets. full speed value and may pivot once at being shot in the rear, then it gets an
Initiative: The players must roll-off, and any point after half their move. Ships may additional -1 to this roll.
the winner counts as having the initiative. only use ram actions if they can reach
base contact with the target, at which Damage: Squadrons are destroyed after
Mission: Prepare D3+1 objectives, and point they immediately stop. taking 2 damage, whilst ships must assign
then players alternate in placing one damage to one of their upgrades instead,
marker each over 9” away from the table Overlapping: If a ship would end its and must continue assigning damage to
edge, deployment zones, and each other, move overlapping another ship, then it that upgrade until it is disabled. Upgrades
starting with the player with initiative. If a must continue to move straight until it is are disabled after taking 2 damage, and if
ship moves over a marker, remove it from 1” away from any ships. Then the ship, all of a ship’s upgrades are disabled it is
the table and it is carried by that ship, and and any others it moved through, each destroyed (remove from play).
if the ship is removed from play, then the take 1 damage. If a ship ends its move
marker is dropped on the spot. The game overlapping squadrons, then players may Morale
ends after 4 rounds, and the player that is place each other’s squadrons anywhere
If at the end of any round a fleet is down
holding most markers wins. within 1” of the ship. Note that ships that
to half or less of its starting ships, then all
use hold actions may not pivot in such a
Deployment: The player with initiative ships must take a morale test. Roll a D6,
way that they overlap any other models.
picks one table edge as their deployment add the number of non-disabled upgrades
zone, with their opponent taking the Disengaging: If a ship moves off the table, the ship still has, and if the result is 6+ the
opposite. Then the players alternate in it is removed from play, and at the end of morale test is passed. If failed, then the
placing all ships within 12” of their table the round the player must place it back ship surrenders and is removed from play.
edge, starting with the initiative player, on the same table edge within 4” of Squadrons don’t have to take a morale
and then they do the same thing but with where it left. test, and only if all friendly ships have
all of their squadrons. surrendered or are destroyed, then all of
Easy Target: Models shooting at ships that
the squadrons surrender as well.
Playing the Game used a hold action always hit on 2+ until
the ship moves again. Terrain
The game is played in rounds, with the
players alternating in activating models in Ramming Cover Terrain: Models that shoot through
four phases. The initiative player starts in cover terrain get -1 to hit rolls.
After the ramming ship has moved into
each new phase, and the initiative passes contact with the target, compare the max. Difficult Terrain: Models moving through
to the other player every round. During upgrades of each ship. The ship with the difficult terrain halve their speed.
each phase, all models of that type must lower number takes 2 damage, whilst the
be activated before passing to the next other takes 1 damage, and in case of a tie Blocking Terrain: Models can’t move
phase, in this order: both ships take 1 damage. The target is through blocking terrain, and models that
then pushed D6” away if it has the same are pushed into it take 1 damage.
1. Squadrons Phase
2. Light Ships Phase or lower amount of upgrades, and if this Dangerous Terrain: Models that are
3. Medium Ships Phase pushes it into another ship or terrain, then pushed into or move through dangerous
4. Heavy Ships Phase it stops and takes 1 damage. terrain take D3 damage.
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, Special: Anti-Ship
total cost. Each hero may only be taken but instead may be deployed anywhere
Giga Cannon: Ran 6“ / Att 1 / Str 4
once per 300pts in the fleet, and ships over 9“ away from enemies at the start of
Special: Deadly.
may only have one hero and one title. any round after the first.
Linked Railgun: Ran 24“ / Att 3 / Str 1
Upgrades: Systems and Weapons count Ace Carrier (10pts): As many squadrons
Special: Overheating.
as upgrades, which are free (unlike heroes as upgrades on this ship may choose not
and titles). Players must assign each ship to be deployed at the start of the game. Missile Cluster: Ran 18“ / Att 1 / Str 1
with as many upgrades as the number in Once per game, when this ship activates, Special: Blast.
brackets, and each upgrade may only be those squadrons may be deployed
taken once per ship. Ships have a front, anywhere within 2" of this ship, and may Plasma Cannon: Ran 18“ / Att 2 / Str 3
sides (counts for both sides), and rear immediately activate. Special: Overheating.
facing, and weapons must be mounted on Pod Launcher: Ran 6“ / Att 2 / Str 0
Expert Sapper (10pts): When this ship is
a specific facing (each facing may only Special: Boarding Pod
activated, you may place a mine marker
have one weapon).
within 4“. Enemies moving within 3“ of Precision Cannon: Ran 24“ / Att 1 / Str 2
Turrets: All models come with a turret the mine take 2 damage and remove it. Special: Sniper.
that may be fired in all directions, which
doesn’t count as a weapon or upgrade. Titles Rapid Cannon: Ran 12“ / Att 3 / Str 0
Special: Twin-Fire.
Avenger (10pts): When activated, may be
Ships & Squadrons
placed anywhere within D3+1“. Weapon Batteries: Ran 6“ / Att 2 / Str 2
Cruiser Ship (Heavy 4) - 80pts Special: Broadside.
Vanguard (5pts): When deployed may
• Speed: Move 4“ / Cruise 6“ immediately be moved straight by up to Special Rules
• Turret: Ran 24“ / Att 2 / Str 2 its move speed.
Anti-Ship: Gets +1 to hit against ships,
• Defense: Eva 2+ / Tou 2+ Defiant (5pts): Whenever a friendly ship but only hits squadrons on 6+.
within 6“ is destroyed, you may remove
Destroyer Ship (Medium 3) - 60pts Anti-Squadron: Gets +1 to hit against
2 damage from this ship.
• Speed: Move 6“ / Cruise 9“ squadrons, but only hits ships on 6+.
Systems
• Turret: Ran 18“ / Att 2 / Str 1 Blast: If the target is hit all models within
• Defense: Eva 3+ / Tou 3+ Ablative Armor: Enemy ships ramming 4“ of it are also hit by this weapon.
this ship take +1 damage, and this ship
Corvette Ship (Light 2) - 40pts Boarding Pod: May only target ships, and
never takes any damage from overlapping
targets take 1 boarding marker per hit
• Speed: Move 8“ / Cruise 12“ enemy ships.
instead of damage (don't roll to block).
• Turret: Ran 12“ / Att 2 / Str 0 Armored Plating: This upgrade takes 4 Roll one die for each marker when the
• Defense: Eva 4+ / Tou 4+ damage to be disabled. ship is activated. On 4+ the marker is
removed, else the target takes 1 damage.
Gunship Squadron - 10pts Gravity Bumper: Enemy ships are pushed
by +D6“ when rammed by this ship. Broadside: May only be mounted on the
• Speed: Move 10“ / Cruise 15“
sides facing, and may be fired from both
• Turret: Ran 2“ / Att 2 / Str 0 Nuclear Ammo: Turret gets +1 strength.
side facings at once.
• Defense: Eva 5+ / Tou 5+ Pulse Engine: Gets +2“ on move and +3“
Deadly: This weapon deals +1 damage
Fighter Squadron - 10pts on cruise/ram actions.
per unblocked hit on the target.
• Speed: Move 10“ / Cruise 15“ Reinforced Ram: Deals +1 damage when
Fragile: The first time this model takes
ramming enemy ships.
• Turret: Ran 2“ / Att 3 / Str 0 damage each round it takes +1 damage.
• Defense: Eva 5+ / Tou 6+ Repair Bay: When activated may remove
Overheating: If you roll a 1 to hit, then
• Special: Anti-Squadron 1 damage from another ship within 4“.
this ship takes 1 damage.
Bomber Squadron - 10pts Shield Booster: When taking a point of
Twin-Fire: This weapon may be fired at
damage roll one die, on a 5+ it is ignored.
two different targets at once.
• Speed: Move 8“ / Cruise 12“
Stealth Rig: Always counts as in cover
• Turret: Ran 2“ / Att 1 / Str 2 Rogue: This squadron may skip activating
when targeted from over 12“ away.
• Defense: Eva 4+ / Tou 5+ during the squadrons phase to activate in
• Special: Anti-Ship, Deadly Tracking Servo: Turret gets +1 to hit rolls. another phase, but may only either move
or shoot when activing in another phase.
Tractor Beam: When activated pick one
enemy ship within 8“ and move it D6+1“ Sniper: Attacker may assign damage from
toward this ship. this weapon to one upgrade of choice.
FLEET NAME: POINTS: