Warframe Miniatures Game V2.0

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WARFRAME
MINIATURES
GAME
This Warframe miniatures game is
a fan made project created by
Soden Games as a tribute to fan-
tastic universe created by Digital
Extremes.

This skirmish style miniature


game seeks to recreate the fast
passed action of the video game
in a balanced but enjoyable for-
mat, allowing you to take on the
roll of the Tenno, Grineer, Corpus
and more in the future…

None of the names, designs or


artwork is owned by Soden Games
and we only seek to celebrate a
love for WARFRAME through our
favourite medium.

Enjoy Tenno
-Soden Games

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CONTENTS
Getting Started…………………………..
Turn Structure……………………………
Creating an army………………………..
Scenarios…………………………………..
Deployment Types……………………..
Mission Goals…………………………….
Your First Game………………………….
Factions……………………………………..
Mods…………………………………………
Weapon List……………………………….
Special Rules………………………………

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GETTING STARTED Models/ Units
A player's army consists of a variety of mod-
Core Mechanics els and units. A model is the single character
attached to a standard sized base. For most
Measuring
characters this will be a 32mm base.
Distances are all measured in inches unless
otherwise stated. When measuring a dis- A unit is the collection of models as dis-
tance you measure the shortest distance played by a profile card. A unit can consist
between 2 models in all 3 dimensions. Typi- of a number of models, like Grineer lancers
cally, this will be the distance from one base or usually consist of units between 4 and 6.
to the next. When moving models, no part We will sometimes refer to units that consist
of a models base may move further than the of multiple models as squads. Units may
move distance away from the original start- also only consist of 1 model. A single Tenno
ing point of the model.
for example is a unit by themself.
Unit Leaders – Every unit must have one
Dice model that is the unit leader. This model
should look especially cool compared to his
The Warframe Miniature game uses D6s. allies and it should be clear at all times who
These are regular 6-sided dice with numbers the unit leader is. If the unit consists of only
from 1 to 6 on them. In all rolls throughout a single model, then they are automatically
the game, regardless of modifiers a roll of a the unit leader. Models in a unit must al-
1 is the worst and will never pass. Whereas ways be within a 3” bubble of their unit
a roll of a 6 is the best and will always pass. leader. If the unit activates and this is not
If a roll of a 4+ is required, this means that the case, they must perform a movement
the player must roll a 4,5 or 6 for the dice action that allows the unit to come back to-
roll to be a success. gether.
A D3 is a 3-sided dice used for some rules.
The usual convention is to use a six sided
dice and half the score (rounding up). ie 1
and 2 becomes 1. 3 and 4 becomes a 2 and
5 and 6 becomes a 3. If you have a 3 faced
convex uniform polyhedral, tell a maths
nerd, and use it for the roll. Other 3-sided
dice could work too.

Successes
Throughout the game we will refer to dice
rolls as either successes or failures. When These Grineer Lancers are all within the 3” red bubble from
making a roll of the number on the dice is the commander.
equal to or greater than or equal to the tar-
get number, we consider this a success. If it
is less than we consider this a failure.

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Profile Cards
Each unit has it’s own profile card where you may find its rules. A units profile card displays
how good they are at different things, what weapons they are equipped with, what special abili-
ties the unit has, how many models are in the unit, how much standing each model costs and
finally what faction the unit belongs to.

As well as each unit having its own profile sheet every weapon also has its own stat line. You
can see these above in the case of exalted blade or below with Lato and Skana. Excalibur’s de-
fault weapons.

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Line of Sight Turn Structure
Line of sight is a core mechanic for many A full game is split into 5 turns. During each
miniature games. To have line of sight to a turn there are 3 phases. The initiative phase,
model you must be able to draw an uninter-
the Action Phase and the Clean-up Phase. In
rupted, straight line from one model to an-
the initiative phase players will determine
other. If unsure, stoop down to the models
point a view and look for yourself to see if the initiative for the turn. Whoever has the
you can see the other model. For the pur- initiative will go first in the three phases of
poses of line of sight, ignore arms banners, the game. The must be roll for in each turn
weapons and wings on both models. and the initiative may swap between players
throughout the game.

Cover Pre-game Setup


Cover can be an important part of the WAR- Before the game players must establish a
FRAME Miniature Game. If you can’t draw a playing area. Games of WARFRAME are in-
straight line (in 3d) from every part of the tended to use a 4-foot squared gaming ar-
attacking models base to every part of the
ea/ board. Terrain and elevation are an in-
defending models base without passing
through a piece of terrain then the defend- teresting and core part of the WARFRAME
ing model is considered to be in Light Cov- game so be encouraged to set up very dense
er. hive networks full of scenery for the models
to move around. There should also be a lot
If a model is in light cover, and only 50% or
of line of sight blocking scenery so players
less of the model is visible to the attacking
can hide their models from each other com-
model from their point of view then the
defending model is said to be within Heavy pletely.
Cover rather than in Light Cover.

When determining what type of cover a


model is in, ignore any piece of terrain that
the first model is in base contact with.

The Line of Sight line from Excalibur to the Grineer The Line of Sight line from Excalibur to the Grineer
Lancers has to pass over that short wall, hence the unit Lancers has to pass over that short wall, hence the unit
is in Light Cover. Most of the models are still visible to is in Light Cover. Furthermore, less than 50% of Excali-
Excalibur, so they do not get Heavy Cover. burs models is visible to the majority of the attacking
unit. Therefore he is in Heavy Cover.

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Initiative Phase Climb – Units may use a climb action to
move up ladders or other terrain that they
The first thing players must do at the start of can stand on top of.
a new turn is to determine who has the initi-
ative for the turn. To determine who has the To perform a climb move, remove the unit
initiative players must roll a D6. Whoever leader from the board and replace them the
gets higher has the initiative. In the event of battlefield up to half of the units move char-
a draw the player who did not have the initi- acteristic in inches away from the original
ative last turn wins the roll off. (During the
position. Now remove the other models in
first turn players re-roll their dice in the
the unit and place them anywhere within a
event of a draw).
3” bubble around the unit leader.
Players can now resolve any effects that
A unit that climbs may elect to use their full
they are allowed to in the initiative phase.
Whoever has the imitative must resolve all movement rather than half. However, if they
their effects before their opponent. do so they sacrifice their attack action.

Action Phase Run – Units may use a run action in the


same manner as a basic movement action.
In the action phase players take it in turns to However, it allows them to move further.
activate units. When a unit activates it may
perform 3 action. A Movement Action, an To perform a run move, remove the unit
Attack Action and a Special Action. It can leader from the board and replace them the
perform these actions in any order however battlefield up to double the units move
it may not pause an action halfway through, characteristic in inches away from the origi-
perform another action then finish the first nal position. Now remove the other models
action. (For example, a unit cannot move in the unit and place them anywhere within
half its movement, shoot and then move the
a 3” bubble around the unit leader.
rest of its movement).
A unit that performs a run action cannot
There are many different things a unit may perform an attack action that turn.
do when it performs each type of action.
Some units and factions have access to their
own specialist action that they may take. All
units have access to the following basic
Movement, Attack and Special actions.

Movement Action
Basic Movement - Units may use a basic
move to traverse flat ground, slopes or
stairs that would be easy for the average
person to move over.
To perform a basic move, remove the unit
leader from the board and replace them the
battlefield up to the units move characteris-
tic in inches away from the original position. The Grineer Lancer leader climbs up to 5” away from
Now remove the other models in the unit their starting location. After moving the leader the rest
and place them anywhere within a 3” bubble of the unit is moved to with 3” of the unit leader as
around the unit leader. normal. This unit performed a full climb so it may not
perform an Attack Action this Action Phase.

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Falling C

Some rules or abilities may cause a unit to


fall. Units can also voluntarily fall as part of
a movement action.

If a model goes off a ledge and down a dis-


tance less than its basic move distance,
place it directly below where it left and re-
move 1” from its available movement.

If a model goes off a ledge and down a dis-


tance equal to or greater than its basic
move distance, (but less than double its
basic move distance) place it directly below
where it left and suffer D3 Critical wounds.
It may not move any further that turn.

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