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BOOK CONTENTS WELCOME 4 THE ENEMY 5

TARGETING 32 Line of Sight 32 Arc of Fire 33 Range 33

GAME BASICS 7 MODEL TYPES 9 WEAPONS 11 SPACE TERRAIN 13

ATTACK DICE 34 Initial Attack Dice 34 Modifiers to Attack Dice 34 Attack Dice for Flights 34

GAME CARDS 15 Types of Game Card 15 Hand Size 16 Using Game Cards 16 Card Tactics 16 Multiplayer Games 16

FIRING OPTIONS 35 Linked Fire 35 Combined Fire 36 Split Fire 36 SYSTEM RATINGS 37 Point Defence To Hit Numbers 37 Primary/Torpedo To Hit Numbers 37 Shield Systems 37 Cloaking Field 37 Defensive Fire 38

GAME SETUP 17 Squadron Organisation 17 Escort Squadrons 17 Star Admiral 17 Fleet Organisation 17 Game Length 18 Battle Field Setup 18 Deployment 19 Victory Condition 19 Victory Points 20

MINES 39 Dropping a Mine 39 Cascading Mines 39 Shields and Mines 39

COHERENCY 21 Command Distance 21 Commanded Element 21 Out of Command 21 ORDER OF PLAY 22 Turn Card Phase 22 Initiative Phase 22 Squadron Activation Phase 22 Activation Sequence 22 End Phase 23

KILLING MODELS 40 Damaging a Model 40 Critical Hit Table 40 Damaging a Flight 41 Combat Sequence Summary 42 BOARDING 43 Assault Points 43 Crew Points 43 Boarding Assault 43 Boarding Procedure 43 Anti-Boarding Point Defence Range 44 Anti-Boarding Point Defence To Hit 44 Anti-Boarding Point Defence Damage 44 Resolving Boarding Assaults 44 Winning a Boarding Assault 44 Sabotage 45 Boarding Assault Sequence Summary 46

FLIGHT TOKENS 24 Carrier Models 24 Flights 24 Weapon Stats 24 Flight Formations 25 Landing Flights 25 Launching Flights 25 Rearming Flights 25 Intercept Move 25 Flight Activation Sequence Summary 26

END PHASE 47 End of Game 47 Compulsory Actions 47 Damage Repair 47 Remove Game Markers 47 Draw Game Cards 47

MOVEMENT 27 Moving a Flight 27 Moving a Squadron 27 Minimum Movement 27 Turning a Model 27 Proximity Vectoring 28 Moving Off Table 28 Fold Space Travel 28 Belly Up 28 Cut Engines 28 Drifting 28 Collision and Ramming 29

MODEL ASSIGNED RULES 48 CRITICAL HIT TABLE 52 DAMAGE MARKERS 53 CRITICAL HIT MARKERS 54 GAME MARKER KEY 55

MAKING WAR! 30 Combat Sequence 30 Declaring Point Defence Attacks 30 Declaring Primary and Torpedo Attacks 31 Resolving Primary and Torpedo Attacks 31 Defensive Actions 31 Apply Damage 31

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THE FIRESTORM ARMADA Team

INTERNAL PLAYTESTING AND PROOFING

Manufacturing & Assembly

Andy Walpole Neil Fawcett Christopher Worth Franco Sammarco Jonny La Trobe-Lewis Gary Bent Ben MacIntyre Katie Bennett Ricky Brewer Stephen Rhodes Christopher Drew Andrew Jones

Martin Jones Christopher Peacey Drew Cox Gordon Chamberlain Jamie Allen Jeff Henderson George Shearn Jack Patterson Harriet Rhodes Luke Martin

Digital Sculpting & Modelling Christopher Drew Martin Jones Christopher Peacey Jonny La Trobe-Lewis Dave Kidd

Graphics, Painting & Fiction Paul Kime Sally Taylor Christopher Worth Neil Fawcett

Franco Sammarco Giovanni Bosio Ben MacIntyre Jonny La Trobe-Lewis Andrew Jones

We would like to thank our External Playtest Groups and our Online Community for their invaluable feedback, all of which has contributed to making FIRESTORM ARMADA an even better game.

Primary WRITERS Andy Walpole & Christopher Worth Initial GAME Concept Neil Fawcett

THE SPARTAN GAMES Team The contents of this book are Copyright © Spartan Games 2009-2013. All rights reserved. January 2013 - PDF Edition

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Business Management & Web Frances Fawcett Katie Bennett Gary Bent Lizzie Wood Ricky Brewer Stephen Rhodes

Copyright © 2009-2013 Spartan Games


welcome To A War-Torn Galaxy THE RACES The FIRESTORM ARMADA game is set far in the future of mankind where several great races are locked in a brutal war. Vast fleets of warships, both human and alien, clash in epic space battles with the military might of numerous allied systems supporting them.

The FIRESTORM ARMADA setting has huge potential as a setting for space combat, and it is a perfect platform for using the fantastic models produced by our creative design team in a fun game that lasts just a few hours. The rules allow a small skirmish, involving just a few models per side and only two players, to be played as easily as a massive game between space armadas that could easily contain several large Capital Class vessels, hordes of smaller vessels and with several players per side commanding the fleets.

At the heart of the bitter conflict are two great alliances: the Alliance of Kurak brings together the main races of the Terran Alliance, Aquan Prime and Sorylian Collective. To this we add the smaller, but by no means weaker, races of Veydreth, Terquai, Hawker, Ryushi, Xelocian and Tarakians.

In addition to the core rules we have created a mechanic that allows for the use of Game Cards, which are designed to add a Fog of War to the game. You never truly know what card your opponent has in their deck of cards. But then again, your opponent does not know what cards you are holding!

Against them is the formidable Zenian League, a pact that was created by the Dindrenzi Federation, Directorate and Relthoza. As the conflict escalates so more and more smaller allied systems have either joined, or been drafted, into the League. These races include the Ba’Kash, Kedorians, Works Raptor and the Rense System Navy (RSN).

You do not have to use the game cards, but we recommend their use as they add an exciting dimension to your game play.

The territories of all six main factions converge in a vast stellar region known as Fathoms Reach. This area bears the brunt of the aggressive Dindrenzi Federation attack on the Terran Alliance. Fathoms Reach is known more evocatively as The Storm Zone and around this strategic and economically vital area of space numerous lawless Marauder Factions operates, prepared to break any agreement to satisfy their own interest, as the two mighty rivals clash in a struggle for survival.

If you go to our website you can see our superb range of models for FIRESTORM ARMADA and any support material for the game, such as downloadable tokens and templates.

– www.spartangames.co.uk –

FIRESTORM ARMADA uses the same core mechanics found in our fantasy naval game Uncharted Seas, and further developed in our Victorian Science Fiction game Dystopian Wars. At Spartan Games we wanted a game that distilled complex science into simple game mechanics to ensure that the feel of the game reflected a ‘cinematic’ version of space combat.

So Admiral, you are now ready to command the forces of one of the great galactic powers in FIRESTORM ARMADA. Join the Dindrenzi Federation as they invade this region of space, hell bent on the destruction of the Terrans, or support the Terran Alliance and conquer the invaders. The choice is yours...

This edition of the game has allowed us to improve the game, based on the feedback of our gaming community, and work by our game designers. It has also given us the opportunity to include extra material that has been produced for the game since its release in a single hardback volume.

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THE ENEMY A brief guide to the races Welcome to Firestorm Armada, Spartan Games’ exciting and fast-paced space combat game which is set in a galaxy far in mankind’s future.

The Terran Alliance, knocked reeling by these massive attacks, has now moved to stem the tide, mobilising great armadas and armies of its own from both the Storm Zone colonies and Terran Hub systems further to the galactic west.

Although the Firestorm setting as we know it encompasses a huge portion of the Milky Way, the game is set mostly in a strategically vital area of space named the Storm Zone, a title given it by early Terran explorers in recognition of the region’s volatile natural phenomena. These have long made traversing the area a challenge.

Whole fleets have been smashed and colonies razed before the fury of the Dindrenzi advance, but the Terran Alliance fight-back is only just beginning. Already the whole Storm Zone has been engulfed by the Terran-Dindrenzi War, and now that conflict will only intensify.

Today, though, the Storm Zone’s name has gained much greater significance. It is the stellar crossroads between four great alien and human empires. To the galactic north lie the worlds of the Aquan Sebrutan, while to the south lies reptilian Sorylian Collective. However, to the east and west lie the most significant players in the region. East of the Storm Zone, and holding nominal dominance over it, is the vast Terran Alliance, the oldest and, in the minds of its government at least, greatest human stellar dominion.

Such is the scale of human dominion and influence in the galaxy that several other great powers have been drawn into the inferno. The Dindrenzi are supported by the empire of the spiderlike Relthoza, who fear the possibility of renewed human threats to their prized home-worlds, and who also harbour a desire for expansion at the expense of their Sorylian neighbours.

However, to the west lies the Terran Alliance’s principal rival, the young, vigorous and aggressive Dindrenzi Federation. Once a part of the Alliance, when their domain was called the Terran Commonwealth, the Dindrenzi wrested themselves away from they believed to be overbearing Terran governance in a series of wars that lasted over a century and climaxed with the nuclear annihilation of an entire world.

The Federation are also backed by the shadowy corporate plutocracy known as the Directorate. It is from the Directorate as much as their own efforts that the Dindrenzi derive their technological superiority over their Terran cousins. Many on both sides believe the corporate dominion to have even greater influence over the Federation than is acknowledged. For their part, the Terrans have called upon their longstanding treaties with the Aquan and Sorylian dominions, imploring them for military and logistic aid to stem the Dindrenzi assault, while the greater military resources of the Hub Systems are mobilised. Both empires also have their own reasons for committing to fight the Federation.

Although a fragile peace held for a while between the Terrans and the Dindrenzi, today that peace has been shattered. The Terrans, cut off from the lucrative Outer Reach after the break with the Federation, devoted a great deal of resources to renewed exploration elsewhere around their domains.

The Aquans themselves have long been troubled by attacks from Directorate raiders, culminating in the abductions of whole colonies, with any pursuit by their own forces being halted at the border of Federation space by Dindrenzi naval flotillas.

But the Dindrenzi, driven by a mixture of hubris and paranoia, spent years building up huge stellar and terrestrial military forces. Determined to secure themselves against any further Terran threat, they launched these mighty fleets and armies into the Storm Zone in a powerful pre-emptive strike. The Federation’s forces attacked and destroyed dozens of Terran installations, as well as holdings belonging to the Aquan and Sorylian empires.

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The Sorylians, meanwhile, have suffered much from Dindrenzi-sponsored pirates and privateers assaulting their trade routes, while Relthoza fleets have repeatedly attempted to make inroads into Sorylian territory.

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As well as these great powers, many smaller dominions have been drawn into the conflict as the Terran-Dindrenzi War intensifies. The efforts of the former Terran Alliance President Anton Kurak, one of the few who foresaw the Dindrenzi threat, have resulted in the creation of the Kurak Alliance, an organisation of smaller powers who have a vested interest in supporting the Terrans against the Dindrenzi invasion.

For those with a liking for a more intimidating style, there are the predatory expansion fleets of the Relthoza, a sentient alien race that developed over thousands of years from arachnoids. This race allies itself with the Dindrenzi as much for convenience as loyalty, as they capitalise on the losses of the embattled Sorylians in an attempt to extend their own domains. Finally, for the most conspiratorial and cunning minds, there are the technologically advanced ‘Security Fleets’ of the Directorate. Although once a part of the Terran Alliance, this shadowy corporate power grew wealthy from the sale of weaponry and intelligence to the Dindrenzi Federation. But this is only one facet of their operations. Flotillas of their crab-like spacecraft regularly descend upon human and alien colonies, slaughtering or abducting whole populations for use in their sinister experimentation.

On the other side, the Zenian League was brokered by the Dindrenzi Federation Chairman Markus Rense and the sinister figure of Ervan Bas of the Directorate. Convened on the Directorate’s hidden capital planet, Zenia, the league has brought together a number of races keen to profit from the Dindrenzi Federation’s rebalancing of the galactic order. In the volatile Storm Zone, the strategic hub conflict, mighty battle fleets clash to determine the fate of the galaxy. Each of the warring factions has its own reasons for waging war, and its own methods of doing so.

These are the great powers of the galaxy, but not the only ones. All around them are lesser dominions; alien and human, civilisations and marauding reaver bands both. Many have aligned themselves with one or other of the great power blocs of the Firestorm universe, determined to profit from victory or share in its spoils.

It’s time to choose sides; will you follow the Dindrenzi in their war of conquest, as they seek to claim their avowed birthright as the inheritors of human civilisation in space? Perhaps your sympathies lie with the Terrans, the founders of humanity’s dominion among the stars, who sacrificed so much to build their domain and must now defend it against all odds with steel and fire.

The Terran-Dindrenzi War rages. The fate of entire galaxy hangs in the balance within the Storm Zone. Muster your fleet, board your flagship, and sail forth for honour, glory, or plunder!

Perhaps you will choose the Aquans whose liquid-filled spacecraft have sailed the void since centuries before mankind even reached the surface of the moon, and yet who now find themselves major players in the wars of humans. Or maybe the Sorylian Collective; ponderous lizard-like beings who nonetheless have developed one of the finest fleets in the galaxy thanks to their extraordinary grasp of scientific and mathematical principles, and who must now defend their ancient Collective from the encroaching Dindrenzi and Relthoza.

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Game basics how the mEchanics work The basic requirement for playing FIRESTORM ARMADA is a selection of suitable models, a Game Board to play on and a number of six-sided dice. Dice provide the element of chance in the game, and the luck a player has when rolling their dice could change the course of a game and the future of a galaxy!

Whenever you see the number required for successful die roll as 6, anywhere in the rules, you know that a natural roll of 6 will result in TWO successes AND a chance to roll the dice again. If the required number is shown as 6, the Exploding Dice game mechanic is NOT in effect. With the Exploding Dice mechanic you keep going until you stop rolling any 6’s, and only when you have finished rolling the dice do you add up the total number of successes; so make sure that when you roll again you don’t roll a dice that is already a success, or you may lose count.

This means a lucky Frigate could withstand an assault from a much more powerful Battleship, simulating the great skill of its captain as it evades the enemy ship’s powerful weapons, or could, with extreme good fortune, cripple a Dreadnought with a lucky shot. Any situation is possible in FIRESTORM ARMADA, depending on the roll of the dice!

Some rules may alter the target number required to score a success, or modify a dice roll by adding or subtracting from the initial result. Regardless of this, a natural roll of 6 will result in TWO successes AND give an extra dice roll, while a result of 6 or better due to a dice roll modifier will result in ONE success and NO extra dice roll.

DICE In FIRESTORM ARMADA we use two types of dice; D6 and D3. A D6 is a standard six-sided dice. A D3 requires the rolling of a D6, with a roll of 1 or 2 equal to a result of 1, a roll of 3 or 4 equal to a result of 2, and a roll of 5 or 6 equal to a result of 3.

EXAMPLE: A vessel rolls 8D6 against an enemy model. Needing a 4, 5 or 6 to hit, it rolls 1, 2, 3, 3, 4, 5, 5 and a 6. This is five hits so far (one each for the 4 and two 5s, and two for the 6) and the natural 6 gives an extra roll.

Whenever you see a numeric value written before a particular type of dice in the rules (for example 2D6) this indicates the number of dice of this type that is to be rolled.

An additional roll of 5 will add one more to the total and the dice rolling ends with six hits scored against the target. Had the additional roll been a 6, instead of a 5, it would have added two more hits and given another extra roll! EXAMPLE: A vessel with +1 modifier to hit rolls 5D6 against an enemy model. Needing a 4, 5 or 6 to hit, it rolls 2, 2, 3, 5 and a 6. This is four hits so far (one each for the 3 and the 5 (which have become 4 and 6 respectively) and two for the 6) and ONLY the natural 6 gives an extra roll. An additional roll of 2 adds no more to the total and the dice rolling ends with four hits scored. ROUNDING DOWN If, for any reason, the rules state that a value is to be reduced by HALF, the original number is always Rounded Down. Any value related to a number of dice can NEVER be reduced to below 1 by Rounding Down, but any other value can be, for example a model’s Movement (Mv) value.

EXPLODING DICE Many D6 use the Exploding Dice game mechanic, where a natural roll of 6 always results in TWO successes AND a chance to roll the dice again and score further successes!

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RANGE BANDS Range is the distance in inches between a Firing model and its target and is measured along the Line of Sight. There are FOUR Range Bands, each of which is eight inches and each follows on directly from the Range Band before it. The Range Bands are therefore 8”, 16”, 24” and 32”, with 32” therefore the theoretical maximum Range in the game.

or using any Flight Peg on the model for any other reason, uses the nearest Flight Peg to the target. FLIGHT TOKENS Tiny Space Craft, such as single seater fighters and Assaulters carrying troops to board an enemy vessel, are represented by a token in FIRESTORM ARMADA. Each token represents a Flight with an adjacent dice or numbered token used to represent how many Wings of the same type of Tiny Space Craft are grouped together into the Flight. All measurement TO or FROM a Flight uses the closest point of the Token.

If the distance between the Firing model and any target is 8” or less, then the target is in Range Band 1. If the distance is greater than 8”, but not further than 16”, the target is in Range Band 2. This then follows for Range Band 3 and Range Band 4.

TURNING TEMPLATE In FIRESTORM ARMADA all models use a 45 degree Turning Template when they turn. When using the Turning Template its Flat Edge should be flush with the model’s Flight Stand, and its Navigation Point should be aligned with the Front Edge (Port or Starboard) of the model’s Flight Stand appropriate to the direction of any turn.

HEIGHT LEVELS There are no height levels in FIRESTORM ARMADA for models. However, certain terrain features can impact line of sight. See the Terrain Section on Page 13. FLIGHT STAND All models should be mounted on a Flight Stand. Each Flight Stand has one Port and one Starboard Front Edge and at least one Flight Peg.

TURN LIMIT In FIRESTORM ARMADA all models have a Turn Limit. This is the minimum distance a model must move directly forwards between each turn. In general this is 0” for Small models, 1” for Medium models and 2” for Large or Massive models.

MEASUREMENT All measurement in FIRESTORM ARMADA is in Inches (“) and you can pre-measure ANY distance at ANY time. TERRAIN When measuring TO, or FROM, Terrain use the closest part of the Terrain feature.

Important Note: A Flight does not use a Turning Template or Turn Limit as it has 360 degree movement.

MODELS When measuring TO or FROM a model use the appropriate part of the model’s Flight Stand: • •

NOTE: Measurements are made in inches (“) in this game. The 45 degree Turning Template is easy to use, and remember that some models, such as Flights of Small Space Craft DO NOT use a Template.

Use the Flight Peg for Movement, and the appropriate Front Edge for Turning. Use the Flight Peg for Line of Sight and Range.

Important Note: If a model has more than one Flight Peg on its Flight Stand the player performing any measurement,

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And finally, you can pre-measure enemy models to help you destroy them!

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model types the models at your command A Fleet in FIRESTORM ARMADA can contain a wide variety of different types of model which may vary in size, function and capability from a small Escort up to a colossal Dreadnought or even a static Space Station. To help game play all models are identified and classified using a few simple rules.

Many also act as a static Carrier model for fighter and bomber squadrons in forward combat areas. Battleships (Large, Capital Class) Battleships are the main strike force in most Fleets, often they act as command centres with the Fleet Admiral on board, They have some of the most powerful weaponry available and are often in the thick of any battle.

MODEL TYPE Each model in FIRESTORM ARMADA belongs to a particular Race or Fleet and uses a Stat Card relevant to its Class and Designation.

Carriers (Large, Capital Class) Carrier models provide a platform for Tiny Space Craft such as fighters and bombers to deploy with the main Fleet far from any home base. They are vital to a Fleet for long range scouting and picket duties. Another key role is to defend a Fleet against enemy bombers and to provide a potentially devastating strike capability against an enemy force. They are deployed with care, as they are vulnerable to attack and are often a Fleets most valuable asset. The Carrier Designation also contains the sub-Designation of Battle Carrier.

A Stat Card specifies the Size (Small, Medium, Large or Massive) of a model and where relevant whether it is a Capital Class model or an Installation. This information can affect how a model interacts with Terrain and/or other models in the game. EXAMPLE: The Terran Razorthorn Class Battleship is identified as belonging to the Terran Alliance, it belongs to the Razorthorn Class and its Designation is a Battleship. The Stat Card for the Razorthorn also indicates that its Size is Large and that it is a Capital Class model.

Dreadnoughts (Large, Capital Class) Dreadnoughts are massive up-gunned and up-armoured Battleships. They are rarely seen in peacetime, but are often used as the spearhead of any major naval campaign.

MODEL TITLE The following is a list of the Designations available in FIRESTORM ARMADA, including information on their Size and whether they are a Capital Class model or an Installation.

Satellites (Medium, Installation) A Satellite may have a civilian or military purpose and can either orbit a planet or be free standing in Space. They may function as research facilities, intelligence gathering centres, communication relays or even as supply depots.

Leviathans (Massive, Capital Class) Leviathans are rare models that are used as Headquarters for large Fleets or an Armada. Often used as mobile logistics bases, massive army transports or as giant Carrier models. They are not generally risked in battle, but often make an appearance when an Armada arrives within a system as part of any planetary invasion force.

Civilian Ships (Small, Medium or Large) Civilian Ship models vary in Size and support commerce and trade across the galaxy. Multiple sub-classes of Civilian Ship exist such as Merchants, Traders, Liners and Shuttles. Cruisers (Medium, Capital Class) Cruisers are the mainstay and workhorses of most Fleets, with enough weaponry to take on bigger models when in Squadron strength, and destroy weaker models with relative ease. They are frequently used to maintain authority over troublesome planetary systems and guard supply convoys. Multiple sub-classes of Cruiser exist such

Space Stations (Large, Capital Class, Installation) A Space Station can be orbiting a planet or free standing. They may be used as a forward base or as a barracks or shipyard where Fleets can dock to repair and re-supply. They often house thousands of personnel and are important for trade and commerce as well as military operations.

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Escorts (Small) Escorts are one of the smallest models found in a Fleet. Deployed in large numbers they are normally used as close protection and extra Point Defence for larger models.

as Battle Cruisers, Heavy or Light Cruisers and specialised R&D (Research and Development) Cruisers. Gunships (Medium, Capital Class) Gunships are often developed by a specific race or faction and are designed to fight above their type, often having the hull of a Cruiser and the weaponry of a Battleship. Usually not as well protected as a normal design but containing powerful weapon systems they are deployed for a particular mission or in support of a specific fleet.

Frigates (Small) Frigates are used in large numbers as decoys in a similar way to Destroyers except they are usually smaller in size and cheaper to produce. Like Destroyers they make up for any shortcomings by forming large Squadrons, giving them a chance of taking down larger models.

Transports (Small, Medium or Large) Military Transports can vary in Size. They can carry a large number of military personnel but normally have limited offensive or defensive capability. Tankers are a sub-class of Transport that can carry supplies such as fuel or even ammunition in support of a Fleet, especially if the Fleet is operating far from its normal base.

Weapon Platforms (Small, Installation) A Weapon Platform is normally an automated weapon system deployed in large numbers near important installations. They are easy to maintain and have simple control systems. They can contain powerful weapons but any firing arcs may be easy to avoid if you are not committed to capturing the objective that they protect.

Corvettes (Small) Corvettes are fast models and often have very limited weapons available, preferring to rely on their speed and agility. They normally operate as scouts in advance of their Fleet.

FLIGHT TOKENS Tiny Space Craft are not treated as models in FIRESTORM ARMADA. Instead they are they are referred to as a Flight of Wings and are represented by a Token and treated differently in the rules. Wings are classed as Fighters, Bombers, Interceptors and Assaulters.

Destroyers (Medium, Capital Class) Destroyers are often deployed in support of a Fleet and they can provide an effective distraction for larger models. They usually have limited weapons available but if deployed in strength they can still pack a powerful punch.

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weapons devastating space arsenals In FIRESTORM ARMADA a model can be armed with Primary and/or Torpedo weapon systems, Mines and Point Defence systems.

TURRET A Turret gives a wide Arc of Fire relative to other weapon systems found on a model due to the ability to rotate the weapon quickly whilst still acquiring the intended target using sophisticated targeting computers.

A Wing can be armed with Point Defence systems and short range Torpedo weapon systems.

GUN RACK A Gun Rack is a gallery of small turrets built into the superstructure of the model. A Gun Rack can simultaneously fire into both the Port AND Starboard Arc of Fire.

PRIMARY WEAPON SYSTEMS The possible types of Primary weapon system are Broadside, Turret or Gun Rack.

Beam weapons include light (photons), particle, electromagnetic or plasma beams as just some of the options. These weapons focus energy on a small point and effectively melt a hole in their intended target.

TORPEDO WEAPON SYSTEMS Torpedo weapon systems are in effect powerful missiles. Often with a limited Arc of Fire and with variable payloads that include traditional explosives, small nuclear warheads and even localized photon beams, cheap to produce but relatively slow they can pack a fearsome punch against a model that has taken Damage and is unable to use its Point Defence systems effectively to counter their threat.

Kinetic weapons are massive, highly advanced guns. Examples include; Rail Guns, Coil Guns or Mass Drivers. These weapons fire projectiles at incredible speeds and effectively smash through their intended target.

Torpedo weapon systems that represent short range torpedoes and similar ordnance can be found on a Wing, their relative strength is indicated by an Attack Dice value on the relevant entry for the Wing in the table on Page 24.

BROADSIDE A Broadside is any weapon system indicated in the Weapon Stats section of a model’s Stat Card that is NOT a Torpedo weapon system and is NOT a Turret or Gun Rack Primary weapon system.

MINES Mines represent a range of different technologies from traditional passive munitions to heat seeking projectiles or clouds of micro explosives and can be deployed by specific models in game. Fitted with sophisticated ‘Friend or Foe’ recognition they are generally only a threat to an enemy Fleet and can be a useful device to restrict enemy movement and channel models into a pre-defined kill zone.

Primary weapon systems provide the majority of a model’s combat power and in FIRESTORM ARMADA normally use either Beam or Kinetic energy technology.

Important Note: A Broadside weapon can be listed on a Stat Card with a Fore and Aft orientation as well as a Port or Starboard Arc of Fire. Each Broadside weapon system on a model could be a collection of smaller weapons, firing from fixed gun ports or with a limited Arc of Fire and collectively making a single Broadside, or may be a single more powerful Rail Gun or Beam weapon. A Broadside weapon could also include several advanced weapon types such as Tier 2 weapon systems and Disruption Cannons.

POINT DEFENCE SYSTEMS Point Defence systems are normally passive in nature but can be used as a weapon in specific circumstances. They include a combination of coordinated high speed cannon and sophisticated decoys designed to confuse and deflect any threat.

Important Note: A Broadside weapon listed as a Starboard/ Port Weapon Type is two separate weapon systems on the same model, one Port and one Starboard, both weapon systems use the initial Attack Dice value listed in the Weapon Stats section of a Stat Card.

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Point Defence systems can be used to Attack a Flight. Point Defence systems can be used to perform Defensive Fire against Torpedo weapon systems. Point Defence systems can be used to perform AntiBoarding Fire against a Boarding Assault.

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ARCS OF FIRE The Arc of Fire for any Primary or Torpedo weapon system on a model is indicated in the Weapon Stats section of a model’s Stat Card. The possible Arcs of Fire are 90 degree or Fixed with a Fore, Aft, Port or Starboard orientation or a 360 degree Arc of Fire. A Broadside has a Fore, Aft, Port or Starboard orientation, and either a 90 degree or Fixed Arc of Fire, a Gun Rack has both a Port AND Starboard orientation and a 90 degree Arc of Fire and a Turret has a 360 degree Arc of Fire. Any Torpedo weapon system on a model has a Fore, Aft, Port or Starboard orientation, and either a 90 degree or Fixed Arc of Fire but can have a 360 degree Arc of Fire. A Torpedo weapon system on a Wing has 360 degree Arc of Fire. Any Point Defence system on a model or Wing has a 360 degree Arc of Fire. Important Note: Fore is the front, Aft the rear, Port the left and Starboard the right facing relative to a model’s Flight Stand. 90 DEGREE A 90 degree Arc of Fire is centred on a model’s Flight Peg, with the correct orientation (Fore, Aft, Port or Starboard). FIXED A Fixed Arc of Fire is the entire width or length of a model’s Flight Stand, and extends directly out from the Flight Stand, with the correct orientation (Fore, Aft, Port or Starboard). 360 DEGREE A 360 degree Arc of Fire for a model is centred on a model’s Flight Peg, and extends all around the model and for a Wing extends from any point on the relevant Flight. Important Note: If a model has more than one Flight Peg any 90 degree or 360 degree Arc of Fire must be centred on the closest Flight Peg to the target on the model’s Flight Stand.

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space terrain spicing up a gaming table FIRESTORM ARMADA is best played on a Game Board at least 6’ x 4’, varying the size of the Game Board will allow an appropriate sized game to be played. A black cloth or similar background also enhances the look of any game.

A model or flight moving more than HALF its modified Movement value during any move MUST perform a Manoeuvre Test under the following circumstances:

Several companies provide prepared cloths commercially for dressing any Game Board with an appropriate star field, but an airbrushed black felt cloth that has a simple nebula effect sprayed on it and stars flicked on using an old toothbrush and white and yellow paint can be very effective!

Asteroids can be painted rocks mounted on a small Flight Stand or a lava rock, commonly used in gas barbecues and available from your local hardware store, makes a fantastic asteroid.

• •

TERRAIN Terrain in FIRESTORM ARMADA is highly stylized due to the scale of the game. No Terrain has any defined orbit and there is no requirement to move it during a game. The four possible types of Terrain found in a game are a Planetoid, Asteroid Field, Nebula or Gravity Well.

• •

Roll 1D3+3 Attack Dice against each model that suffers a Collision using the Exploding Dice Mechanic and requiring a 4, 5 or 6 to hit.

Any Line of Sight through a Planetoid is Blocked

Collision Damage The number of hits from any Collision is compared to the Damage Rating (DR) and Critical Rating (CR) of a model.

If the Flight Stand of a model, or any Flight token, makes contact with a Planetoid the model or Flight is Destroyed and removed from the Game Board.

ASTEROID FIELD An Asteroid Field has a diameter of 1D6+6” when created and represents pieces of rock and/or metal or debris from a Fleet or Planetoid. An Asteroid Field represents an area of space debris which could damage or destroy a model.

If the number of hits equals, or exceeds, a models DR, and does NOT equal, or exceed its CR, it loses 1 Hull Point. If the number of hits equals, or exceeds, a models CR it will roll on the Critical Hit Table.

A model reduced to 0 Hull Points is Destroyed and removed from the Game Board.

Any Line of Sight through, or into, an Asteroid Field is Partially Blocked if the distance through the Asteroid Field is less than or equal to 8”

Firestorm Armada Space Combat Rules

On the roll of a 1 a Flight will suffer a Collision On a roll of 1 or 2, a Small model will suffer a Collision On a roll of 1, 2 or 3, a Medium model will suffer a Collision On a roll of 1, 2, 3 or 4, a Large or Massive model will suffer a Collision

1D3 Wings in any Flight that suffers a Collision are immediately Destroyed.

PLANETOID A Planetoid has a diameter of 1D6+6” when created and represents a small planet, moon or lump of rock and/or ice.

At the start of the Movement Segment of its Activation if a model’s Flight Stand, or any part of a Flight, is inside an Asteroid Field at the start of the Movement Segment As soon as a model’s Flight Stand, or any part of a Flight, makes contact with an Asteroid Field

Manoeuvre Test Roll 1D6 for each model performing any Manoeuvre Test.

Your scenery can be as complex as required, it is a simple process to take that rock and add a military base, launch bay or gun turret.

Any Line of Sight through, or in, an Asteroid Field is Blocked if the distance through the Asteroid Field is greater than 8”

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Important Note: A model with a starting Hull Point value of 2 is not affected by any Critical Hit. If the CR of such a model is equalled or exceeded the model is Destroyed and removed from the Game Board with no roll on the Critical Hit Table.

• •

Important Note: A Mine is automatically affected by a Gravity Well in the Compulsory Actions stage of the End Phase of each Turn.

Important Note: It may be that any hits against a model not only equal or exceed its CR but double or treble the value. Roll ONCE on the Critical Hit Table for each FULL multiple of a models CR and always roll on the Critical Hit Table even if any Hull Point Damage has already Destroyed a model to check for a Catastrophic result.

Gravity Well Effect A Mine, model or Flight affected by a Gravity Well MUST move 1D6” directly towards the centre of the Gravity Well marker, retaining its current orientation. A Mine, model or Flight affected by more than one Gravity Well can resolve their effects in any order required.

NEBULA A Nebula has a diameter of 1D6+6” when created and represents a cloud of dust or ionized gas which is large enough to disrupt sensors and targeting systems but is no direct threat to a model or Flight moving through it. •

A Mine, model or Flight affected by a Gravity Well and moved into contact with a Gravity Well marker is Destroyed and removed from the Game Board. A Mine does NOT explode.

Any Line of Sight through, or in, a Nebula is Impeded.

GRAVITY WELL A Gravity Well has a radius of 12” when created and represents the gravitational force of a mass large enough to exert an influence on the movement of a model or Flight. The centre of any Gravity Well is shown using a Gravity Well marker. •

Important Note: A model or Flight moving through the centre of a Gravity Well during the Movement Segment of its Activation is NOT Destroyed and is only in danger from a Gravity Well if it fails a Gravity Test. DISTORTION FIELD A Distortion Field is represented by a Distortion Field template and simulates any natural, or artificial, anomaly capable of disrupting the sensors and targeting arrays of a model or Flight. • Any Line of Sight through, or in, a Distortion Field is Impeded.

A model or Flight within 12” of a Gravity Well marker after completing the Movement Segment of its Activation must perform an immediate Gravity Test.

Gravity Test Roll 1D6 for each model, or Flight, performing any Gravity Test. •

On a roll of 1 or 2, a Medium model is affected by a Gravity Well. On a roll of 1, a Large or Massive model is affected by a Gravity Well.

On a roll of 1, 2 or 3, a Flight or a Tiny or Small model is affected by a Gravity Well.

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game cards adding the fog of war The optional deck of 52 Game Cards should only be used if all players involved in a game agree to their use. These Game Cards introduce new tactics, elements of chance and a simple way of modelling movie style space battles.

R Card (Reaction Card) • A maximum of one Reaction Card can be played on a model in response to an enemy action against the model

TYPES OF GAME CARD Game Cards use the STAR mechanic. Each card is marked with an appropriate S, T, A or R symbol to indicate whether it is a Squadron, Turn, Action or Reaction card. Some cards are also marked with a Counter or Wing symbol.

Only one Reaction Card can be played per action but more than one can be played on the same model per Turn. An action is any single event during an enemy Squadron’s Activation that has an effect on a model.

Important Note: A Game Card may allow you to perform an action with, or against, a model that is otherwise not allowed. The text on a Game Card always takes precedence over the rule book.

A Reaction Card will only affect a single action, so the effect of a card that increases your Damage Rating (DR) is temporary, and only lasts for the duration of the action it was played against.

S Card (Squadron Card) • A maximum of one Squadron Card can be played on a Squadron per turn • Squadron Cards are played at the START of the Squadron’s Activation • Squadron Cards can affect some, all or none of the models in a Squadron • If a Squadron is split, a Squadron Card can only affect the models in the Commanded Element

Wing Card Game Cards with a Wing symbol on them can only be played on a Flight and CANNOT be played to directly affect any model. Counter Card Game Cards with a Counter symbol on them can be played normally or can be used to cancel a card played by an opponent.

T Card (Turn Card) • A maximum of one Turn Card can be played by each player per Turn • Turn Cards are played at the start of the Turn before Initiative is resolved • Turn Cards are placed face down in front of the players and are revealed simultaneously • Turn Cards are resolved in the order of Initiative from the previous Turn • Unless specifically stated otherwise, a Turn Card will only have an effect during the current Turn

• • •

A card with a Counter symbol CANNOT be cancelled Only a Turn Card with a Counter symbol can be used to attempt to cancel a Turn Card The normal effects of a card used to cancel another card, and of any card successfully cancelled, are ignored

Important Note: To cancel a Turn Card a Turn Card with a Counter symbol must be placed face down as the one Turn Card allowed for the Turn. If the Turn Card cannot be cancelled due to the order of activation, or the presence of a Counter symbol on the targeted Turn Card, the cancelling card is discarded without causing any effect.

Important Note: On the first Turn, where Initiative has not yet been determined, players roll 2D6 and resolve their Turn Card in order; highest first to lowest last. A Card (Action Card) • A maximum of one Action Card can be played on a Squadron per Turn • An Action Card can be played on a model at ANY time during the Squadron’s Activation

Firestorm Armada Space Combat Rules

An Action Card cannot be played on a model if its Squadron has had a Squadron Card played on it this Turn

EXAMPLE: Adam plays a Jinking card, which cannot be countered because it has a Counter symbol. Later in the Turn he plays a Practiced Gunnery card and Donald cancels

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CARD TACTICS How and when you choose to play a Game Card is very important, and players should be careful not to tell another player what cards they have until they are forced to do so. A great tactical advantage can be gained by keeping your Hand a secret.

it by playing the Rough Ride card which has the required Counter symbol. Both of these cards are discarded without any of their normal effects being resolved. HAND SIZE The maximum number of cards a player can hold at any one time is equal to the number of Squadrons they have in their Fleet, up to a maximum of 5. This is called the player’s Hand.

MULTIPLAYER GAMES Although it is preferable for everyone to have their own deck of Game Cards, it is possible share a deck. Each player will need to draw from a shared deck and discard to a shared Discard Pile.

Important Note: Models that have been Lost, Flights, Escort Squadrons or Installation models do not count as a Squadron for the purposes of generating a Hand of cards. At the start of a game, after Deployment but before Initiative is rolled for the first Turn, each player draws cards from their shuffled deck of Game Cards up to their maximum Hand size.

Important Note: If a deck is used by more than one player, where possible, allies, rather than opponents, should use a shared deck. You may not play cards on your allies’ models unless the card text specifically allows you to. In games with more than two players per side you may ONLY play cards to benefit models you control or to hinder enemy models. You may NOT use a card with a Cancel symbol to cancel a card used against a model belonging to an ally, unless it also affects one of your own models..

In the End Phase of each Turn players must ensure that they do not have more cards in their Hand than they are allowed. If a player does have too many cards in their Hand, or if they simply wish to replace some of the cards they have, they can discard any number of Game Cards to the Discard Pile and draw new Game Cards from their deck up to their maximum Hand size.

Important Note: Any dispute about the order of the implementation of Game Card effects should be resolved using the current Initiative order.

If a player gets to the end of their deck of Game Cards they must reshuffle their Discard Pile into a fresh Game Card deck. USING GAME CARDS Use the Symbols and text on the various cards as a guide to when, and on what models or Wings, a Game Card can be played. The text on each card will explain the effects of each card and how it is used in the game. • • •

A Game Card that has been played CANNOT be retracted unless it was played incorrectly If a Game Card specifies that it is only for use on a model, it CANNOT be used on a token If a Game Card specifies that you must ‘trash’ a card, it is permanently removed from the current game

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game setup organising your forces When building a Fleet for a FIRESTORM ARMADA game, it is important to choose a Maximum Fleet Value and decide the Game Type, either an Open Game, a Friendly Game, or a Tournament Game.

If its Parent Model is Lost, and there is another eligible Parent Model in the same Fleet, an Escort Squadron MUST select a new Parent Model and move, as quickly as possible, towards it. When within Command Distance of its new Parent Model the Escort Squadron is automatically attached.

Before the start of any game players should agree whether Game Cards are to be used and determine the Game Length before preparing the Game Board by performing Game Setup, deploying each Fleet by performing Deployment and deciding the Orders and Victory Condition for each Fleet. SQUADRON ORGANISATION A FIRESTORM ARMADA Fleet contains a number Squadrons. The minimum and maximum number of models per Squadron, and the Points Cost per model are detailed on the relevant Stat Card. From this information the number of points required to field a particular Squadron can be calculated.

An Escort Squadron that is not attached to a Parent Model can use its Point Defence systems, and if appropriate drop Mines, but CANNOT use Primary or Torpedo weapon systems and CANNOT initiate any Boarding Assault. STAR ADMIRAL The Star Admiral is in charge of your Fleet and must be stationed accordingly. A player can place one Star Admiral on any friendly Large or Massive Capital Class model in their Fleet. This model is the Star Admiral’s Vessel. If a Fleet does not have any eligible models upon which to place a Star Admiral, then it cannot have one.

Squadrons can normally only contain one Class of model. The exception to this is that Cruisers, Heavy Cruisers and Variant Cruisers CAN be mixed within the same Squadron. R&D Cruisers however CANNOT.

The Star Admiral’s Vessel is declared when it is Deployed. Each Turn a player can have their Star Admiral perform ONE of the following options:

If the Cruisers forming a mixed Squadron have different maximum Squadron sizes, use the LOWEST maximum. Otherwise, suitable Cruisers can be fielded in any ratio, as long as all Fleet wide restrictions are adhered to.

ESCORT SQUADRONS Escort models are designed to protect larger models from Torpedo weapon systems, enemy Flights and Boarding Assaults and are organised into Escort Squadrons.

An Escort Squadron MUST be attached to another Squadron in the same Fleet before the start of the game which contains ONE Large or Massive Parent Model. ALL models in any attached Escort Squadron are part of the Parent Model’s Squadron while the Escort Squadron is attached. •

• •

Re-roll one Manoeuvre Test roll OR one Gravity Test roll for a model or Flight in the Fleet within 8” of the Star Admiral’s Vessel. Re-roll one Critical Hit Table roll against an enemy model fired on by a model in the Fleet within 8” of the Star Admiral’s Vessel. Re-roll one Critical Hit Table roll against the Star Admiral’s Vessel. Re-roll one Damage Repair roll for a model in the Fleet within 8” of the Star Admiral’s Vessel.

Important Note: All of the above options can be performed on the Star Admiral’s Vessel itself.

An Escort model CANNOT perform Linked Fire with its Parent Model using Primary or Torpedo weapon systems but can perform Linked Fire with other Escort models in the same Squadron. An Escort model CAN perform Combined Fire with its Parent model, and other Escort models in the same

Firestorm Armada Space Combat Rules

Squadron, using Point Defence systems. A maximum of ONE Escort Squadron can be attached per Parent Model.

FLEET ORGANISATION All models MUST be organised into valid Squadrons and MUST adhere to the Squadron size limits specified on the appropriate Stat Card.

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MAXIMUM FLEET VALUE A Maximum Fleet Value (MFV) is either defined as a Starter Fleet MFV or can be any Points Value agreed upon by the players.

However in a Tournament Game the Maximum Percentage Value for each possible Designation of model indicated in the Fleet Information section of a model’s Stat Card should be used when building a Fleet.

With a Starter Fleet MFV players create their Fleet from the models found in the appropriate Starter Fleet Boxed set, including any preferred upgrades or options.

A Sub-Designation is considered a separate Designation from its parent Designation for Maximum Percentage Value purposes, but both will always share the same value.

With a Points Value MFV, players select models from the appropriate Fleet List, organised as Squadrons and the total Points Cost of all models in the Fleet CANNOT exceed the chosen Maximum Fleet Value.

Example: The Carrier Designation also contains the subDesignation of Battle Carrier. As such, an Aquan Prime Fleet can contain 30% Carriers AND 30% Battle Carriers. GAME LENGTH Game Length is defined as Fixed, Variable or Timed and all three options are suitable for any Game Type. Regardless of the actual Game Length all games end immediately any side satisfies their specific Victory Conditions.

GAME TYPE The Game Type defines any restrictions on the composition of a Fleet; the more casual the game, the less rigid any restrictions are likely to be. Open Game If you are building a Fleet for an Open Game there are no restrictions on the models you can field; just agree an MFV with your opponent and assemble Squadrons to the agreed MFV from any Fleet List using the cost of each model from its Stat Card.

In a Fixed game players agree upon a set number of Turns for the game. In a Variable game players agree a set number of Turns for the game. However, during the End Phase of the last Turn, one player rolls 1D6, subtracting 1 from the die roll for each extra Turn that has been completed.

The specific Fleet List that provides the majority of any models relative to the chosen MFV will determine the relevant Core Fleet in an Open Game.

• •

Friendly Game If you are building a Fleet for a Friendly Game agree an MFV with your opponent and choose a specific faction. The faction indicates the Fleet List that the following Minimum Squadron Restrictions MUST be taken from. • • •

In a Timed game players agree a set amount of time for the game, when this period of time has elapsed the current Turn is completed and the game is over. BATTLE FIELD SETUP There are three options for randomly setting up a Game Board with Terrain and all three options are suitable for any Game Type. In FIRESTORM ARMADA Terrain is generally a Planetoid, Asteroid Field, Nebula or Gravity Well.

Each Fleet MUST contain at least 1 Squadron of Small models. Each Fleet MUST contain at least 1 Squadron of Medium models. Each Fleet MUST contain at least 1 Squadron of Large or Massive models.

Method 1: Divide the Game Board into four areas of equal size. Each side takes it in turn to choose one area and MAY place any ONE piece of Terrain anywhere completely in that area. Randomly determine which side chooses the first area, once a particular area has been chosen it cannot be chosen again by any side.

In addition the Maximum Percentage Value for each possible Size of model is 50% in any Friendly Game. This means that no more than 50% of the MFV for the Fleet can be spent on a single Size of model. Large and Massive models count as a single Size for this purpose.

Method 2: Divide the Game Board into a number of areas of equal size, each area should be approximately 2’ x 2’ in size and border at least one edge of the Game Board.

Important Note: An Escort Squadron is NOT a separate Squadron when calculating any Minimum Squadron Restriction but Escort models DO count when calculating any Maximum Percentage Value.

Each side will roll 1D6 for EACH area and on a result of 5 or 6 MAY either place ONE piece of Terrain OR remove ONE piece of Terrain from that area. Both sides must have rolled for an area before moving onto the next. Randomly determine once at the beginning of Battlefield Set-up which side will roll first in each area.

Tournament Game If you are building a Fleet for a Tournament Game agree an MFV with your opponent, choose a Core Fleet and use the same Minimum Squadron Restrictions as for a Friendly Game.

Firestorm Armada Space Combat Rules

On a roll of 1, 2 or 3, the game is over. On a roll of 4, 5 or 6, another Turn is played.

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Method 3: Use Method 2, but roll 1D6 to determine what type of Terrain is placed in an area: • • • •

Squadron CAN attempt to arrive in a subsequent End Phase. •

On a 1 place a Planetoid. On a 2 or 3 place an Asteroid Field. On a 4 or 5 place a Nebula. On a 6 place a Gravity Well.

Squadrons using Shunt Deployment CANNOT be placed on the Game Board within 8” of ANY other model, Flight or Terrain. Any model in the Squadron that cannot be placed on the Game Board during Shunt Deployment are not Destroyed but CANNOT attempt to arrive in a subsequent End Phase.

DEPLOYMENT Regardless of Game Type each side rolls 2D6, modified by the relevant Fleet Tactic Bonus, the side that gets the highest total chooses ANY edge of the Game Board as their Deployment Edge, the opposing player MUST take the opposite edge as their Deployment Edge.

VICTORY CONDITION Unless a scenario Victory Condition is defined before the start of the game the standard Victory Condition for any Fleet is to score Victory Points during the game equal to at least 70% of the Maximum Fleet Value of the opposing Fleet.

The Deployment Zone for each side is the length of their Deployment Edge, and extends 8” into the Game Board. Each side alternates Deploying ONE Squadron from their Fleet, either directly on the Game Board anywhere in the relevant Deployment Zone, or by declaring that the Squadron will use Shunt Deployment. The side that chose the first Deployment Edge MAY Deploy the first Squadron.

A Fleet wins any game with a Major Triumph if it satisfies its Victory Condition during the game. If neither side wins before the end of the game the total number of Victory Points scored by each Fleet is calculated during the End Phase of the last Turn to determine the winner.

Important Note: If a Squadron cannot be Deployed in the Deployment Zone due to space, or any other restriction, they enter from the appropriate Deployment Edge on the first turn of the game.

• •

SHUNT DEPLOYMENT Each side can attempt to use their Fold Space Drives for Shunt Deployment with any number of Squadrons up to a maximum of HALF of the number of Squadrons in any Fleet.

ORDERS Orders are the Victory Conditions for a Fleet. Immediately after Deployment, each Fleet should roll 1D6 to get their Orders.

Important Note: If both sides use Shunt Deployment in the same End Phase, the side that won Initiative for the current Turn can choose to perform Shunt Deployment for ALL relevant Squadrons, either first or second. If the total is 2; the Squadron suffers a navigational error while using Shunt Deployment and fails to arrive, the models are not Destroyed but the Squadron CANNOT attempt to arrive in a subsequent End Phase.

If the total is 6, 7, or 8; the Squadron arrives successfully, all models in the Squadron are placed within Command Distance of each other, anywhere from the relevant Deployment Edge to the Centre Line of the Game Board.

If the total is 3, 4, or 5, or 9, 10, or 11; the Squadron suffers an error while using Shunt Deployment and fails to arrive, the models are not Destroyed and the

Firestorm Armada Space Combat Rules

A Fleet that scores 50% more Victory Points than an opponent wins the game with a Major Triumph. A Fleet that scores 30% more Victory Points than an opponent wins the game with a Minor Victory. A Fleet that scores 10% more Victory Points than an opponent wins the game with a Marginal Success.

Any other Victory Point margin will result in a Draw.

Any Squadron that wishes to Deploy on the Game Board using Shunt Deployment can attempt to Deploy in the Compulsory Actions stage of the End Phase of ANY Turn during the game, including the first, by rolling 2D6.

If the total is 12; the Squadron suffers a catastrophic error while using Shunt Deployment and all models in the Squadron have been Destroyed.

1. Destroy at least 70% of the Maximum Fleet Value of any opposing Fleet in Victory Points. 2. Destroy all Large and Massive models in any opposing Fleet. 3. Destroy at least 50% of the Maximum Fleet Value of any opposing Fleet in Victory Points, including all Medium models. 4. Destroy 50% of any opposing Fleet’s Maximum Fleet Value, including 1 Squadron of Large, 1 Squadron of Medium and 1 Squadron of Small models. 5. Destroy at least 50% of the Maximum Fleet Value of any opposing Fleet in Victory Points, including all Small models. 6. Destroy the Star Admiral’s Vessel of any opposing Fleet in a Boarding Assault. The default Order is “Destroy at least 70% of the Maximum Fleet Value of any opposing Fleet in Victory Points.”

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It can ALWAYS be chosen by a player instead of their randomly generated Order. This is also used in any game without Orders, or without any specific scenario Victory Conditions.

of any enemy models that are Lost. A model is Lost if it is Destroyed or has left the Game Board and cannot return. •

A Fleet wins the moment it satisfies its Star Order during the game, scoring a Crushing Triumph. If neither side wins before the end of the game the total number of Victory Points scored by each Fleet is used to determine who has won.

Important Note: The number of Victory Points a model contributes will change during the game, both up and down, as models take Damage or are Destroyed, and when specific Scenario conditions are met. Wings never award Victory Points and their Points Cost is NOT added to the Victory Points that a Carrier awards.

Important Note: Orders are public knowledge by default, but players can agree to keep them secret in any non Tournament Game. VICTORY POINTS During the End Phase of each Turn calculate the current Victory Point total for each Fleet using the Points Cost

Firestorm Armada Space Combat Rules

FULL Points Cost for each enemy model that has been Lost (HALF Points Cost if the model moved off the Game Board using a Shunt). HALF the Points Cost for each Large or Massive enemy model with HALF or less of its Initial Hull Point value remaining.

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coherency k eeping squadrons together OUT OF COMMAND Models that are Out of Command CANNOT use Linked Fire or Combined Fire, CANNOT have Game Cards played on them and CANNOT initiate a Boarding Assault.

During the Command Segment of a Squadron Activation players determine whether the models in a Squadron are close enough together to effectively coordinate their actions. COMMAND DISTANCE All models in the same Squadron should remain within Command Distance of at least one other model in their Squadron to perform at their effective best. In FIRESTORM ARMADA Command Distance is defined in the Command Distance section of a model’s Stat Card, and is measured from the Flight Peg of one model to the Flight Peg of another.

Important Note: Squadrons of just one model, models that ignore Command Distance and Wings are NEVER part of a Split Squadron and are NEVER Out of Command.

COMMANDED ELEMENT A Squadron with all models within Command Distance of at least one other model from the same Squadron is considered to be a single Element. When any model in the Squadron is NOT within Command Distance of at least one other model from the same Squadron, the Squadron is Split and is considered to contain more than one Element. If there is more than one model in a proposed Element, all models must be within Command Distance of at least one other model from the same proposed Element.

SUMMARY A Squadron can be Split into Elements. An Element is any model or group of models which are within Command Distance of one another. ONE Element MUST be designated as the Commanded Element (if there is only one Element, it MUST be the Commanded Element).

During the Command Segment of its Squadron Activation, a Squadron MUST designate ONE Element as its current Commanded Element. SPLIT SQUADRON Any Element from a Split Squadron that is NOT the Commanded Element OR any model that, for any reason, is no longer within Command Distance of at least one other model from the Commanded Element, is deemed Out of Command.

Any Element which is NOT the Commanded Element is Out of Command and as such CANNOT use Linked Fire or Combined Fire, CANNOT have Game Cards played on it and CANNOT initiate a Boarding Assault. Unless otherwise noted, if an Element moves back into Command Distance of a model in the Commanded Element, it IMMEDIATELY becomes part of the Commanded Element and is no longer Out of Command.

An Out of Command Element, or model, that returns to within Command Distance of the Commanded Element, for ANY reason, is no longer Out of Command. An Escort model MUST remain within Command Distance of its Parent Model at all times and the Parent Model of any attached Escort Squadron MUST be the Commanded Element of any Split Squadron.

The only other effect for being Out of Command is that the Commanded Element MUST perform their movement BEFORE any other Elements are moved.

Important Note: The Commanded Element DOES NOT have to be the largest Element.

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order of play making it all happen A game of FIRESTORM ARMADA consists of a number of Turns, with each Turn broken down into the following four main phases:

The following are a single Squadron for the purposes of performing any Squadron Activation in FIRESTORM ARMADA:

1. 2. 3. 4.

• •

Turn Card Phase Initiative Phase Squadron Activation Phase End Phase

TURN CARD PHASE If the optional Game Cards are being used in the game a player may play a Turn Card at the start of the Turn.

A Player MUST perform ALL actions with ALL relevant models or Wings in a Squadron or Flight during their Squadron Activation before the next Squadron Activation is performed. Possible actions include those related to movement, combat and boarding and the use of Game Cards.

INITIATIVE PHASE Players must determine the order of Initiative for the current Turn. The order of Initiative is used when activating Squadrons, or Flights, during the Squadron Activation Phase and, if required, determines the order in which Game Cards are played and/or resolved during the game.

DOING NOTHING A Player can choose to do nothing with some or all of the models in a Squadron. Models that do nothing CANNOT move and CANNOT use Primary or Torpedo weapon systems, drop Mines or use the model’s Point Defence systems during their Squadron Activation. They CANNOT initiate a Boarding Assault, but can defend against one. Models that do nothing and have not Cut Engines, MUST perform a Drift move during the Movement Segment of their Squadron Activation.

Roll 2D6 for each Fleet, adding the relevant Fleet Tactic Bonus. The player with the highest total has the Initiative for the current Turn. If the game involves more than two players, the order of Initiative goes from the highest to lowest total. If players have the same total, keep rolling until one player has a higher total, and a clear order of Initiative has been identified for the Turn.

ACTIVATION SEQUENCE The Activation Sequence provides the order for performing ALL of the possible actions available during a Squadron Activation. Within each Segment of the Activation Sequence perform the actions in the order listed, before moving on to the next Segment.

Optional Rule: If you have more than one player on any side you can speed up play by only rolling the order of Initiative for each side. Each player on a side will alternate performing their side’s Squadron Activation when it is the turn of their side to activate a Squadron or Flight. SQUADRON ACTIVATION PHASE Players use the order of Initiative for the current Turn to alternate performing a single Squadron Activation until ALL players have activated ALL of their Squadrons ONCE during the Turn, and the current Turn enters the End Phase.

The Activation Sequence details ALL possible actions for the currently Active Squadron or Flight, and also any actions available to an enemy Squadron or Flight in response to these. Important Note: A Squadron or Flight never has to perform all of the listed actions - only the relevant ones, for example Wings ignore Command Distance and therefore a Flight will never perform any Command Segment actions.

If one side has more Squadrons than another, players should activate any remaining Squadrons consecutively, without play returning to the opposing side.

Firestorm Armada Space Combat Rules

Each Squadron of models. Each Squadron of models with any attached Escort Squadron. Each Flight currently Deployed on the Game Board.

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END PHASE The End Phase of the Turn is an opportunity to tidy up the Game Board and prepare for the next Turn. The End Phase allows players to:

Command Segment 1. Declare the Commanded Element for the active Squadron. Movement Segment 1. Perform ALL movement for the active Squadron. • Immediately resolve any Point Defence Attack from any model resulting from movement. • Simultaneously resolve Point Defence fire between any Flights resulting from any Intercept Move. • Immediately resolve Collisions resulting from any move.

• • • • •

Check for End of Game. Perform any Compulsory Actions. Make any Damage Repair Tests. Rationalise Game Markers. Draw new Game Cards.

Combat Segment 1. Resolve ALL firing from Point Defence systems from the active Squadron or Flight. 2. Resolve ALL firing from Primary or Torpedo weapon systems from the active Squadron or Flight. Boarding Segment 1. Resolve ALL Boarding Assaults for the active Squadron or Flight, in any order required.

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flight tok ens swarms of tIny craft The possible types of Wing in FIRESTORM ARMADA are Fighters, Bombers, Interceptors or Assaulters. Each Wing represents several single pilot tiny space craft.

Important Note: A Flight performs all movement or combat related actions when deployed on the Game Board, not the individual Wings in a Flight.

A Fighter Wing represents various multi-purpose craft, a Bomber Wing is designed to target enemy models, an Interceptor Wing is designed to dogfight against other Wings and an Assaulter Wing is intended to perform Boarding Assaults against an enemy model.

• • •

EXAMPLE: A Carrier model with a Fleet Wing value of 6 could have one Flight of 6 Wings, it could have a Flight of 1 Wing and a Flight of 3 Wings, it could have TWO Flights of 3 Wings or any other combination as long as it does not have more than 2 Flights and 6 Wings in total.

CARRIER MODELS Any model with a Fleet Wing value greater than 0 on their Stat Card is a Carrier model. At the start of any game a Carrier model can contain a compliment of Wings up to but not exceeding its Fleet Wing value, purchased when building the Fleet.

A Flight can either be deployed on the Game Board using the standard Deployment rules or can be deployed with their Carrier model, either within 4” of their Carrier model, or on their Carrier model waiting to Launch.

The Points Cost of a Carrier model DOES NOT include the Points Cost of any complement of Wings. The number AND type of any Wings on a Carrier model MUST be determined when building a Fleet and CANNOT be changed during a game.

WEAPON STATS The current Point Defence (PD) value, Torpedo Attack Dice (AD) value and Assault Point (AP) value of any Flight is calculated when required by multiplying the value from the relevant entry in the table below for one Wing by the number of Wings currently in the Flight.

Important Note: The Points Cost of each Wing on a Carrier model is added to the basic Points Cost of the Carrier model transporting the Wing and the TOTAL Points Cost of the Carrier model is used for the relevant Maximum Percentage Value when building a Fleet.

Important Note: In effect each Wing can perform Combined Fire with other Wings in the same Flight when using their Point Defence systems AND Torpedo weapon systems.

FLIGHTS The Wings on a Carrier model MUST be organised into one or more Flights when building a Fleet and CANNOT be changed during a game.

Torpedo weapon Attacks from Flights CANNOT be reduced by Defensive Fire. However, the Flight itself may lose Wings from Point Defence Attacks when it moves within 4” a model.

TYPE Movement TORPEDOES OF WING 15” 0 Assaulters 12” 3 Bombers 15” 1 Fighters 18” 0 Interceptors Firestorm Armada Space Combat Rules

Each Wing in a Flight MUST be the same type. The maximum number of Flights per Carrier model is 2. The maximum number of Wings in a Flight is 6.

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Point Defence

Assault Points

Cost

1

1

5

1

0

5

1

0

5

2

0

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Example: An Aquan Bomber Flight contains 3 Wings and each Wing has 3 AD. An Attack by the Flight using the Torpedo weapon systems on the Wings in the Flight would have a current Attack Dice value of 9 AD.

INTERCEPT MOVE During the Movement Segment of any Flight a maximum of ONE Fighter OR Interceptor Flight from the opposing side may be eligible to perform an Intercept Move against the currently active Flight.

FLIGHT FORMATIONS A Flight is indicated using a single Wing marker of the relevant type. The current number of Wings in a Flight is indicated using a six-sided dice on the Wing marker.

A Flight in contact with any enemy model or Flight CANNOT perform an Intercept Move.

A Flight can only perform an Intercept Move ONCE per Turn, but can perform an Intercept Move after its own Squadron Activation.

A Flight can only declare an Intercept Move if the active Flight is within 4” of it during the Movement Segment of their Squadron Activation.

A Flight can declare an Intercept Move at any point that it is eligible to do so.

After declaring an Intercept Move the active Flight is immediately halted, and the intercepting Flight is moved directly into contact. Both the intercepting and intercepted Flight can SIMULTANEOUSLY resolve ONE Attack using their Point Defence systems against the opposing Flight.

LANDING FLIGHTS A Flight with sufficient Movement to reach the Flight Peg of ANY Carrier model from the same Fleet may Land on that Carrier model during the Movement Segment of their Squadron Activation. The Flight is immediately removed from the Game Board and the relevant Wings are considered to be on the Carrier model. A Flight CANNOT Launch and Land in the same Turn.

After resolving any Attack resulting from an Intercept Move the active Flight MAY complete their remaining movement and perform any remaining combat related actions.

The maximum number of Wings on a Carrier model CANNOT exceed its designated complement of Wings. Any excess in a Flight attempting to Land on a Carrier model are Destroyed. Important Note: Wings on a Carrier model CANNOT use weapons and CANNOT be targeted by weapons and unless specifically stated otherwise do not suffer the effects of any Critical Hit on a Carrier model. LAUNCHING FLIGHTS A Carrier model can Launch ONE Flight during the Command Segment of its Squadron Activation. A Flight is deployed on the Game Board within 4” of the Carrier model’s Flight Peg and CANNOT activate as a discrete Squadron in the same Turn that they Launch. A Flight CANNOT Land and Launch in the same Turn. REARMING FLIGHTS If a Flight makes an Attack using any Torpedo weapon systems it MUST Land on a Carrier model from the same Fleet to rearm before it performing another Attack using Torpedoes. After an Assaulter Flight performs a Boarding Assault its marines are fully committed, and the Flight is removed form the Game Board.

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FLIGHT Activation Sequence

3. Boarding Segment: An Assaulter Flight may initiate a Boarding Assault against a model it is in contact with. This is resolved as follows:

The following summarises the sequence of events for a Flight’s Activation.

1. The total number of Assault Points directed at the target is equal to the number of Wings in the Assaulter Flight, multiplied by the number of Assault Points in each Wing. This is the Flight’s Boarding Assault Strength.

1. Movement Segment: perform ALL movement for the active Flight: •

If, at any point during this movement, an eligible model wishes to perform a Point Defence Attack, pause the Flight’s movement, resolve the Attack, then resume the Flight’s movement. If, at any point during this movement, an eligible Flight wishes to perform an Intercept Move, pause the active Flight’s movement, resolve the Intercept Move and subsequent Point Defence Attacks, then resume the Flight’s movement.

2. Combine the target model’s current Assault Points and Crew Points to determine its Boarding Assault Strength. 3. Both sides SIMULTANEOUSLY roll a number of Attack Dice equal to their Boarding Assault Strength. 4. Calculate the total number of hits caused by each side and reduce each side’s Boarding Assault Strength appropriately.

2. Combat Segment: A Bomber or Fighter Flight may perform a Torpedo Attack against a model it is in contact with. For this Attack:

5. By comparing the remaining Boarding Assault Strengths, determine whether the Assault Succeeded or Failed.

1. Roll Attack Dice equal to the number of Wings in the Flight, multiplied by the Attack Dice rating of one Wing.

6. If the Boarding Assault Succeeded, the target is Destroyed.

2. Roll Shield Dice and perform other relevant actions (this Torpedo Attack is NOT affected by Defensive Fire)

7. If the Boarding Assault Failed: i. If the target rolled fewer hits than the Flight, the target may be Sabotaged ii. Otherwise, no further action is taken

3. Calculate the total number of hits, after Shields and so forth are applied 4. Apply damage, make Critical Hit rolls and apply effects, remove any Destroyed models

8. The Assaulter Flight is removed from the Game Board and the target model’s remaining Boarding Assault Strength reverts to Assault Points and Crew Points (losses divided as evenly as possible). Destroyed models are then removed and Sabotage damage is applied.

More detailed information on each of these stages is covered in the following Chapters of this book (Pages 30 to 42).

More detailed information on each of these stages is covered in the Boarding Chapter of this book (Pages 43 to 46).

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movement getting from point A to point b During the Movement Segment of a Squadron Activation players move the models in a Squadron, one model at a time, or move an entire Flight. MOVING A FLIGHT A Flight has 360 degree movement and can move in ANY direction and change facing as required. Important Note: A Flight CANNOT exceed the maximum movement allowance of the relevant type of Wing in the Flight during the Movement Segment; however there is no minimum movement requirement for a Flight. MOVING A SQUADRON The models in a Squadron are moved individually. Each model MUST fully complete all movement BEFORE any other model is moved as part of the same Squadron Activation.

A model making a turn moves AROUND the Turning Template until the relevant Front Edge is lined up with the next Navigation Point on the Turning Template. Each turn a model makes is the equivalent of 1” of Movement by the model.

Different models in a Squadron CAN move different distances and make different turns during the same Squadron Activation.

Important Note: A model can turn LESS than the 45 degree angle between two Navigation Points but a turn is always 1” of Movement, no matter the actual angle the model turns.

Important Note: When you activate a Split Squadron ALWAYS resolve movement for the models in the Commanded Element before moving any Out of Command models in the Squadron.

TURN LIMIT A model MUST move directly ahead a distance equal to the model’s Turn Limit, before performing ANY Turn.

MINIMUM MOVEMENT Unless a model is forced to perform Proximity Vectoring or has already Cut Engines, it MUST move a distance equal to HALF its modified Movement value in inches during the Movement Segment of its Squadron Activation.

Example: A model with a Turn Limit of 0” can make consecutive turns without moving directly ahead between each turn, however a model with a Turn Limit of 1” MUST move 1” directly ahead BEFORE each turn.

TURNING A MODEL When a model turns it uses a 45 degree Turning Template and the Turn Limit indicated on the models Stat Card. TURNING TEMPLATE When using a Turning Template it is important that a model’s Flight Stand is aligned correctly, ensure that the relevant side of the models Flight Stand is correctly aligned with the Flat Edge of the Turning Template and that the designated Port or Starboard Front Edge of the Flight Stand is aligned with the first Navigation Point on the Turning Template.

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PROXIMITY VECTORING A model or Flight is never an obstacle to the movement of another model or Flight and can freely pass through another model or Flight. They are assumed to pass each other on the vertical axis using complex guidance systems and sensors to avoid collisions!

A model can declare a Shunt AFTER completing any Minimum Move requirement for the Movement Segment of its current Squadron Activation and must do so BEFORE performing the Combat Segment of its current Squadron Activation. For the remainder of its current Activation and its entire next Squadron Activation the model is in the process of entering Fold Space. During the Command Segment of the following Squadron Activation it has entered Fold Space and is removed from the Game Board.

A model CANNOT end its move with its Flight Stand occupying the same space as another Flight Stand or unable to complete its move due to the actual size of a model interfering with the placement of a Flight Stand on the Game Board.

Whilst in the process of entering Fold Space a model is subject to the following conditions:

If a model has NO option but to end its move with its Flight Stand on top of another Flight Stand, or is unable to complete its move due to the size of any model, the MOVING model should be readjusted until clear using Proximity Vectoring. Wherever possible NO model should gain ANY immediate advantage from any readjustment and any readjustment should move a model the LEAST possible distance within a forward 180 degree arc measured from any Flight Peg on the models Flight Stand, as required. A model MUST maintain its current orientation during any readjustment.

The model is automatically regarded as having Cut Engines.

The model cannot use any Primary or Torpedo weapon systems.

BELLY UP A model that is Belly Up has rolled over so that Primary or Torpedo weapon systems with a Port or Starboard Arc of Fire are now reversed.

Any readjustment cannot move a model more than 3” and does not count towards a model’s maximum modified Movement value during the Movement Segment of its Squadron Activation.

A model can declare it is Belly Up AFTER completing the Minimum Move requirement for the Movement Segment of its current Squadron Activation and must do so BEFORE performing the Combat Segment of its current Squadron Activation.

If a model cannot be readjusted due to lack of space on the Game Board the model must stop before it is necessary to perform any readjustment, ignoring any Minimum Movement requirement the model may have if necessary.

In any subsequent Activation a model can remove any Belly Up marker at the start of the Movement Segment of its current Squadron Activation.

Important Note: Any Flight is automatically moved the minimum distance out of the way in preference to the readjustment of a model.

CUT ENGINES A model that has Cut Engines is completely stationary and CANNOT move or turn, preventing it from having to make any Minimum Move.

MINOR TURNING CORRECTION There will be times when a model could make a small correction during its move to avoid contact with other another model or Space Terrain. It is perfectly acceptable to make a minor adjustment to avoid contact. Remember fair play and never use it to increase a models turn capability or maximum modified Movement value.

A model can declare it has Cut Engines AFTER completing the Minimum Move requirement for the Movement Segment of its current Squadron Activation and must do so BEFORE performing the Combat Segment of its current Squadron Activation. In any subsequent Activation a model can remove a Cut Engines marker at the start of the Movement Segment of its current Squadron Activation but may only start moving again in its next Squadron Activation.

MOVING OFF TABLE Unless a specific Victory Condition allows it, if any part of a Flight Stand or Flight leaves the Game Board, it is Lost and removed from the game.

Important Note: Unless specifically stated otherwise a model CANNOT begin a game with Cut Engines.

FOLD SPACE TRAVEL A model can activate its Fold Space Drive to enter Fold Space and leave the Game Board by performing a Shunt move. Unless a specific Victory Condition allows it a model that performs a Shunt move during the game CANNOT return.

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DRIFTING Models that declare they are doing nothing during their Squadron Activation will Drift during the Movement Segment of their Activation.

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Permission is given to print out the above Movement and Arc of Fire Template for personal use only.

Models that Drift MUST move 2”in a straight line directly ahead and do nothing else.

It is an easy enough situation to resolve when one accepts that the models are merely a representation and it’s much more fun to play a game using the large, impressive range of Firestorm Armada models!

COLLISION AND RAMMING The relative fragility and incredible speed of any model in Firestorm Armada ensures that any type of Collision with another model, accidental or otherwise, is always going to be catastrophic.

COMBAT CONTACT A Flight can contact the Flight Stand of a model or another Flight without causing a Collision.

In Firestorm Armada the vastness of space and the array of sophisticated sensor suites available will ensure that deliberate ramming, and even any accidental Collision between models, is not possible. Ramming is not allowed under any circumstances in the game – it’s just too silly so don’t go there! Models CANNOT Collide with one another, ONLY with certain Terrain features, as detailed in the Terrain Section, see Page 13. Important Note: The scale of Firestorm Armada is such that the models and Flights are too large relative to the size of the Game Board and it’s assumed they are actually much further apart than the models or markers would actually indicate.

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making war! destroying enemy models The Point Defence systems on a model can be used to Attack an enemy Flight during a Squadron Activation as follows.

During the Movement Segment of a Squadron Activation Point Defence systems can be used against a Flight and during the Combat Segment of a Squadron Activation any Primary and Torpedo weapon systems can be used against a model and a model can attempt to perform Defensive Actions to prevent any damage.

• •

COMBAT SEQUENCE Combat can occur in both the Movement Segment and the Combat Segment of the current Squadron Activation and is performed in the following sequence: • • • •

After resolving any Point Defence Attack during the Movement Segment of a Squadron Activation a model or Flight MAY complete their remaining movement and perform any remaining combat related actions, as required.

Immediately resolve ALL Attacks from any Point Defence systems declared during the Movement Segment in the order that they occur. Simultaneously resolve ALL remaining Attacks using Point Defence systems declared at the start of the Combat Segment. Declare ALL Attacks using Primary or Torpedo weapon systems from the currently active Squadron. Resolve ALL Attacks from Primary or Torpedo weapon systems from the currently active Squadron, in ANY order required.

The Point Defence systems on a Flight can be used to Attack an enemy Flight during the Movement Segment of a Squadron Activation as follows. •

Important Note: Any Attacks are resolved simultaneously between any intercepting and intercepted Flight.

DECLARING POINT DEFENCE ATTACKS The Point Defence systems on any model or Flight can declare an Attack with the following limitations.

The Point Defence systems on a Flight can be used to Attack an enemy Flight during the Combat Segment of a Squadron Activation as follows.

A Point Defence system CANNOT target a model. A Point Defence system CANNOT target a Flight from the same Fleet. A Point Defence system on a model or flight can only declare an Attack a maximum of ONCE in any Squadron Activation.

Important Note: Only an Escort Squadron and its attached Parent Model can use Combined Fire when targeting an enemy Flight with Point Defence systems, any other Point Defence Attack from a model or Flight is resolved as a separate Attack immediately they are declared.

Firestorm Armada Space Combat Rules

As the result of an Intercept Move BOTH the intercepting and intercepted Flight MAY resolve an Attack against each other using their Point Defence systems.

After resolving any Attack resulting from an Intercept Move the active Flight MAY complete their remaining movement and perform any remaining combat related actions, as required.

Important Note: Any Attack by Primary or Torpedo weapon systems may be subject to Defensive Actions, including Defensive Fire and Shield systems, following which any Damage is applied where relevant.

• •

Anytime during its Movement Segment that a Flight is within 4” of any enemy model. Anytime during its Movement Segment that a model is within 4” of any enemy Flight.

Anytime during its Combat Segment a Flight is in contact with an enemy Flight AFTER the completion of ALL movement, and NOT as the result of an Intercept Move BOTH Flights MAY resolve an Attack against each other using their Point Defence systems.

Important Note: Any Attacks are resolved simultaneously between any Flights.

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ARC OF FIRE AND RANGE ALL Primary and Torpedo weapon systems on a model have an Arc of Fire and Range from the Flight Peg of a model as indicated in the Weapon Stats section of the model’s Stat Card. Any Torpedo weapon systems on a Flight have a 360 degree Arc of Fire and a Range of 0”. A Flight MUST be in contact with the Flight Stand of a model to use its Torpedo weapon systems against the model. RESOLVING PRIMARY AND TORPEDO ATTACKS Any Attacks using Primary or Torpedo weapon systems may be resolved in any order required. Any Line of Sight and Arc of Fire is applied again for any Attack as they are resolved. Important Note: If the target for a particular Attack is no longer valid for any reason a weapon CANNOT change its declared target. DEFENSIVE ACTIONS Defensive Actions include using Point Defence systems to perform Defensive Fire against an Attack by Torpedo Weapon systems and the use of Shield systems to disperse any Attack by Primary or Torpedo weapon systems or deflect Damage from an exploding Mine. • ARC OF FIRE AND RANGE ALL Point Defence systems have a 360 degree Arc of Fire and a Range of 4” from the Flight Peg of a model and 0” from any Flight. A Flight MUST be in contact with any target Flight to use its Point Defence systems against the Flight.

Shields operate in a 360 degree arc around a model and are assumed to always be on, unless disabled by a Critical Hit Effect. A model CANNOT use its Shield systems against the effects of any Boarding Assault or Collision but CAN use them against any Attack from a Wing.

DECLARING PRIMARY AND TORPEDO ATTACKS ALL models in the currently active Squadron, and any Flight, MUST declare ALL targets for ALL Primary or Torpedo weapon systems on the model or Flight, including the use of any Linked Fire or Split Fire, BEFORE rolling ANY dice and AFTER the completion of ALL movement. • • •

A model or Flight can perform Defensive Fire with its Point Defence systems ONCE in any Squadron Activation. A model CAN use its Shield systems against ALL applicable Attacks during a Turn.

Torpedo weapon Attacks from Flights CANNOT be reduced by Defensive Fire. However, the Flight itself may lose Wings from Point Defence Attacks when it moves within 4” a model.

Each Primary or Torpedo weapon system on a model or Flight can fire ONCE during its Squadron Activation. A Primary or Torpedo weapon system CANNOT target a Flight. A model or Flight CANNOT target a model from the same Fleet.

APPLY DAMAGE If a model has taken any hits from an Attack it may cause Damage to a model and if sufficient hits have occurred an Attack may cause a Critical Hit. Damage to a Flight is applied by removing any Wings that have been Destroyed, any hits that have not Destroyed any Wings may cause the Flight to be Driven Off.

Important Note: A Flight can only target ONE model in a single Activation, regardless of how many models it is in contact with. Important Note: A model CAN fire from all of its weapon arcs and with all of its additional weapon systems during its Activation as long as it has valid targets. In both cases you CAN pre-measure the range and choose a target that is at a more favourable Range Band.

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targeting lining up the kill shot Line of Sight is a straight line between the firing model or Flight and the target model or Flight. Between models Line of Sight is measured from Flight Peg to Flight Peg and is measured to or from the nearest part of any Flight. The Arc of Fire of any weapon is the area into which it can fire and the Range to any target is measured along the Line of Sight, within the weapon’s Arc of Fire. A Primary or Torpedo weapon system will require a Clear Line of Sight and an Open Arc of Fire to fire at full effect. LINE OF SIGHT A model using any Primary or Torpedo weapon system will require a Line of Sight to their intended target to be able to fire and the target must be in Range. A model or Wing is NEVER an obstruction to Line of Sight between a firing model and a target model but a Planetoid, Asteroid Field or Nebula, could cause the Line of Sight to be Impeded, Partially Blocked or Blocked. • •

A Planetoid will cause any Line of Sight passing through the Planetoid to be Blocked. An Asteroid Field will cause any Line of Sight passing through, or into, the Asteroid Field to be Partially Blocked if the distance passing through the Asteroid Field is less than or equal to 8”. An Asteroid Field will cause any Line of Sight passing through, or into, the Asteroid Field to be Blocked if the distance passing through the Asteroid Field is greater than 8”. A Nebula or Distortion Field will cause any Line of Sight passing through, or into, the Nebula to be Impeded.

The Line of Sight then affects the number of Attack Dice that are available: • •

If a weapon’s Line of Sight is Clear, it can fire at FULL effect, rolling the FULL amount of Attack Dice. If a weapon’s Line of Sight is Impeded, this will affect its accuracy, causing it to hit on a 5 or 6 only.

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• •

Important Note: A Primary or Torpedo weapon systems Attack Dice value is only reduced by HALF even if BOTH the Partially Blocked Line of Sight and the Limited Arc of Fire conditions apply.

If a weapon’s Line of Sight is Partially Blocked, the amount of Attack Dice available is reduced by HALF. If a weapon’s Line of Sight is Blocked, it will NOT be able fire at the target.

Important Note: Line of Sight for any Point Defence system is always Clear and never Blocked by models, Flight or Terrain.

Limited Arc of Fire A weapon’s Arc of Fire is Limited if the Flight Peg of the target model is partly in the weapon’s Arc of Fire or on the line between two different Arcs of Fire.

ARC OF FIRE The Stat Card for a model lists the Arc of Fire for any Primary or Torpedo weapon systems on the model. • • • •

If the Flight Peg of the target model is on the line between two different Broadside weapon’s Arc of Fire, only one of the weapons can fire at it.

Broadsides have a 90 degree Arc of Fire unless stated otherwise on the model’s Stat Card. Turrets have a 360 degree arc of fire unless stated otherwise on the model’s Stat Card. Point Defence Systems have a 360 degree Arc of Fire. Wings have a 360 degree Arc of Fire.

RANGE All distances for any Range Band are measured from the Flight Peg of the model that is firing to the Flight Peg of the model that is being fired at. This is because the miniatures represent Ships that are a few millimetres long at most given the scale of the game.

Some models use weapons with a Fixed arc of fire, for example the Dindrenzi, these can only fire in a channel equal to the width of the Flight Stand of the firing model in the appropriate direction, Fore, Aft, Port or Starboard. See Page 12 for diagrams illustrating the various Arcs of Fire. In addition to requiring Line of Sight, a model using Primary or Torpedo weapon systems is only eligible to fire at its intended target if some part of the target is in its Arc of Fire and also within its Range. How much of the intended target is within the weapon’s Arc of Fire will contribute to whether that weapon fires at FULL or HALF effect. • • •

If a weapon’s Arc of Fire is Open, it can fire at FULL effect, rolling the FULL amount of Attack Dice. If a weapon’s Arc of Fire is Limited, it can fire at HALF effect, rolling HALF the amount of Attack Dice. If a weapon’s Arc of Fire is Closed, it will NOT be able to fire.

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attack dice how many d6 do you roll? The number of dice rolled when Mines, Primary or Torpedo weapon systems and Point Defence systems are used in Firestorm Armada is referred to as their Attack Dice (AD)

A Primary weapon system or Point Defence system is never reduced to less than 1 AD by damage. Important Note: Hull Point and Crew Killed damage markers on a model do NOT affect Torpedo weapon systems, Mines or Shields.

INITIAL ATTACK DICE Primary or Torpedo weapon systems on a model have an initial Attack Dice value listed in the Weapon Stats section of the models Stat Card in each Range Band that the weapon system can fire into and this is the number of initial D6 dice that are rolled when resolving an Attack.

EXAMPLE: A Sorylian Battleship is firing at a Dindrenzi Cruiser with an 8 AD Broadside Primary weapon system. The model has 3 Hull Point damage markers and 1 Crew Killed damage marker. The 8 AD Broadside is modified to 5 AD, but its Torpedo weapon systems are NOT reduced.

The number of D6 is modified by Range, generally if the target model is at a longer Range Band less AD will be rolled compared to a target model at a shorter Range Band. The limit of Range Band 4 is 32” - it is assumed that targeting systems are unreliable beyond this, and that the distances are too great for accurate firing.

CLOAKING FIELD Any model currently using a Cloaking Field reduces the initial Attack Dice value for ALL Primary weapon system on the model by HALF.

Most weapon systems have higher AD at Range Band 2 than at Range Band 1. This is because electronic countermeasures used by models have an adverse effect on enemy targeting at Range Band 1.

ASTEROID FIELD The initial Point Defence value of any model is reduced by HALF if a model’s Flight Peg is in an Asteroid Field. ATTACK DICE FOR FLIGHTS The Stat Card for a particular type of Wing lists the Point Defence value and the Torpedo weapon systems Attack Dice value for 1 Wing in any Flight.

The Attack Dice value of any Mines is listed in the Mine value on the relevant models Stat Card. The initial Attack Dice value for any Point defence system is listed on the relevant Stat Card for a model as its Point Defence value.

The current Point Defence Attack Dice and Torpedo weapon system Attack Dice value for a Flight is calculated by multiplying the current number of Wings in a Flight by the relevant value for 1 Wing.

MODIFIERS TO ATTACK DICE The Damage inflicted on a model will impact the effectiveness of its firing. This simulates crew being killed, wreckage and damage to any weapons systems.

EXAMPLE: An Aquan Interceptor Flight contains 3 Wings and each Wing has 2 PD. A Point Defence Attack from the Interceptor Flight would have 6 AD.

DAMAGE Compare the number of Hull Point and Crew Killed damage markers on a model and use the HIGHER value to reduce the initial Attack Dice value of each Primary weapon system on the model AND the initial Point Defence value of the model by 1 for EACH Hull Point OR Crew Killed damage marker on the model.

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firing options effective use of your weapons Firing Options allow a model or Squadron to make better use of the resources they have available, allowing models in the same Squadron or Wings in the same Flight to combine their fire into a single attack.

Important Note: A model CANNOT perform Linked Fire with two or more Broadside weapons from the same model unless specifically stated otherwise by a condition or Model Assigned Rule.

LINKED FIRE Linked Fire allows models from the same Squadron to pool the Attack Dice from any Primary or Torpedo weapon systems that can target the same model into a more powerful Attack.

One model (usually the most effective) acts as the focus of the Attack. This model uses its FULL modified Attack Dice value from a single weapon. Add HALF the modified Attack Dice value from each ADDITIONAL weapon involved in any Linked Fire Attack.

• • •

Point Defence systems can perform Linked Fire with other Point Defence systems in the same Squadron to perform an Attack, Defensive Fire and Anti-Boarding Point Defence fire. The Primary weapon systems on a model can perform Linked Fire with any other Primary weapon systems in the same Squadron. The Turret and Gun Rack Primary weapon systems on a model can perform Linked Fire with any other Primary weapon systems on the same model. Torpedo weapon systems can only perform Linked Fire with other Torpedo weapon systems on the same model and/or in the same Squadron.

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• • • •

A model MUST perform Linked Fire with its own weapons before performing Linked Fire with other models. A model does NOT use any ‘lost’ Attack Dice on other targets if it performs Linked Fire. Models can perform Linked Fire at the same target if at different Range Bands. Linked Fire is not compulsory for models in a Squadron.

EXAMPLE: Two Terran Cruisers have moved to within Range Band 3 of a Dindrenzi Carrier. Each undamaged model would receive 4 AD. Electing to perform Linked Fire the player will roll 6D6 (4+2).

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EXAMPLE: Two Terran Cruisers fire at a Dindrenzi Carrier at Range Band 1. The first Cruiser uses its Fore Broadside with 5 AD. The second Cruiser adds half of its Fore Broadside, but with 2 Hull Point damage markers its 5 AD is reduced to 3 AD and it can only add 1 AD into the Link Fire Attack for a total of 6 AD. Example: A Squadron of three Cruisers wishes to Attack a Flight of 4 Assaulter Wings with its Point Defence systems. It moves the first two Cruisers, making sure to finish their movement within 4” of the Flight. The third Cruiser then moves up to within 4” of the Flight and declares a Point Defence Attack. As the other models in its Squadron are also in range, they may Link their Point Defence with the third Cruiser. Once the Attack has been resolved, the third Cruiser may complete its movement, however the other two Cruisers CANNOT move any further. COMBINED FIRE Combined Fire follows the same basic rules as Linked Fire. However models do not reduce the Attack Dice value or Point Defence value by HALF when calculating the available number of Attack Dice. •

An Escort model can perform Combined Fire with its Parent model, and any other Escort models from the same Squadron, when using Point Defence systems for an Attack, Defensive Fire or Anti-Boarding Point Defence fire.

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SPLIT FIRE Primary or Torpedo weapon systems and Point Defence systems can use Split Fire to allocate their available Attack Dice (AD) amongst multiple valid targets. The total amount of AD used MUST equal the total amount of AD available in any Attack or Defensive Fire. • A weapon CANNOT Split Fire against the same target, only against multiple valid targets. • A weapon CANNOT Split Fire against targets at different Range Bands. • A model CAN Split Fire a Turret between multiple valid targets anywhere in its 360 degree Arc of Fire. • A model CAN Split Fire a Gun Rack between multiple valid targets in the Port AND Starboard Arc of Fire. A weapon CANNOT combine Linked Fire and Split Fire in any Primary or Torpedo weapon system Attack, or in any Point Defence system Attack. However any Point Defence system CAN perform Split Fire using AD generated from Linked Fire for Defensive Fire against any Torpedo Attack and any Anti-Boarding Point Defence fire. A weapon CANNOT use Combined Fire AND Split Fire in any single Primary or Torpedo weapon system Attack, but can do so in any Point Defence system Attack, any Defensive Fire against any Torpedo Attack and any Anti-Boarding Point Defence fire. EXAMPLE: A Dindrenzi Battleship attacks two Frigates at Range Band 2, one in the Port Arc of Fire and one in the Starboard Arc of Fire of its Gun Rack Primary weapon system. The Gun Rack has 9 AD and chooses to Split Fire, with 6 AD on one Frigate and 3 AD on the other.

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system ratings k ey to hit numbers Each Point Defence Attack will roll a number of D6 equal to the modified Attack Dice value of any model or Flight involved in the Attack, taking into account any Combined Fire from any Escort Squadron.

If a model has suffered any hits from any Attack by any Primary or Torpedo weapon system Attack or from an exploding Mine roll the number of Shield Dice equal to the Shield value on the model’s Stat Card using the Exploding Dice Mechanic and requiring a 4, 5 or 6 to cancel a hit unless a specific condition or Model Assigned Rule (MAR) applies.

Each Primary or Torpedo weapon system Attack will roll a number of D6 equal to the modified Attack Dice value of any weapons involved in the Attack, taking into account any Linked Fire, Split Fire, Range and other modifiers to the Attack Dice total, including any Line of Sight and Arc of Fire restrictions.

EXAMPLE: A Terran Battleship receives 13 Hits, it has a Shield value of 3 and rolls 3D6, getting a 2, 4 and 6 (plus an extra roll of 4). This cancels out 4 Hits and the Battleship only receives 9 Hits.

POINT DEFENCE TO HIT NUMBERS Roll the number of Attack Dice calculated for each Point Defence Attack modified by any specific conditions or Model Assigned Rules (MARs) that apply. • • •

EXAMPLE: The Terran Battleship receives another 10 Hits in the same Turn from a different Attack. The Terran player gets to roll 3D6 for its Shields, getting 2, 5 and 6 (plus an extra roll of 1). This cancels out 3 Hits and the Battleship only receives 7 Hits.

Models require 5 or 6 to hit a Flight. Fighter or Interceptor Flights require a 3, 4, 5 or 6 to hit a Flight. Bomber or Assaulter Flights require a 4, 5 or 6 to hit a Flight.

CLOAKING FIELD A Cloaking Field is a type of Shield system that disguises the outline and energy signature of a model making it inherently more difficult for enemy models to target them accurately. A Cloaking Field is power hungry and reduces the rate of fire of any weapons on a model.

PRIMARY/TORPEDO TO HIT NUMBERS Roll the number of Attack Dice calculated for each Primary or Torpedo weapon system Attack using the Exploding Dice Mechanic and requiring a 4, 5 or 6 to Hit unless a specific condition or Model Assigned Rule (MAR) applies.

During the Command Segment of its Squadron Activation a model with a Cloaking Field MUST declare whether the Cloak is turned on or off. Place or Remove a Cloak marker on/from the model.

If any of the following conditions apply, the Attack will require a 5 or 6 to Hit. • •

If a weapon’s Line of Sight is Impeded. If a Capital Class model fires at a Small Class model.

Important Note: If more than one condition or Model Assigned Rule applies, always use the option most beneficial to the target model.

Important Note: Cloaking Fields DO NOT affect the to Hit numbers of a Flight, as Flights use Torpedo weapons, NOT Primary weapons.

SHIELD SYSTEMS Models with a Shield value greater than 0 have complex technology designed to disperse any Damage from Primary or Torpedo weapon systems and exploding Mines. •

Any Attack using Primary weapon systems automatically has an Impeded Line of Sight to any target model with a Cloak marker. Any model currently using a Cloaking Field reduces the initial Attack Dice value for ALL Primary weapon systems on the model by HALF.

A model CAN use its Shield systems against ALL applicable Attacks during a Turn.

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DEFENSIVE FIRE Once all Attacks by the Active Squadron have been declared, eligible models/Flights may declare Defensive Fire against Torpedo Attacks.

If a model is the target of more than one Torpedo Attack in a single Activation, the Defensive Fire pool defending it is Split evenly between all incoming Torpedo Attacks (any remainder is assigned by the controlling player).

Any model targeted by one or more Torpedo Attack may declare Defensive Fire against the Attacks. Any models in the target model’s Squadron and within Command Distance of the target, may Link their Defensive Fire with the target model.

The total number of hits from the Torpedo Attack is then calculated as normal, then the Defensive Fire pool against that Attack is rolled, using the Exploding Dice mechanic, with each roll of 4, 5 and 6 cancelling hits. TORPEDO ATTACKS FROM FLIGHTS Torpedo weapon Attacks from Flights CANNOT be reduced by Defensive Fire. However, the Flight itself may lose Wings from Point Defence Attacks when it moves within 4” a model.

Escort models in the target model’s Squadron, and any Flights within 4” of the target, may Combine their Defensive Fire with the target model. A model/Flight may only declare Defensive Fire ONCE per Activation. A model/Flight that is eligible to declare Defensive Fire in defence of more than one model must CHOOSE which target to defend.

Example: A Flight of 5 Torpedo Bomber Wings moves to Attack a Cruiser, when it moves within 4” of the first model in the Squadron it suffers a Point Defence Attack and loses a Wing, it then moves within 4” of the model it wishes to Attack, and suffers another Point Defence Attack, this time emerging unscathed. It then moves into base contact with its target and rolls its 12AD (4 Wings x 3 AD) against which NO Defensive Fire action can be made.”

Once all Defensive Fire has been declared, calculate the Defensive Fire pool for each target model, using the current Point Defence value of all contributing models, Linking and Combining as appropriate.

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MINES harassing enemy models Mines represent a whole range of different weapon systems. In addition to traditional passive munitions Mines can be heat seeking projectiles, high powered one shot drone systems or clouds of micro explosives. Models are assumed to have an indefinite supply of any Mines.

EXAMPLE 2: A Bomber Flight is within 4” of a Mine marker that detonates with a Mine value of 4. The Mine gets 4D6 Attack Dice and applies the total number of hits against EACH Flight in Range, rolling 4, 5 and 6 will score 3 Hits against the Flight.

DROPPING A MINE Only models with a Mine value greater than 0 can use Mines. The Mine value determines the number of Attack Dice used when a Mine detonates, NOT the number of Mines that are dropped.

CASCADING MINES If a Mine explodes, roll 1D6 for each additional Mine marker within the 4” radius of the Explosion Template. On a roll of 5 or 6 that Mine also explodes, regardless of which Fleet dropped it, potentially causing a cascade of explosions.

A model can drop ONE Mine marker anywhere within 4” of the centre of its Flight Peg and in its Fixed Aft Arc of Fire, ONCE per Turn at any point during the Movement Segment of its Squadron Activation. This marker represents a spread of Mines rather than a single Mine.

Important Note: Each exploding Mine is resolved separately. SHIELDS AND MINES A model may be able to use Shield systems against an Attack by an exploding Mine.

MINES (MN) A Mine will explode immediately a model or Wing moves within 4” of the centre of an ENEMY Mine marker. When a Mine explodes make ONE roll for ALL models within 4” of the exploding Mine and ONE roll for ALL Flights within 4” of the exploding Mine, including any Friendly model or Flight.

Models with a Shield value greater than 0 can disperse any Damage from an exploding Mine in the same way as from an Attack by Primary or Torpedo weapon systems. A Cloaking Field is NOT effective against an exploding Mine.

Against a model a Mine will use the Exploding Dice mechanic and require a 4, 5 or 6 to hit, unless a specific condition or Model Assigned Rule (MAR) applies.

Important Note: An exploding mine interrupts a Squadron’s movement, as it happens IMMEDIATELY when a model moves within 4” of an enemy Mine.

Against a Flight a Mine will require a 4, 5 or 6 to hit, unless a specific condition or Model Assigned Rule (MAR) applies.

You DO NOT complete the rest of the model’s movement until AFTER resolving the Attack.

A Mine marker is removed from the Game Board once it has detonated. EXAMPLE 1: Two Cruisers are within 4” of a Mine marker that detonates with a Mine value of 4. The Mine rolls 4D6 Attack Dice and applies the total number of Hits against EACH model in Range of the explosion, scoring 4 Hits against each Cruiser.

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killing models turning hits into damage CRITICAL HIT TABLE If the Critical Rating (CR) of a Ship is equalled or exceeded by the number of Hits inflicted from a single Attack then something dramatic has happened. It could be that bridge was destroyed or the engine room was wrecked. Certain Critical Hit Effects require some record keeping and several markers are available. Some Critical Hit Effects can be repaired and or removed. Some of the Game Cards in the core deck are useful for dealing with Critical Hits.

When a model or Flight takes hits there is a chance they will cause Damage, if enough hits are inflicted on a model in a single Attack they may cause a Critical Hit to a model. DAMAGING A MODEL Add up the number of Hits on a model after any reduction for Shield systems or Defensive Fire with any Point Defence systems and compare the total to the Damage Rating (DR) and Critical Rating (CR) of the target. • •

If the number of hits equals, or exceeds, a model’s DR, and does NOT equal, or exceed its CR, it loses 1 Hull Point. If the number of hits equals, or exceeds, a model’s CR the player who made the attack rolls on the Critical Hit Table – found on Page 52.

It may be that when calculating the hits against a Ship its CR rating is not only equalled or exceeded, but it is doubled or trebled. For each multiple above the Ship’s CR rating you will be able to roll on the Critical Hit Table again. Always roll on the Critical Hit Table even if the Hull Point damage has Destroyed the model to check for any Catastrophic result.

A model reduced to 0 Hull Points is Destroyed and removed from the Game Board.

The Point Defence Offline, Systems Offline, Weapon Damage, Engine Failure, Containment Leak and Secondary Systems Offline Critical Hit Effects DO NOT have cumulative effects, however, if a model receives this Effect more than once, ALL instances must be repaired before the system is restored.

Important Note: A model with a starting Hull Point value of 2 is not affected by any Critical Hit. If the CR of such a model is equalled or exceeded the model is Destroyed and removed from the Game Board with no roll on the Critical Hit Table.

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Each natural roll of a 6 will result in ONE Wing in the Flight being Destroyed.

EXAMPLE: A Terran Cruiser has a CR rating of 6. If it takes 12 hits, TWO rolls would be made on the Critical Hit Table.

Important Note: If any damage results in the loss of Crew Points/Assault Points, the number that is given is the total CP and/or AP that is lost.

If the total number of other hits against a Flight equals, or exceeds, the remaining number of Wings in the Flight, the Flight has been Driven Off.

The loss is spread evenly between CP and AP; if either the AP or CP is higher than the other, reduce the higher rating first. Lost CP and AP are indicated by the appropriate markers. A model reduced to 0 CP and/or AP by Damage is NOT automatically Destroyed until it has been successfully boarded.

A Driven Off result simulates evasive action by the various Wings in a Flight.

FIXING CRITICAL HITS Some of the Critical Hit Effects can be repaired by performing a Damage Repair Test in the End Phase of the Turn. Roll 1D6 for EACH Critical Hit Effect that can be repaired and refer to the Critical Hit Table, which explains the various options for repairing a Critical Hit. Important Note: Some Game Cards allow you to repair certain Critical Hit Effects automatically, or with an additional dice roll. DAMAGING A FLIGHT The total number of hits from any Point Defence Attack, or any other source, is applied across the entire Flight.

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A Driven Off result causes a player to move their Flight 5” directly away from the cause of being Driven Off, a Flight CANNOT move into contact with an enemy model or Flight when Driven Off. A Flight that has been Driven Off CANNOT perform any further voluntary movement until the End Phase of the current Turn, if relevant; even during the Flights own Squadron Activation.

EXAMPLE: A Flight of three Fighter Wings, each with a Point Defence value of 2, Attacks a Flight of four Bomber Wings. The Fighter Flight rolls 1, 1, 3, 3, 4 and 6, resulting in one Bomber Wing being Destroyed, and the remaining three are Driven Off. If the Fighter Planes had rolled 1, 1, 2, 3, 4 and 6, one Bomber Wing would have been Destroyed, but the remaining Hits would not have been enough to have Driven Off the remainder of the Flight. When a Flight is Driven Off, flip the Wing marker over until the End Phase of the current Turn as a reminder that the Flight CANNOT perform any voluntary move until the next Turn.

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Combat Sequence The following summarises the sequence of events for the Combat Segment of any Activation. This takes place after the active Squadron completes ALL of its movement.

4. The active Squadron resolves any Attacks with its Torpedo weapon systems SIMULTANEOUSLY. For each Attack: a. Roll Attack Dice. b. Roll Defensive Fire Dice.

1. The active Squadron declares ALL Attacks from its Primary and Torpedo weapon systems. 2. The active Squadron resolves any Attacks with its Primary weapon systems, in any order decided by the controlling player. For each Attack: a. Roll Attack Dice. b. Roll Shield Dice and perform other relevant actions. c. Calculate the total number of hits. d. Apply damage, make Critical Hit rolls and apply effects, remove any Destroyed models.

c. Roll Shield Dice and perform other relevant actions. d. Calculate the total number of hits, after Shields, Defensive Fire and so forth are applied. 5. Apply damage from ALL Torpedo weapon systems, make Critical Hit rolls and apply effects, remove any Destroyed models. Important Note: As Torpedo Attacks occur SIMULTANEOUSLY available Point Defence DOES NOT need to be recalculated between each Torpedo Attack.

3. Any Squadrons targeted by Torpedo Attacks declare ALL Defensive Fire, including how the Defensive Fire pool will be allocated between the incoming Attacks.

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boarding taking a ship by force In Firestorm Armada Boarding Assaults are performed by specialist Assault Pods, or Assaulters, Drop Ships brought close to their target by a model or specialist Carrier. Drop Ships are big enough to carry a platoon to the target, while Assaulter Wings can carry several squads a long distance from their Carrier.

ASSAULT POINTS A model’s Assault Point (AP) value is indicated on its Stat Card and is a measure of the number of specialist marines on the model and the number of D6 Attack Dice the model can use in any Boarding Assault.

Line of Sight to the target model is not required to initiate a Boarding Assault. Measurement for a Boarding Assault for a model is to or from its Flight Peg and for an Assaulter Flight is from the closest point of the Flight. Each Boarding Assault has ONE target model but may have multiple models attempting a Boarding Assault. If more than one Boarding Assault is initiated in the current Squadron Activation, the active player resolves them in any order required and the total amount of AP allocated to a Boarding Assault is the Boarding Assault Strength.

Important Note: Only models with an Assault Point value, even if it’s 0, can be the target of a Boarding Assault. The Stat Card for an Assaulter Wing lists the Assault Point value for 1 Wing in any Flight. The number of AP for a Flight is calculated by multiplying the current number of Wings in a Flight by the relevant value for 1 Wing.

A Boarding Assault CANNOT be attempted in the following circumstances:

EXAMPLE: An Aquan Assaulter Flight contains 3 Wings and each Wing has 1 AP. A Boarding Assault from the Assaulter Flight would have 3 AP.

CREW POINTS A model’s Crew Point (CP) value is a measure of the number of crew on the model. If the total amount of crew lost by a model equals or exceeds its CP value, the model may be vulnerable in any Boarding Assault.

BOARDING ASSAULT During the Boarding Segment of its Squadron Activation any model or Flight with a current AP value greater than 0 may be eligible to initiate ONE Boarding Assault.

• •

Each Boarding Assault may have ONE Anti-Boarding Point Defence fire declared against it. Any model targeted by the Boarding Assault, and any model within 4” of the target model, may declare Anti-Boarding Point Defence fire, using any available Firing Options.

A Boarding Assault can only be made by a model against an enemy model within 4”. A Boarding Assault can only be made by a Flight if it is in contact with the Flight Stand of the target model. A model or Flight MUST allocate ALL of its current

Firestorm Armada Space Combat Rules

The model, or flight, attempting the Boarding Assault has fired ANY Primary or Torpedo weapon systems at the target model during the current Squadron Activation. The model, or flight, attempting the Boarding Assault was involved in any Collision during the current Squadron Activation.

BOARDING PROCEDURE Once ALL models/Flights in the active Squadron have declared the target of their Boarding Assaults, and the total Boarding Assault Strength facing each target model has been calculated, ALL Anti-Boarding Point Defence fire must be declared.

Regardless of what assault tactic is used, Boarding Assaults are resolved in the same way, whether it is a model or an Assaulter Wing making the assault. Models have a CP value and an AP value, while an Assaulter Flight only has an AP value.

AP value when initiating a Boarding Assault. A model or Flight CANNOT recover any of its AP value after attempting a Boarding Assault, its AP value is permanently reduced to zero if it initiates a Boarding Assault. A model or Flight CANNOT initiate a Boarding Assault against a Flight.

Each eligible model can only perform Anti-Boarding Point Defence fire ONCE during a single Activation.

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Important Note: Only ONE Anti-Boarding Point Defence action can be declared against each Boarding Assault, and only models in the same Squadron may Link or Combine their fire (Page 35).

Each natural roll of a 6 will result in ONE Wing in the Flight being Destroyed. If the total number of other hits against a Flight equals, or exceeds, the remaining number of Wings in the Flight, the Flight has been Driven Off, no Boarding Assault is then resolved.

As such the target player MUST choose which of the Squadrons within 4” of the target they want to use its Anti-Boarding Point Defence. Normally this will just be the target model’s Squadron, however in some instances (say a Battleship and Escorts positioned near a Cruiser Squadron) it may be beneficial to use a different Squadron.

EXAMPLE: Three Sorylian Scythe Class Frigates with an AP value of 2, initiate a Boarding Assault against two Relthoza Swarm Class Cruisers. The Squadron of two Swarm Class Cruisers, which are within 4” of one another with a Point Defence value of 3, and can perform Linked Fire with their Point Defence systems against the Boarding Assault, rolling 4D6 against the incoming Boarding Assault Strength of 6. Scoring 3 Hits reduces the Boarding Assault Strength to 3.

Important Note: A Parent model and its attached Escort Squadron may use Combined Fire for any Anti-Boarding Point Defence action. Boarding Assaults from Flights are not affected by AntiBoarding Point Defence like Boarding Assaults from models. Instead, they may be subject to Point Defence Attacks during their movement, whenever they move within 4” of an enemy model. This damages the Assaulter Flight itself, rather than just its Boarding Assault Strength.

RESOLVING BOARDING ASSAULTS For the attacking models the current Boarding Assault Strength is the remaining total after Anti-Boarding Point Defence fire. For a Flight the Boarding Assault Strength is the current number of Assault Points in the Flight after Point Defence Attacks.

Important Note: Flights CANNOT perform or assist in Anti-Boarding Point Defence.

The target model MUST allocate its ENTIRE current Assault Point value and its ENTIRE current Crew Point value to defend against the Boarding Assault, the total is the target model’s Boarding Assault Strength.

Example: A Flight of 4 Assaulter Wings moves to initiate a Boarding Assault against a Cruiser. When it moves within 4” of the first model in the Squadron it suffers a Point Defence Attack and loses a Wing. It then moves within 4” of the model it wishes to initiate a Boarding Assault against, and suffers another Point Defence Attack, this time emerging unscathed.

Important Note: A Carrier model CAN add the AP from any Assaulter Wings to help defend itself during a Boarding Assault, but only if they are onboard. If they do add their AP the Assaulter Flight CANNOT Launch during the current Turn. A Carrier CANNOT use the AP from its onboard Assaulter Wings when it initiates a Boarding Assault however.

It then moves into base contact with its target and declares its Boarding Assault. Its Boarding Assault Strength is now 3 and the Boarding Assault is resolved as normal, but no models can declare Anti-Boarding Point Defence against it.

Each side’s current Boarding Assault Strength is the number of Attack Dice they roll against the opposing side in any Boarding Assault. Both sides roll their Attack Dice and cause casualties SIMULTANEOUSLY.

ANTI-BOARDING POINT DEFENCE TO HIT Once all Anti-Boarding Point Defence fire has been declared, roll a number of D6 equal to the number of Attack Dice in each Anti-Boarding Point Defence fire.

• All Boarding Assault Attack Dice will require a 4, 5 or 6 to hit. • Each hit by the target model will reduce the attacker’s Boarding Assault Strength by 1. • Each hit by the attackers will reduce the target’s Boarding Assault Strength by 1.

Anti-Boarding Point Defence fire will require a 5 or 6 to hit a Boarding Assault from a model and a 5 or 6 to hit a Boarding Assault from a Flight. ANTI-BOARDING POINT DEFENCE DAMAGE Against a model the Boarding Assault Strength is reduced by 1 Assault Point (AP) per Hit from Anti-Boarding Point Defence fire. Any lost Assault Points are removed IMMEDIATELY, and are no longer involved in the Boarding Assault.

WINNING A BOARDING ASSAULT Once both sides have rolled their Attack Dice and calculated their casualties, compare the remaining Boarding Assault Strength of the attacking model/s to the remaining Boarding Assault Strength of the target model.

Against a Flight, the total number of Hits from any AntiBoarding Point Defence fire is applied across the entire Flight.

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If the attacker’s Boarding Assault Strength is greater than 0, and the Boarding Assault Strength of the target model

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is reduced to 0, the target model is Destroyed, and the remainder of the attacker’s Boarding Assault Strength is lost.

The Carrier (having taken critical damage earlier in the battle) has a current AP of 3 and CP of 2. As such it has a Boarding Assault Strength of 5 and rolls 5D6, scoring 3 hits.

If BOTH the attacker’s AND the target’s Boarding Assault Strength are greater than 0 the Assault has Failed and no further action is taken (unless eligible for Sabotage as below).

As a result, the Carrier’s Boarding Assault Strength is reduced to 0, and the Battleship’s Boarding Assault Strength is reduced to 1.

If the attacker’s Boarding Assault Strength is reduced to 0, regardless of the number of casualties caused, the Boarding Assault has Failed and no further action is taken.

As the Carrier’s Boarding Assault Strength is reduced to 0, and the Battleship’s Boarding Assault Strength is GREATER than 0, the Carrier is Destroyed.

Once the Success or Failure of the Boarding Assault has been determined, the remainder of the attacker’s Boarding Assault Strength is reduced to 0 and the attacking model/s DO NOT regain any Assault Points. The target model’s remaining Boarding Assault Strength returns to being its Crew Points and Assault Points. Any losses from the Boarding Assault Strength are split as evenly as possible between the two, starting with whichever is highest. Lost CP and AP are indicated by the appropriate Damage markers.

EXAMPLE: If instead the Battleship had caused 4 hits, the Carrier would still have Boarding Assault Strength remaining, and the Assault would have Failed. The Battleship’s remaining AP would be lost and the Carrier is left with 1 Crew Point but, as the Battleship caused more hits, the Carrier would be Sabotaged (See Below). EXAMPLE: If instead both the Battleship and the Carrier caused 5 hits, both sides would lose ALL of their Boarding Assault Strength, the Carrier would have no CP or AP left, but it would be otherwise unaffected.

Important Note: Even if a Boarding Assault has Failed, any loss of CP or AP from the target model still stands, and may affect the model’s capabilities (see Modifiers to Attack Dice on Page 34).

SABOTAGE If the Boarding Assault has Failed but the target model is a Capital Class model and the total number of hits from a Boarding Assault is GREATER than the total number of hits scored by the target model, the target model CAN be Sabotaged.

Important Note: A Boarding Assault is ALWAYS resolved within a single round, even if no casualties are caused by either side, the attacking model always loses any remaining Assault Points and the Boarding Assault ends.

A Sabotaged model suffers a Critical Hit and a roll must be made on the Critical Hit Table by the sabotaging player.

EXAMPLE: A Sorylian Carrier is boarded by a Dindrenzi Battleship. The Battleship has a current AP of 4 giving it a Boarding Assault Strength of 4 and so it rolls 4D6, getting 2, 4, 6 and 6 (and an extra roll of 2 and 5) for 6 hits.

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Boarding Assault Sequence

to use its Point Defence systems in place of the Carrier’s, giving 7 AD for the Anti-Boarding Point Defence.

The following summarises the sequence of events for the Boarding Segment of any Activation. This takes place after the active Squadron completes ALL of its combat.

The Veydreth player chooses to resolve the Assault against the Destroyer first. The Kedorian player rolls the 4 AntiBoarding Point Defence AD, rolling 3 successes and reducing the Cruiser’s Boarding Assault Strength to 3. The Destroyer then adds its Crew Points of 3 to its Assault Points of 1 to give a Boarding Assault Strength of 4.

1. Each eligible model within the active Squadron may declare a Boarding Assault against a valid target. 2. Calculate the total number of Assault Points directed at each target. This is the Boarding Assault Strength.

4. Resolve Anti-Boarding Point Defence actions, and reduce the Boarding Assault Strength of each Boarding Assault as necessary.

Both players then roll their Boarding Assault Strength as Attack Dice. The Destroyer scores 2 successes and the Cruiser scores 3, neither enough to reduce the opponents Boarding Assault Strength to 0. As such the Assault has Failed, BUT as the Veydreth scored more successes they can Sabotage the Capital Class Destroyer. The Assault Cruiser’s Boarding Assault Strength is now reduced to 0, so it has NO Assault Points remaining.

5. For each Boarding Assault, combine the target model’s current Assault Points and Crew Points to determine its Boarding Assault Strength.

The Destroyer has 1 remaining, which it elects to return as a Crew Point, so it has 0 Assault Points and 1 Crew Point left.

6. For each Boarding Assault, both sides SIMULTANEOUSLY roll a number of Attack Dice equal to their Boarding Assault Strength.

The Veydreth player then rolls for Sabotage, scoring a 10, or Containment Leak on the Critical Hit Table, causing the effect and TWO points of Hull Damage.

7. Calculate the total number of hits caused by each side and reduce each side’s Boarding Assault Strength appropriately.

The Assault against the Carrier is then resolved. The Kedorian player rolls 7 AD for the Anti-Boarding Point Defence, scoring 4 successes and reducing the Boarding Assault Strength from the Assault Cruisers to 8. The Carrier then adds its Crew Points of 8 to its Assault Points of 4 to give a Boarding Assault Strength of 12.

3. Each Boarding Assault may have ONE Anti-Boarding Point Defence action declared against it.

8. By comparing the remaining Boarding Assault Strengths, determine whether the Assault Succeeded or Failed. 9. After any Boarding Assault, any model which declared a Boarding Assault has its Assault Points reduced to 0. The target model’s remaining Boarding Assault Strength reverts to Assault Points and Crew Points (losses divided as evenly as possible). Destroyed models are then removed and Sabotage damage is applied.

Both players then roll their Boarding Assault Strength as Attack Dice. The Carrier scores 7 successes, and the Cruisers an unexpected 14! The Cruisers’ Boarding Assault Strength drops to 1 and the Carrier’s to 0. Therefore, the Boarding Assault was a Success and the Carrier is Destroyed. The Cruiser’s remaining Boarding Assault Strength is lost, leaving them with 0 Assault Points on each model, and the Carrier is removed from the Game Board.

Example: A Squadron of three Veydreth Stalker Class Assault Cruisers ends its movement within 4” of two Kedorian Gai-Shar Class Destroyers and a Kedorian ZhouNor Class Carrier.

To Summarise: at the end of the Boarding Segment all three Veydreth Assault Cruisers have 0 Assault Points remaining, one Kedorian Destroyer has 0 Assault Points, 1 Crew Point, 2 Hull Damage and the Containment Leak Critical Effect and the Kedorian Carrier is Destroyed.

Upon entering the Boarding Segment of their Activation, the Assault Cruisers declare their Boarding Assaults. TWO of the Cruisers initiate an Assault against the Carrier, giving them a Boarding Assault Strength of (6 + 6) 12. The remaining Assault Cruiser targets one of the Destroyers, having a Boarding Assault Strength of 6. The Destroyer Squadron declares its Anti-Boarding Point Defence, Linking their Point Defence values against the incoming Assault against the Destroyer for (3 + 1) 4 AD. As there is a Kedorian Dei-Nak Class Battleship Squadron within 4” of the target Carrier, the Kedorian player elects

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end phase time to get organised If a model has a Raging Fire Marker on it, a Damage Repair Test MUST be made for EACH Raging Fire Marker on the model. If any attempt to repair a Raging Fire fails, the model immediately loses 1 Crew Point (CP)/ Assault Point (AP). If the attempt is failed with a roll of 6, the model ALSO gains +1 Raging Fire Marker.

The End Phase of the Turn is used to tidy up and prepare for the next Turn. Perform any End Phase actions in the following order: 1. 2. 3. 4. 5.

Check for End of Game. Perform any Compulsory Actions. Make any Damage Repair Tests. Rationalise Game Markers. Draw new Game Cards.

If a model has a Decompression Marker on it, a Damage Repair Test MUST be made for EACH Decompression Marker on the model. If any attempt to repair a Decompression fails, the model immediately loses 1 Crew Point (CP)/Assault Point (AP). If the attempt is failed with a roll of 6, the model ALSO loses 1 Hull Point.

END OF GAME If no side has satisfied their Victory Conditions before the end of the last Turn, determine who has won by calculating final Victory Points.

REMOVE GAME MARKERS Game Markers are used to indicate both Damage and key information. Some may be temporary and others permanent (loss of Hull Points). During the End Phase, Players should ensure that every model has the correct Game Markers. Any Game Markers that are no longer relevant should be removed.

COMPULSORY ACTIONS Move ALL of the Drifting models in the current order of Initiative. DAMAGE REPAIR Players can attempt to repair certain Critical Hit Effects that have been inflicted upon their models by making a Damage Repair Test. Players resolve any repair attempts simultaneously, but must roll separately for each Critical Hit Effect that they are attempting to repair, and can only attempt to repair each Critical Hit Effect once per turn. See page 52 for which Effects can be repaired.

DRAW GAME CARDS During the End Phase, Players may discard any number of Game Cards and re-draw up to their maximum Hand size.

Roll 1D6 for each Damage Repair Test: • On a roll of 1, 2 or 3, the repair has been successful and the corresponding Critical Hit effect is removed. • On a roll of 4, 5 or 6, the repair attempt has failed and the Critical Hit effect remains on the model. Important Note: It is not possible to repair Hull Point (HP) damage or Crew Point/Assault Point loss with a Damage Repair Test, just the Critical Hit Effect.

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s model assigned rules A Model Assigned Rule (or MAR) represents the inherent qualities found in some models, the increased ability of certain crew or the additional effectiveness of one weapon over another. The Stat Card of a model will specify any MARs that apply to that model.

DECK CREWS Once per game this model can take 1D3 previously Destroyed Wings and return them to a Flight that is currently on this model. The model’s maximum Fleet Wing complement and the maximum number of Wings in a Flight CANNOT be exceeded.

AGILE This model (or Flight) can ignore the requirement to take a Manoeuvre Test if moving more than HALF its modified Movement value during any move in an Asteroid Field.

DIRTY SECRETS Whilst this model is in play, its controlling player can look at EACH Hand of Game Cards on the opposing side, and put any ONE card into the relevant discard pile. A model can use the Dirty Secrets Model Assigned Rule a maximum of ONCE per game during the End Phase of a Turn.

ASSAULT BLITZ Any model or Flight using Anti-Boarding Point Defence fire against this model MUST re-roll ALL successes and accept the new results.

DISENGAGE FREIGHT This model can recover 1 Hull Point (HP) once per game, at the beginning of its Squadron Activation, but it gains the Vulnerable Model Assigned Rule for the rest of the game if it does so.

BIGGER BATTERIES The Point Defence systems on this model have a Range of 8” for Point Defence Attacks and Anti-Boarding Point Defence. However, if the target lies within 4” and 8” of this model, Clear Line of Sight is required to the target.

DISRUPTION CANNON (weapon) If the number of hits from an Attack, that includes at least one weapon with the Disruption Cannon Model Assigned Rule, equals or exceeds the Critical Rating (CR) of the target model, perform ONE additional roll on the Critical Hit Table, ignore any roll of 2 or 12 and any Hull Point, Crew Point or Assault Point loss associated with this extra roll. If NO weapon is listed, the Disruption Cannon MAR is applied to ALL Primary weapon systems on the model.

BIOHAZARD AMMO (weapon) If the number of hits from an Attack that includes at least one weapon, with the Biohazard Ammo Model Assigned Rule, equals or exceeds the Damage Rating (DR) of the target model, the target model loses 1 additional Crew Point or Assault Point, this is in addition to any Critical Hit effects that result in the loss of Crew Points or Assault Points. If no weapon is listed, the Biohazard Ammo Model Assigned Rule is applied to ALL Primary weapon systems on the model.

DISRUPTOR After the Combat Segment a Squadron containing models with the Disruptor MAR may make a Disruption Attack against a single enemy model. Each model contributing to this Attack MUST have Clear Line of Sight to the target.

COMBUSTIBLE CARGO If this model is Destroyed ALL models that are within 4” of the centre of the model, are attacked with a number of Attack Dice (AD) equal to DOUBLE the initial Hull Point (HP) value of the Destroyed model. If the model is affected by more than one explosion as the result of an action only resolve the effects of ONE explosion.

Roll a D6, adding 1 to the result for each model after the first which is contributing to the Attack. If the target is within Range Band 1, the Attack succeeds on a 4, 5 or 6. If the target is within Range Band 2, the Attack succeeds on a 5 or 6. If the target is within Range Band 3 or 4, the Attack succeeds on a 6. The Range is measured from the furthest contributing model.

COUNTER MEASURES During the Combat Segment of its Activation, a model with the Countermeasures MAR CAN nominate ONE enemy Squadron within 4”, the Squadron is considered Out of Command until the End Phase of the current Turn.

Firestorm Armada Space Combat Rules

If the Attack is successful, roll a second D6:

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On the result of a 1 the target suffers a Point Defence Offline Critical Hit Effect. On the result of a 2 the target suffers a Engine Failure Critical Hit Effect. On the result of a 3 the target suffers a Weapon Damage Critical Hit Effect. On the result of a 4, 5 or 6 the target suffers a Secondary Systems Offline Critical Hit Effect.

FIRING SOLUTION (weapon) This weapon CAN perform Linked Fire with any other Primary weapon system on this model, against a model that is a valid target for both weapon systems.

The target model does not take any Hull Point damage associated with taking a Critical Hit. Flight Tokens cannot be the target of a Disruption Attack.

IMPERVIOUS If this model is the target of a Boarding Assault reduce the Boarding Assault Strength by HALF after resolving any Anti-Boarding Point Defence fire.

• • • •

HIDDEN KILLER This model CANNOT be targeted by ANY weapons firing at Range Band 3 or Range Band 4 if it has Cut Engines.

A model CANNOT make a Disruption Attack if its Cloaking Field is turned on.

LARGE MASS Any Attack against this model receives a +1 bonus to hit on its Attack Dice (AD) rolls.

DRONE MINES This model can move each Mine it has dropped onto the Game Board, up to 2” in any direction, during the End Phase of each Turn. Any Mine explosion resulting from this movement is resolved immediately. If this model is Lost, any Mines dropped by the model are no longer able to move.

LAUNCH TUBES This model can initiate a Boarding Assault against a target within 8”.

DOUBLE MINES This model can drop 2 Mines during the Movement Segment of its Activation.

LIMITED RESOURCES If this model initiates a Boarding Assault, it receives a -1 penalty to hit on its Attack Dice (AD) during that Boarding Assault.

ELITE CREW If this model is involved in a Boarding Assault it receives a +1 bonus to hit on its Attack Dice (AD) rolls during that Boarding Assault.

LOTS OF GUNS This model never suffers any Weapon Damage Critical Hit Effect. Any Hull Point, Crew Point or Assault Point loss associated with any Critical Hit Effect is still applied.

ELUSIVE TARGET This model is only hit on a 6 with Primary or Torpedo weapons system Attacks from Capital Class models, and on a 5 or 6 by non-Capital Class models.

MANOEUVERABLE This model can reduce its Turn Limit value by 1”. A model with an initial Turn Limit value of 0” has 360 degree movement. If this model has Cut Engines, it can rotate up to 90 degrees around its Flight Peg during its next Squadron Activation instead of removing its Cut Engines marker.

ENERGY TRANSFER During the Command Segment of its Squadron Activation this model can increase the current Attack Dice (AD) value of ONE Primary weapon system by 2, and reduce the current Attack Dice (AD) value of every other Primary weapon system by 1. The Attack Dice (AD) value of any Primary weapon system on the model will return to their original value during the End Phase of the current Turn.

MEDICAL SHUTTLES This model, and any friendly model within 8” of this model, can roll 1D6 in the Command Segment of its Squadron Activation and restore 1 Crew Point AND 1 Assault Point Damage marker on a roll of 5 or 6. MINEFIELDS After all models have been deployed this model can place 3 Mines, each with an AD of 5. They MUST be dropped within 12” of the centre line of the Game Board. A Mine CANNOT be dropped within 4” of a model, token or any other Mine.

ESPIONAGE This model increases its controlling player’s Hand of Game Cards by ONE if it has been deployed and is NOT Lost. This can increase a player’s Hand size beyond the normal maximum of 5. If Game Cards are not being used this model provides a +1 bonus to the relevant initiative roll. Multiple instances of the Espionage Model Assigned Rule are not cumulative.

MINE LAUNCHERS (weapon) This model can drop its Mines within 8” of the centre of its Flight Peg anywhere in its Fixed Fore Arc of Fire. If this weapon is used to drop any Mines it CANNOT fire during the current Squadron Activation.

EXPERIENCED ENGINEERS This model’s Damage Repair Tests are successful on a 1, 2, 3 or 4.

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If NO weapon is listed, the Mine Launchers MAR is applied to ALL Primary and Torpedo weapon systems on the model with any Fore Arc of Fire.

any Attack if the Flight Peg of each FIRING model in the Attack is entirely within the TARGET model’s Port or Starboard 90 degree Arc of Fire.

NO FSD This model CANNOT perform any Shunt move, or deploy using Shunt Deployment, during the game.

REPAIR SHUTTLES (value) A number of friendly models up to the Repair Shuttles value within 8” of this model, including this model itself, can roll 1D6 in the Command Segment of its Squadron Activation and remove ALL Critical Hit Effect markers on a roll of 5 or 6. If no value is listed, treat the value as 1.

PACK HUNTERS (weapon) Any Attack, that includes at least two weapons with the Pack Hunter Model Assigned Rule, will receive +1 Attack Dice (AD) for each additional weapon, after the first, which has the Pack Hunter MAR.

SCATTER CANNON (weapon) This weapon can Attack ONE model within Range Band 1, roll the Attack Dice (AD) ONCE and then apply the result to EVERY other model, NOT including your own, within the Firing Channel of the weapon and Range Band 1. This effect is NOT applied against Wings. When this Ship fires at a target within Range Band 2 to 4, resolve the attack normally. This weapon CANNOT use any Firing Option when it fires in Range Band 1.

The maximum bonus to any Attack from the Pack Hunters Model Assigned Rule is +2. If NO weapon is listed, the Pack Hunters MAR is applied to all Primary and Torpedo weapon systems on the model. A model DOES NOT gain the Pack Hunters bonus for performing Linked Fire with itself. POINT DEFENCE BARRAGE This model can use its Point Defence systems to Attack Small Class models during its Squadron Activation using the Exploding Dice Mechanic and requiring a 4, 5 or 6 to hit. Any Attack against another model using Point Defence systems can ignore the normal conditions for a Capital model firing at a Small model and the Elusive Target Model Assigned Rule.

SCOUT The Fleet with the most models with the Scout Model Assigned Rule can Redeploy any ONE Squadron after ALL Squadrons have been deployed on the Game Board. SECURED BULKHEADS This model reduces the number of hits from any Boarding Assault against it by 2.

PRIDE OF THE FLEET If this model suffers a Magazine Explosion result on the Critical Hit Table it does not suffer the Critical Hit Effect, and loses 2 Hull Points instead.

SECTOR SHIELDING During the Command Segment of its Squadron Activation this model may nominate ONE direction, either the Fore, Aft, Port or Starboard 90 degree Arc of Fire, and increase its Shield value by 1 against any Attack from that direction.

PROTECTED SYSTEMS If this model suffers a Critical Hit roll 1D6, on a result of 4, 5 or 6 the Critical Hit Effect is ignored but any Hull Point, Crew Point or Assault Point loss associated with the Critical Hit Effect will still be applied to the model. A model which suffers a Magazine Explosion is still Destroyed, but no other models are damaged. On a result of 1 this model must perform ONE additional roll on the Critical Hit Table, suffering the additional Critical Hit Effect, but NOT the associated damage.

The bonus is applied if the Flight Peg of each FIRING model in the Attack is entirely within the TARGET model’s nominated 90 degree Arc of Fire. The model’s Shield value is reduced by 1 against any Attack NOT from the nominated direction. The Shield value on the model will return to its original value during the End Phase of the current Turn. SHIELD PROJECTOR A model with the Shield Projector MAR creates a Shield Sphere with a 4” radius. A model with the Shield Projector MAR rolls a number of Shield Dice equal to its Shield Value to cancel the hits of ANY (friendly or enemy) Primary or Torpedo weapon system Attack, or exploding Mine, that fires into or through the Shield Sphere. Attacks originating from within the Shield Sphere are not affected.

Quick Launch Flight Tokens that Launch from this model can be Activated in the same Turn that they Launch. A model or token cannot activate more than once per Turn. REINFORCED FORE This model receives +1 to its Critical Rating (CR) against any Attack if the Flight Peg of each FIRING model in the Attack is entirely within the TARGET model’s Fore 90 degree Arc of Fire.

If a model is protected by multiple Shield Systems (its own, or those of a Shield Projector), only the HIGHEST Shield Value is used. If a model with the Shield Projector MAR also has the Sector Shielding MAR, it CAN choose to use Sector Shielding on its Shield Sphere. For the remainder of the Turn, if any Attack

REINFORCED PORT/STARBOARD This model receives +1 to its Critical Rating (CR) against

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originates from within this model’s designated Arc and fires into or through the Shield Sphere en route to its target, the target can use the increased Shield value. However any Attack passing through the Sphere which DOES NOT originate from within the designated Arc is affected by the reduced Shield value. SHUNT MATRIX When a model with the Shunt Matrix MAR activates it may declare that it is going to perform a Battle Shunt. The model must choose a number of D6 between 2 and 8 that determines the random distance of its Battle Shunt move. It declares which direction it will move in, and what its final orientation will be (this DOES NOT include pointing at a particular target). Roll the chosen number of dice for the Battle Shunt; the total determines the exact distance in inches that the model MUST move in a straight line in the direction that it declared. Once the model has moved it MUST be placed with the orientation that was declared. A Battle Shunt IGNORES the rules for intervening Terrain and Mines. A model CAN declare that it is going to Cut Engines after a Battle Shunt. A model fires normally after a Battle Shunt and CAN perform a Boarding Assault. If a model ends its move in an Asteroid Field it MUST perform a Manoeuvre Test. If the model ends its move in a Planetoid it is Destroyed automatically. SPECIAL FORCES This model can either re-roll ALL misses from any Boarding Assault OR, any Boarding Assault against this model must re-roll ALL hits, and MUST accept the second result. The forced re-rolls of successful dice happens BEFORE 6’s grant their extra rolls, and only ONE dice is re-rolled for each 6, the opponent CANNOT gain additional dice as a result of this MAR. SPLIT BERTH ALL Wings on models in this model’s Squadron MUST be the same Type. ALL Wings on the models in this model’s Squadron MUST Launch at the same time and MUST form ONE Flight containing a number of Wings equal to the number that just Launched. This Flight may be Deployed within 4” of ANY model that just Launched a Wing.

SUPERIOR DESIGN If this model suffers any Critical Hit Effect, the loss of any Assault Points or Crew Points is reduced by HALF. This model NEVER has a Raging Fire Marker placed on the model as the result of any Critical Hit Effect. SYSTEMS NETWORK The Cloaking Field on this model will affect any friendly model from the same Squadron, including any attached Escort Squadron model, whose Flight Peg is within 4” of its Flight Peg and which ALSO has the Systems Network MAR. The Cloaking Field must be turned on to be effective and a model can only benefit from a maximum of ONE Cloaking Field. TARGET RESOLUTION This model’s Parent Model receives a +1 bonus to hit on its Attack Dice (AD) rolls when firing its Primary and Torpedo weapon systems if the target model’s Flight Peg is within 8” of this model’s Flight Peg. The maximum bonus to any Parent Model from the Target Resolution Model Assigned Rule is +1. TORPEDO SPOOK If a model is targeted by a Torpedo Attack by at least one model with the Torpedo Spook MAR it must re-roll all successful Point Defence rolls against this Attack and MUST accept the second result. The forced re-rolls of successful dice happens BEFORE 6’s grant their extra rolls, and only ONE dice is re-rolled for each 6, the opponent CANNOT gain additional Point Defence as a result of this MAR. UNCOMMON CLASS A maximum of ONE model with the Uncommon Class Model Assigned Rule can be in any Squadron. VULNERABLE If this model suffers a Critical Hit, the Critical Hit Table result CAN be re-rolled by your Opponent, but they MUST accept the new result.

A Flight CANNOT Land on a model with the Split Berth MAR during a game. STEALTH SYSTEMS Any Attack against a model with the Stealth Systems MAR must re-roll ALL successful rolls if any weapon in the Attack is firing at Range Band 3 or 4. This re-roll is performed BEFORE any extra rolls for Exploding Dice, and before Hits are discounted by Shield Systems or Point Defence. Only ONE dice is re-rolled for any 6’s scored. The second result MUST be accepted.

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CRITICAL HIT TABLE ROLL 2D6 AND CONSULT THE TABLE BELOW

DICE ROLL

RESULT

HP LOST

CRITICAL HIT EFFECT

2

Magazine Explosion

ALL

This model is Destroyed. ANY model or Flight within 4” of its Flight Peg is subject to an Attack using a number of Attack Dice (AD) equal to double the initial Hull Point (HP) value of the Destroyed model. A model or Flight behind any Obstructing Terrain is not affected.

3

Point Defence Offline

2

This model cannot use its Point Defence systems.

4

Raging Fire

2

This model loses 1 Crew Point (CP)/Assault Point (AP) and gains a Raging Fire Marker.

5

Systems Offline

2

This model cannot use its Shield systems and cannot Launch any Flight.

6

Weapon Damage

2

The Attack Dice (AD) value of ALL Primary weapon systems on this model are reduced by HALF.

7 8

Hard Pounding

2

This model loses 1D3 Crew Points (CP)/Assault Points (AP).

Engine Failure

2

The Movement (Mv) of this model is reduced by HALF.

9

Decompression

2

This model loses ONE Crew Point (CP)/Assault Point (AP) (highest first) and gains a Decompression Marker.

10

Containment Leak

2

This model’s Critical Rating (CR) is reduced to the same value as its Damage Rating (DR).

11

Secondary Systems Offline

2

This model cannot use its Torpedo weapon systems or drop Mines.

12

Fold Space Rupture

2

Roll 1D6 for a direction (1-2 Fore, 3 Port, 4 Starboard, 5-6 Aft) and 2D6” for distance, from the model’s Flight Peg. Then place this model, maintaining current orientation, in that new position. Resolve any contact with Terrain as a Collision. A model that is moved off the Game Board, is automatically Destroyed.

DAMAGE REPAIR TESTS

Players can attempt to repair any Critical Hit Effects that have been inflicted upon their models by making a Damage Repair Test during the End Phase of each Turn. Players resolve any Damage Repair Tests simultaneously, but must roll separately for each Critical Hit Effect that they are attempting to repair, and can only attempt to repair each Critical Hit Effect ONCE per Turn. Roll 1D6 for each Damage Repair Test: • On a roll of 1, 2 or 3, the Repair has been successful and the corresponding Critical Hit effect is removed. • On a roll of 4, 5 or 6, the Repair attempt has failed and the Critical Hit effect remains on the model. Any Critical Hit effects that are marked in Red (results 2, 7 and 12) CANNOT be repaired. Important Note: It is not possible to remove Hull Point (HP) damage or Crew Point (CP)/Assault Point (AP) loss with a Damage Repair Test, just the Critical Hit Effect. In the Damage Repair Segment of the End Phase a Damage Repair Test can be made for each instance of a Point Defence Offline, Systems Offline, Weapon Damage, Engine Failure, Containment Leak and Secondary Systems Offline Critical Hit Effect on a model, but ALL instances must be repaired before the system is restored. If a model has a Raging Fire Marker on it, a Damage Repair Test MUST be made for EACH Raging Fire Marker on the model. If any attempt to repair a Raging Fire fails, the model immediately loses 1 Crew Point (CP)/Assault Point (AP). If the attempt is failed with a roll of 6, the model ALSO gains +1 Raging Fire Marker. If a model has a Decompression Marker on it, a Damage Repair Test MUST be made for EACH Decompression Marker on the model. If any attempt to repair a Decompression fails, the model immediately loses 1 Crew Point (CP)/Assault Point (AP). If the attempt is failed with a roll of 6, the model ALSO loses 1 Hull Point.

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damage mark ers

Permission is given to print out the above Firestorm Armada Tokens for personal use only.

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critical hit mark ers

Permission is given to print out the above Firestorm Armada Tokens for personal use only.

Firestorm Armada Space Combat Rules

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game mark er k ey Star Admiral’s Vessel Marker.

Shunt Marker - placed next to a model when it is entering Fold Space.

Decompression Marker.

Cloak Marker - placed next to a model when its Cloaking Field is turned on.

Point Defence Offline Critical Hit Marker.

Containment Leak Critical Hit Marker.

Raging Fire Marker.

Cut Engines Marker - placed next to a model which has Cut Engines.

Secondary Systems Offline Critical Hit Marker.

Systems Offline Critical Hit Marker.

Weapon Damage Critical Hit Marker.

Engine Failure Critical Hit Marker.

Use these Markers to track the loss of Assault Points.

Use these Markers to track Hull Damage.

Use these Markers to track the loss of Crew Points.

Firestorm Armada Space Combat Rules

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AQUAN PRIME go to the aquan prime online shop page

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dindrenzi federation go to the dindrenzi federation online shop page

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sorylian collective go to the sorylian collective online shop page

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terran alliance go to the terran alliance online shop page

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the directorate go to the directorate online shop page

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the relthoza go to the relthoza online shop page

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alliance of kurak go to the kurak alliance online shop page

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zenian league go to the zenian league online shop page

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Firestorm armada v1