firestorm armada rulebook

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    WELCOME 4THE ENEMY 5

    GAME BASICS 7MODEL TYPES 9WEAPONS 11SPACE TERRAIN 13

    GAME CARDS 15 ypes o Game Card 15 Hand Size 16 Using Game Cards 16 Card actics 16 Multiplayer Games 16

    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

    COHERENCY 21 Command Distance 21 Commanded Element 21 Out o Command 21ORDER OF PLAY 22 urn Card Phase 22 Initiative Phase 22

    Squadron Activation Phase 22 Activation Sequence 22 End Phase 23

    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

    MOVEMENT 27

    Moving a Flight 27 Moving a Squadron 27 Minimum Movement 27 urning a Model 27 Proximity Vectoring 28 Moving Off able 28 Fold Space ravel 28 Belly Up 28 Cut Engines 28 Drifing 28 Collision and Ramming 29

    MAKING WAR! 30 Combat Sequence 30 Declaring Point Deence Attacks 30

    Declaring Primary and orpedo Attacks 31 Resolving Primary and orpedo Attacks 31 Deensive Actions 31 Apply Damage 31

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

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

    FIRING OPTIONS 35 Linked Fire 35 Combined Fire 36 Split Fire 36

    SYSTEM RATINGS 37 Point Deence o Hit Numbers 37 Primary/orpedo o Hit Numbers 37 Shield Systems 37

    Cloaking Field 37 Deensive Fire 38

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

    KILLING MODELS 40 Damaging a Model 40 Critical Hit able 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 Deence Range 44 Anti-Boarding Point Deence o Hit 44 Anti-Boarding Point Deence Damage 44 Resolving Boarding Assaults 44 Winning a Boarding Assault 44 Sabotage 45 Boarding Assault Sequence Summary 46

    END PHASE 47 End o Game 47 Compulsory Actions 47 Damage Repair 47

    Remove Game Markers 47 Draw Game Cards 47

    MODEL ASSIGNED RULES 48

    CRITICAL HIT TABLE 52

    DAMAGE MARKERS 53CRITICAL HIT MARKERS 54

    GAME MARKER KEY 55

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    THE FIRESTORM

    ARMADA TEAM

    INTERNAL PLAYTESTING

    AND PROOFING

    Digita Scupng & Moding

    Christopher Drew

    Marn Jones

    Christopher PeaceyJonny La Trobe-Lewis

    Dave Kidd

    Graphics, Painng & Ficon

    Andy Walpole

    Neil Fawce

    Christopher Worth

    Franco Sammarco

    Jonny La Trobe-Lewis

    Gary BentBen MacIntyre

    Kae Benne

    Ricky Brewer

    Stephen Rhodes

    Christopher Drew

    Andrew Jones

    MANUFACTURING

    & ASSeMbly

    Marn Jones

    Christopher Peacey

    Drew Cox

    Gordon Chamberlain

    Jamie Allen

    Je HendersonGeorge Shearn

    Jack Paerson

    Harriet Rhodes

    Luke Marn

    Paul Kime

    Sally Taylor

    Christopher Worth

    Neil Fawce

    Franco Sammarco

    Giovanni Bosio

    Ben MacIntyre

    Jonny La Trobe-Lewis

    Andrew Jones

    PRIMARY WRITERS

    Andy Walpole & Christopher Worth

    The contents of this book are

    Copright Spartan Gams

    2009-2013.

    All rights reserved.

    Januar 2013 - PDF edion

    THE SPARTAN GAMES TEAM

    businss Managmnt & W

    Frances Fawce

    Kae Benne

    Gary Bent

    Lizzie Wood

    Ricky Brewer

    Stephen Rhodes

    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 ARMADAan even beer game.

    INITIAL GAME CONCEPT

    Neil Fawce

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    4Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    THE RACESTe FIRESTORM ARMADAgame is set ar in the utureo mankind where several great races are locked in a brutalwar. Vast fleets o warships, both human and alien, clashin epic space battles with the military might o numerousallied systems supporting them.

    At the heart o the bitter conflict are two great alliances:theAlliance o Kurakbrings together the main races o theTerran Alliance, Aquan Prime and Sorylian Collective.o this we add the smaller, but by no means weaker, races oVeydreth, erquai, Hawker, Ryushi, Xelocian and arakians.

    Against them is the ormidable Zenian League, a pact thatwas created by the Dindrenzi Federation, Directorateand Relthoza. As the conflict escalates so more and moresmaller allied systems have either joined, or been drafed,into the League. Tese races include the BaKash, Kedorians,Works Raptor and the Rense System Navy (RSN).

    Te territories o all six main actions converge in a vaststellar region known as Fathoms Reach. Tis area bearsthe brunt o the aggressive Dindrenzi Federation attackon the Terran Alliance. Fathoms Reach is known moreevocatively as Te Storm Zone and around this strategicand economically vital area o space numerous lawlessMarauder Factions operates, prepared to break anyagreement to satisy their own interest, as the two mightyrivals clash in a struggle or survival.

    FIRESTORM ARMADA uses the same core mechanics

    ound in our antasy naval game UNCHARTED SEAS,and urther developed in our Victorian Science Fictiongame DYSTOPIAN WARS. At SPARTAN GAMES wewanted a game that distilled complex science into simplegame mechanics to ensure that the eel o the game reflecteda cinematic version o space combat.

    Tis edition o the game has allowed us to improve the game,based on the eedback o our gaming community, and workby our game designers. It has also given us the opportunityto include extra material that has been produced or thegame since its release in a single hardback volume.

    Te FIRESTORM ARMADAsetting has huge potential asa setting or space combat, and it is a perect platorm orusing the antastic models produced by our creative designteam in a un game that lasts just a ew hours.

    Te rules allow a small skirmish, involving just a ewmodels per side and only two players, to be played aseasily as a massive game between space armadas thatcould easily contain several large Capital Class vessels,hordes o smaller vessels and with several players per sidecommanding the fleets.

    In addition to the core rules we have created a mechanicthat allows or the use o Game Cards, which are designedto add a Fog o Warto the game. You never truly know whatcard your opponent has in their deck o cards. But thenagain, your opponent does not know what cards you areholding!

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

    I you go to our website you can see our superb range omodels or FIRESTORM ARMADA and any supportmaterial or the game, such as downloadable tokens andtemplates.

    www.spartangames.co.uk

    So Admiral, you are now ready to command the orceso one o the great galactic powers in FIRESTORMARMADA.Join the Dindrenzi Federationas they invadethis region o space, hell bent on the destruction o theerrans, or support the Terran Allianceand conquer theinvaders. Te choice is yours...

    To A War-TornGalaxy

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    Welcome to Firestorm Armada, Spartan Games excitingand ast-paced space combat game which is set in a galaxyar in mankinds uture.

    Although the Firestorm setting as we know it encompassesa huge portion o the Milky Way, the game is set mostly ina strategically vital area o space named the Storm Zone, atitle given it by early erran explorers in recognition o theregions volatile natural phenomena. Tese have long madetraversing the area a challenge.

    oday, though, the Storm Zonesname has gained muchgreater significance. It is the stellar crossroads betweenour great alien and human empires. o the galactic northlie the worlds o the Aquan Sebrutan, while to the southlies reptilian Sorylian Collective. However, to the east andwest lie the most significant players in the region. East othe Storm Zone, and holding nominal dominance over it,is the vast erran Alliance, the oldest and, in the minds o

    its government at least, greatest human stellar dominion.

    However, to the west lies the erran Alliancesprincipal rival,the young, vigorous and aggressive Dindrenzi Federation.Once a part o the Alliance, when their domain wascalled the erran Commonwealth, the Dindrenzi wrestedthemselves away rom they believed to be overbearingerran governance in a series o wars that lasted over acentury and climaxed with the nuclear annihilation o anentire world.

    Although a ragile peace held or a while between the

    errans and the Dindrenzi, today that peace has beenshattered. Te errans, cut off rom the lucrative OuterReach afer the break with the Federation, devoted a greatdeal o resources to renewed exploration elsewhere aroundtheir domains.

    But the Dindrenzi, driven by a mixture o hubris andparanoia, spent years building up huge stellar and terrestrialmilitary orces. Determined to secure themselves againstany urther erranthreat, they launched these mighty fleetsand armies into the Storm Zonein a powerul pre-emptivestrike. Te Federationsorces attacked and destroyed dozenso erraninstallations, as well as holdings belonging to theAquanand Sorylianempires.

    Te erran Alliance, knocked reeling by these massiveattacks, has now moved to stem the tide, mobilising greatarmadas and armies o its own rom both the Storm Zonecolonies and erran Hub systems urther to the galacticwest.

    Whole fleets have been smashed and colonies razed beorethe ury o the Dindrenziadvance, but the erran Alliancefight-back is only just beginning. Already the whole StormZonehas been enguled by the Terran-Dindrenzi War, andnow that conflict will only intensiy.

    Such is the scale o human dominion and influence in thegalaxy that several other great powers have been drawn intothe inerno.

    Te Dindrenziare supported by the empire o the spiderlikeRelthoza, who ear the possibility o renewed human threatsto their prized home-worlds, and who also harbour a desire

    or expansion at the expense o their Sorylianneighbours.

    Te Federationare also backed by the shadowy corporateplutocracy known as the Directorate. It is rom theDirectorate as much as their own efforts that the Dindrenziderive their technological superiority over their errancousins. Many on both sides believe the corporate dominionto have even greater influence over the Federation than isacknowledged.

    For their part, the errans have called upon their long-standing treaties with the Aquanand Soryliandominions,

    imploring them or military and logistic aid to stem theDindrenzi assault, while the greater military resources othe Hub Systems are mobilised. Both empires also havetheir own reasons or committing to fight the Federation.

    TeAquansthemselves have long been troubled by attacksrom Directorateraiders, culminating in the abductions owhole colonies, with any pursuit by their own orces beinghalted at the border o Federation space by Dindrenzinavalflotillas.

    Te Sorylians, meanwhile, have suffered much romDindrenzi-sponsored pirates and privateers assaultingtheir trade routes, while Relthoza fleets have repeatedlyattempted to make inroads into Sorylianterritory.

    A brief guideto the races

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    As well as these great powers, many smaller dominionshave been drawn into the conflict as the erran-DindrenziWar intensifies. Te efforts o the ormer erran AlliancePresident Anton Kurak, one o the ew who oresaw theDindrenzi threat, have resulted in the creation o theKurak Alliance, an organisation o smaller powers who

    have a vested interest in supporting the erransagainst theDindrenziinvasion.

    On the other side, the Zenian Leaguewas brokered by theDindrenzi Federation Chairman Markus Rense and thesinister figure o Ervan Bas o the Directorate. Convenedon the Directorateshidden capital planet, Zenia, the leaguehas brought together a number o races keen to profit romthe Dindrenzi Federationsrebalancing o the galactic order.

    In the volatile Storm Zone, the strategic hub conflict,mighty battle fleets clash to determine the ate o the galaxy.Each o the warring actions has its own reasons or wagingwar, and its own methods o doing so.

    Its time to choose sides; will you ollow the Dindrenzi intheir war o conquest, as they seek to claim their avowedbirthright as the inheritors o human civilisation in space?Perhaps your sympathies lie with the errans, the ounderso humanitys dominion among the stars, who sacrificed somuch to build their domain and must now deend it againstall odds with steel and fire.

    Perhaps you will choose the Aquans whose liquid-filledspacecraf have sailed the void since centuries beore

    mankind even reached the surace o the moon, and yet whonow find themselves major players in the wars o humans.

    Or maybe the Sorylian Collective; ponderous lizard-likebeings who nonetheless have developed one o the finestfleets in the galaxy thanks to their extraordinary graspo scientific and mathematical principles, and who mustnow deend their ancient Collective rom the encroachingDindrenziand Relthoza.

    For those with a liking or a more intimidating style,there are the predatory expansion fleets o the Relthoza, asentient alien race that developed over thousands o yearsrom arachnoids. Tis race allies itsel with the Dindrenzias much or convenience as loyalty, as they capitalise on thelosses o the embattled Sorylians in an attempt to extend

    their own domains.

    Finally, or the most conspiratorial and cunning minds,there are the technologically advanced Security Fleets othe Directorate. Although once a part o the erran Alliance,this shadowy corporate power grew wealthy rom the sale oweaponry and intelligence to the Dindrenzi Federation. Butthis is only one acet o their operations. Flotillas o theircrab-like spacecraf regularly descend upon human andalien colonies, slaughtering or abducting whole populationsor use in their sinister experimentation.

    Tese are the great powers o the galaxy, but not the onlyones. All around them are lesser dominions; alien andhuman, civilisations and marauding reaver bands both.Many have aligned themselves with one or other o thegreat power blocs o the Firestorm universe, determined toprofit rom victory or share in its spoils.

    Te Terran-Dindrenzi Warrages. Te ate o entire galaxyhangs in the balance within the Storm Zone. Muster yourfleet, board your flagship, and sail orth or honour, glory,or plunder!

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    Te basic requirement or playing FIRESTORMARMADAis a selection o suitable models, a Game Boardto play on and a number o six-sided dice. Dice provide theelement o chance in the game, and the luck a player haswhen rolling their dice could change the course o a game -and the uture o a galaxy!

    Tis means a lucky Frigate could withstand an assault roma much more powerul Battleship, simulating the greatskill o its captain as it evades the enemy ships powerulweapons, or could, with extreme good ortune, cripple aDreadnought with a lucky shot. Any situation is possiblein FIRESTORM ARMADA,depending on the roll o thedice!

    DICEIn FIRESTORM ARMADA we use two types o dice; D6and D3. A D6 is a standard six-sided dice. A D3 requiresthe rolling o a D6, with a roll o 1 or 2 equal to a result o

    1, a roll o 3 or 4 equal to a result o 2, and a roll o 5 or 6equal to a result o 3.

    Whenever you see a numeric value written beore aparticular type o dice in the rules (or example 2D6) thisindicates the number o dice o this type that is to be rolled.

    EXPLODING DICEMany D6 use the Exploding Dice game mechanic, wherea natural roll o 6 always results in TWO successes ANDa chance to roll the dice again and score urther successes!

    Whenever you see the number required or successul dieroll as 6, anywhere in the rules, you know that a naturalroll o 6 will result in TWO successes AND a chance to rollthe dice again. I the required number is shown as 6, theExploding Dice game mechanic is NOT in effect.

    With the Exploding Dice mechanic you keep going untilyou stop rolling any 6s, and only when you have finishedrolling the dice do you add up the total number o successes;so make sure that when you roll again you dont roll a dicethat is already a success, or you may lose count.

    Some rules may alter the target number required to score asuccess, or modiy a dice roll by adding or subtracting romthe initial result. Regardless o this, a natural roll o 6 willresult in TWO successes AND give an extra dice roll, whilea result o 6 or better due to a dice roll modifier will resultin ONE success and NO extra dice roll.

    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.Tis isfive hits so ar (one each or the 4 and two 5s, andtwo or the 6) and the natural 6 gives an extra roll.

    An additional roll o 5 will add one more to the total andthe dice rolling ends with six hits scored against the target.Had the additional roll been a 6, instead o a 5, it wouldhave added two more hits and given another extra roll!

    EXAMPLE: A vessel with +1 modifier to hit rolls 5D6against an enemy model. Needing a 4, 5 or 6 to hit, it rolls

    2, 2, 3, 5 and a 6. Tis isour hits so ar (one each or the3 and the 5 (which have become 4 and 6 respectively) andtwo or the 6) and ONLY the natural 6 gives an extra roll.An additional roll o 2 adds no more to the total and thedice rolling ends withour hits scored.

    ROUNDING DOWNI, or any reason, the rules state that a value is to bereduced by HALF, the original number is always RoundedDown. Any value related to a number o dice can NEVERbe reduced to below 1 by Rounding Down, but any othervalue can be, or example a models Movement (Mv) value.

    how themEchanics work

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    RANGE BANDSRange is the distance in inches between a Firing model andits target and is measured along the Line o Sight. Tereare FOUR Range Bands, each o which is eight inches andeach ollows on directly rom the Range Band beore it. TeRange Bands are thereore 8, 16, 24 and 32, with 32

    thereore the theoretical maximum Rangein the game.

    I the distance between the Firing model and any target is8 or less, then the target is in Range Band 1. I the distanceis greater than 8, but not urther than 16, the target is inRange Band 2. Tis then ollows or Range Band 3 andRange Band 4.

    HEIGHT LEVELSTere are no height levels in FIRESTORM ARMADA ormodels. However, certain terrain eatures can impact line osight. See the errain Section on Page 13.

    FLIGHT STANDAll models should be mounted on a Flight Stand. EachFlight Stand has one Port and one Starboard Front Edgeand at least one Flight Peg.

    MEASUREMENTAll measurement in FIRESTORM ARMADAis in Inches() and you can pre-measure ANY distance at ANY time.

    TERRAIN

    When measuring TO, or FROM, errain use the closestpart o the errain eature.

    MODELSWhen measuring TO orFROM a model use the appropriatepart o the models Flight Stand:

    Use the Flight Pegor Movement, and the appropriateFront Edgeor Turning.

    Use the Flight Pegor Line o Sightand Range.

    Important Note:I a model has more than one Flight Pegon its Flight Stand the player perorming any measurement,

    or using anyFlight Pegon the model or any other reason,uses the nearest Flight Pegto the target.

    FLIGHT TOKENSiny Space Craf, such as single seater fighters andAssaulters carrying troops to board an enemy vessel, are

    represented by a token in FIRESTORM ARMADA. Eachtoken represents a Flight with an adjacent dice or numberedtoken used to represent how many Wings o the same typeo iny Space Craf are grouped together into the Flight. Allmeasurement TO or FROM a Flight uses the closest pointo the oken.

    TURNING TEMPLATEIn FIRESTORM ARMADA all models use a 45 degreeurning emplate when they turn. When using theurning emplate its Flat Edge should be flush with themodels Flight Stand, and its Navigation Point should bealigned with the Front Edge (Port or Starboard) o themodels Flight Stand appropriate to the direction o anyturn.

    TURN LIMITIn FIRESTORM ARMADA all models have a urn Limit.Tis is the minimum distance a model must move directlyorwards between each turn. In general this is 0 or Smallmodels, 1 or Medium models and 2 or Large or Massivemodels.

    Important Note:A Flight does not use a urning emplateor urn Limit as it has 360 degreemovement.

    NOTE:Measurements are made in inches () in this game.Te 45degree urning emplate is easy to use, and rememberthat some models, such as Flights o Small Space Craf DO

    NOTuse a emplate.

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

    destroy them!

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    A Fleet in FIRESTORM ARMADA can contain a widevariety o different types o model which may vary in size,unction and capability rom a small Escort up to a colossalDreadnought or even a static Space Station. o help gameplay all models are identified and classified using a ewsimple rules.

    MODEL TYPEEach model in FIRESTORM ARMADA belongs to aparticular Race or Fleet and uses a Stat Card relevant to itsClass and Designation.

    A Stat Card specifies the Size (Small, Medium, Large orMassive) o a model and where relevant whether it is aCapital Class model or an Installation. Tis inormationcan affect how a model interacts with errain and/or othermodels in the game.

    EXAMPLE: Te erran Razorthorn Class Battleship is

    identifiedas belonging to the Terran Alliance, it belongsto the Razorthorn Class and its Designation is a Battleship.Te Stat Card or the Razorthorn also indicates that its Sizeis Largeand that it is a Capital Class model.

    MODEL TITLETe ollowing is a list o the Designations available inFIRESTORM ARMADA, including inormation on theirSize and whether they are a Capital Class model or anInstallation.

    Leviathans (Massive, Capital Class)

    Leviathans are rare models that are used as Headquartersor large Fleets or an Armada. Ofen used as mobile logisticsbases, massive army transports or as giant Carrier models.Tey are not generally risked in battle, but ofen make anappearance when an Armada arrives within a system aspart o any planetary invasion orce.

    Space Stations (Large, Capital Class, Installation)A Space Station can be orbiting a planet or ree standing.Tey may be used as a orward base or as a barracks orshipyard where Fleets can dock to repair and re-supply.Tey ofen house thousands o personnel and are importantor trade and commerce as well as military operations.

    Many also act as a static Carrier model or fighter andbomber squadrons in orward combat areas.

    Battleships (Large, Capital Class)Battleships are the main strike orce in most Fleets, ofenthey act as command centres with the Fleet Admiral onboard, Tey have some o the most powerul weaponryavailable and are ofen in the thick o any battle.

    Carriers (Large, Capital Class)Carrier models provide a platorm or iny Space Crafsuch as fighters and bombers to deploy with the main Fleetar rom any home base. Tey are vital to a Fleet or longrange scouting and picket duties. Another key role is todeend a Fleet against enemy bombers and to provide apotentially devastating strike capability against an enemyorce. Tey are deployed with care, as they are vulnerableto attack and are ofen a Fleets most valuable asset. TeCarrier Designation also contains the sub-Designation o

    Battle Carrier.

    Dreadnoughts (Large, Capital Class)Dreadnoughts are massive up-gunned and up-armouredBattleships. Tey are rarely seen in peacetime, but are ofenused as the spearhead o any major naval campaign.

    Satellites (Medium, Installation)A Satellite may have a civilian or military purpose andcan either orbit a planet or be ree standing in Space. Teymay unction as research acilities, intelligence gatheringcentres, communication relays or even as supply depots.

    Civilian Ships (Small, Medium or Large)Civilian Ship models vary in Sizeand support commerceand trade across the galaxy. Multiple sub-classes o CivilianShip exist such as Merchants, raders, Liners and Shuttles.

    Cruisers (Medium, Capital Class)Cruisers are the mainstay and workhorses o mostFleets, with enough weaponry to take on bigger modelswhen in Squadron strength, and destroy weaker modelswith relative ease. Tey are requently used to maintainauthority over troublesome planetary systems and guardsupply convoys. Multiple sub-classes o Cruiser exist such

    the models at yourcommand

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    as Battle Cruisers, Heavy or Light Cruisers and specialisedR&D (Research and Development) Cruisers.

    Gunships (Medium, Capital Class)Gunships are ofen developed by a specific race or actionand are designed to fight above their type, ofen having the

    hull o a Cruiser and the weaponry o a Battleship. Usuallynot as well protected as a normal design but containingpowerul weapon systems they are deployed or a particularmission or in support o a specific fleet.

    Transports (Small, Medium or Large)Military ransports can vary in Size. Tey can carry a largenumber o military personnel but normally have limitedoffensive or deensive capability. ankers are a sub-classo ransport that can carry supplies such as uel or evenammunition in support o a Fleet, especially i the Fleet isoperating ar rom its normal base.

    Corvettes (Small)Corvettes are ast models and ofen have very limitedweapons available, preerring to rely on their speed andagility. Tey normally operate as scouts in advance o theirFleet.

    Destroyers (Medium, Capital Class)Destroyers are ofen deployed in support o a Fleet and theycan provide an effective distraction or larger models. Teyusually have limited weapons available but i deployed instrength they can still pack a powerul punch.

    Escorts (Small)Escorts are one o the smallest models ound in a Fleet.Deployed in large numbers they are normally used as closeprotection and extra Point Deence or larger models.

    Frigates (Small)

    Frigates are used in large numbers as decoys in a similarway to Destroyers except they are usually smaller in sizeand cheaper to produce. Like Destroyers they make upor any shortcomings by orming large Squadrons, givingthem a chance o taking down larger models.

    Weapon Platorms (Small, Installation)A Weapon Platorm is normally an automated weaponsystem deployed in large numbers near importantinstallations. Tey are easy to maintain and have simplecontrol systems. Tey can contain powerul weapons butany firing arcs may be easy to avoid i you are not committedto capturing the objective that they protect.

    FLIGHT TOKENSiny Space Craf are not treated as models in FIRESTORMARMADA. Instead they are they are reerred to as a Flighto Wings and are represented by a oken and treateddifferently in the rules. Wings are classed as Fighters,Bombers, Interceptors and Assaulters.

    10

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    In FIRESTORM ARMADA a model can be armed withPrimaryand/or orpedo weapon systems,Minesand PointDeencesystems.

    A Wing can be armed with Point Deencesystems and shortrange orpedo weapon systems.

    PRIMARY WEAPON SYSTEMSTe possible types o Primary weapon system are Broadside,urretor Gun Rack.

    Primary weapon systems provide the majority o a modelscombat power and inFIRESTORM ARMADAnormallyuse either Beam or Kinetic energy technology.

    Beam weapons include light (photons), particle, electro-magnetic or plasma beams as just some o the options.Tese weapons ocus energy on a small point and effectivelymelt a hole in their intended target.

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

    BROADSIDEA Broadside is any weapon system indicated in the WeaponStats section o a models Stat Card that is NOTa orpedoweapon system and is NOTa urret or Gun Rack Primaryweapon system.

    Important Note: A Broadside weapon can be listed on aStat Card with a Fore and Af orientation as well as a Portor Starboard Arc o Fire. Each Broadside weapon systemon a model could be a collection o smaller weapons, firingrom fixed gun ports or with a limited Arc o Fire andcollectively making a single Broadside, or may be a singlemore powerul Rail Gun or Beam weapon. A Broadsideweapon could also include several advanced weapon typessuch as ier 2 weapon systems and Disruption Cannons.

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

    TURRETA urret gives a wide Arc o Fire relative to other weaponsystems ound on a model due to the ability to rotate theweapon quickly whilst still acquiring the intended targetusing sophisticated targeting computers.

    GUN RACKA Gun Rack is a gallery o small turrets built into thesuperstructure o the model. A Gun Rack can simultaneouslyfire into both the Port AND Starboard Arc o Fire.

    TORPEDO WEAPON SYSTEMSorpedo weapon systems are in effect powerul missiles.Ofen with a limited Arc o Fire and with variable payloadsthat include traditional explosives, small nuclear warheadsand even localized photon beams, cheap to produce butrelatively slow they can pack a earsome punch against amodel that has taken Damage and is unable to use its PointDeence systems effectively to counter their threat.

    orpedo weapon systems that represent short rangetorpedoes and similar ordnance can be ound on a Wing,their relative strength is indicated by an Attack Dice valueon the relevant entry or the Wing in the table on Page 24.

    MINESMines represent a range o different technologies romtraditional passive munitions to heat seeking projectiles orclouds o micro explosives and can be deployed by specificmodels in game. Fitted with sophisticated Friend or Foerecognition they are generally only a threat to an enemy

    Fleet and can be a useul device to restrict enemy movementand channel models into a pre-defined kill zone.

    POINT DEFENCE SYSTEMSPoint Deence systems are normally passive in nature butcan be used as a weapon in specific circumstances. Teyinclude a combination o coordinated high speed cannonand sophisticated decoys designed to conuse and deflectany threat.

    Point Deence systems can be used toAttack a Flight. Point Deence systems can be used to perorm

    Deensive Fireagainst orpedoweapon systems. Point Deence systems can be used to perormAnti-

    Boarding Fire against a Boarding Assault.

    devastating spacearsenals

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    ARCS OF FIRETe Arc o Fire or any Primaryor orpedoweaponsystem on a model is indicated in the Weapon Statssection o a models Stat Card. Te possible Arcs oFire are 90degreeor Fixedwith a Fore, Af, Port orStarboardorientation or a 360degreeArc o Fire.

    A Broadside has a Fore, Af, Port or Starboardorientation, and either a 90 degreeor FixedArc oFire, a Gun Rack has both a Port AND Starboardorientation and a 90 degreeArc o Fire and a urrethas a 360 degreeArc o Fire.

    Any orpedoweapon system on a model has a Fore,Af, Port or Starboard orientation, and either a 90degree or FixedArc o Fire but can have a 360 degreeArc o Fire. A orpedoweapon system on a Wing has360 degreeArc o Fire.

    Any Point Deencesystem on a model or Wing has a360 degreeArc o Fire.

    Important Note: Fore is the ront, Af the rear, Portthe lef and Starboard the right acing relative to amodels Flight Stand.

    90 DEGREEA 90 degreeArc o Fire is centred on a models FlightPeg, with the correct orientation (Fore, Af, Port orStarboard).

    FIXEDA Fixed Arc o Fire is the entire width or length o amodels Flight Stand, and extends directly out romthe Flight Stand, with the correct orientation (Fore,Af, Port or Starboard).

    360 DEGREEA 360 degree Arc o Fire or a model is centred ona models Flight Peg, and extends all around themodel and or a Wing extends rom any point on therelevant Flight.

    Important Note: I a model has more than oneFlightPegany 90 degreeor 360 degreeArc o Fire must becentred on the closest Flight Pegto the target on themodels Flight Stand.

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    FIRESTORM ARMADAis best played on a Game Boardat least 6x 4, varying the size o the Game Boardwill allowan appropriate sized game to be played. A black cloth orsimilar background also enhances the look o any game.

    Several companies provide prepared cloths commerciallyor dressing any Game Board with an appropriate star

    field, but an airbrushed black elt cloth that has a simplenebula effect sprayed on it and stars flicked on using anold toothbrush and white and yellow paint can be veryeffective!

    Asteroids can be painted rocks mounted on a small FlightStand or a lava rock, commonly used in gas barbecues andavailable rom your local hardware store, makes a antasticasteroid.

    Your scenery can be as complex as required, it is a simpleprocess to take that rock and add a military base, launch

    bay or gun turret.

    TERRAINerrain in FIRESTORM ARMADAis highly stylized dueto the scale o the game. No errain has any defined orbitand there is no requirement to move it during a game.Te our possible types o errain ound in a game are aPlanetoid, Asteroid Field, Nebula or Gravity Well.

    PLANETOIDA Planetoid has a diameter o 1D6+6 when created andrepresents a small planet, moon or lump o rock and/or ice.

    Any Line o Sight through a Planetoid is Blocked

    I the Flight Stand o a model, or any Flight token, makescontact with a Planetoid the model or Flight is Destroyedand removed rom the Game Board.

    ASTEROID FIELDAn Asteroid Field has a diameter o 1D6+6 when createdand represents pieces o rock and/or metal or debris rom aFleet or Planetoid. An Asteroid Field represents an area ospace debris which could damage or destroy a model.

    Any Line o Sight through, or into, an AsteroidField is Partially Blockedi the distance through theAsteroid Field is less than or equal to 8

    Any Line o Sight through, or in, an Asteroid Field isBlockedi the distance through the Asteroid Field isgreater than 8

    A model or flight moving more than HALF its modifiedMovement value during any move MUST perorm aManoeuvre estunder the ollowing circumstances:

    At the start o the Movement Segment o itsActivation i a models Flight Stand, or any part o aFlight, is inside an Asteroid Field at the start o theMovement Segment

    As soon as a models Flight Stand, or any part o aFlight, makes contact with an Asteroid Field

    Manoeuvre TestRoll 1D6 or each model perorming anyManoeuvre est.

    On the roll o a 1 a Flight will suffer a Collision

    On a roll o 1 or 2, a Small model will suffer aCollision

    On a roll o 1, 2 or 3, a Medium model will suffer aCollision

    On a roll o 1, 2, 3 or 4, a Large or Massive model willsuffer a Collision

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

    Roll 1D3+3 Attack Dice against each model that suffers aCollisionusing the Exploding DiceMechanic and requiringa 4, 5or 6to hit.

    Collision DamageTe number o hits rom any Collisionis compared to theDamage Rating (DR) and Critical Rating (CR) o a model.

    I the number o hits equals, or exceeds, a models DR,and does NOTequal, or exceed its CR, it loses 1 HullPoint.

    I the number o hits equals, or exceeds, a models CRit will roll on the Critical Hit Table.

    A model reduced to 0Hull Pointsis Destroyedand removed

    rom the Game Board.

    spicing up agaming table

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    Important Note:A model with a starting Hull Pointvalueo 2is not affected by any Critical Hit. I theCRo such amodel is equalled or exceeded the model is Destroyedandremoved rom the Game Boardwith no roll on the CriticalHit Table.

    Important Note: It may be that any hits against a modelnot only equal or exceed its CRbut double or treble thevalue. Roll ONCEon the Critical Hit Tableor each FULLmultiple o a models CRand always roll on the Critical HitTableeven i any Hull PointDamage has already Destroyeda model to check or a Catastrophic result.

    NEBULAA Nebula has a diameter o 1D6+6 when created andrepresents a cloud o dust or ionized gas which is largeenough to disrupt sensors and targeting systems but is nodirect threat to a model or Flight moving through it.

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

    GRAVITY WELLA Gravity Well has a radius o 12 when created andrepresents the gravitational orce o a mass large enough toexert an influence on the movement o a model or Flight.Te centre o any Gravity Well is shown using a GravityWell marker.

    A model or Flight within 12 o a Gravity Wellmarker afer completing the Movement Segment o itsActivation must perorm an immediate Gravity est.

    Gravity TestRoll 1D6 or each model, or Flight, perorming anyGravity est.

    On a roll o 1,2 or 3, a Flight or a iny or Small modelis affected by a Gravity Well.

    On a roll o 1or 2, a Medium model is affected by aGravity Well.

    On a roll o 1, a Large or Massive model is affected bya Gravity Well.

    Important Note: A Mine is automatically affected by a

    Gravity Well in the Compulsory Actions stage o the EndPhase o each urn.

    Gravity Well EffectAMine, model or Flight affected by a Gravity Well MUSTmove 1D6 directly towards the centre o the Gravity Wellmarker, retaining its current orientation. AMine, model orFlight affected by more than one Gravity Well can resolvetheir effects in any order required.

    A Mine, model or Flight affected by a Gravity Well andmoved into contact with a Gravity Well marker is Destroyedand removed rom the Game Board. A Mine does NOTexplode.

    Important Note: A model or Flight moving through thecentre o a Gravity Well during the Movement Segment oits Activation is NOTDestroyedand is only in danger roma Gravity Well i it ails a Gravity est.

    DISTORTION FIELDA Distortion Field is represented by a Distortion Fieldtemplate and simulates any natural, or artificial, anomalycapable o disrupting the sensors and targeting arrays o amodel or Flight.

    Any Line o Sight through, or in, a Distortion Field isImpeded.

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    Te optional deck o 52 Game Cards should only be usedi all players involved in a game agree to their use. TeseGame Cards introduce new tactics, elements o chance anda simple way o modelling movie style space battles.

    TYPES OF GAME CARDGame Cards use the STAR mechanic. Each card is marked

    with an appropriate S, T, A or R symbol to indicate whetherit is a Squadron, Turn, Action or Reaction card. Some cardsare also marked with a Counter or Wingsymbol.

    Important Note: A Game Card may allow you to perorman action with, or against, a model that is otherwise notallowed. Te text on a Game Card always takes precedenceover the rule book.

    S Card (Squadron Card) A maximum o one Squadron Card can be played on a

    Squadron per turn

    Squadron Cards are played at the START o theSquadrons Activation

    Squadron Cards can affect some, all or none o themodels in a Squadron

    I a Squadron is split, a Squadron Card can only affectthe models in the Commanded Element

    T Card (Turn Card) A maximum o one urn Card can be played by each

    player per urn urn Cards are played at the start o the urn beore

    Initiative is resolved urn Cards are placed ace down in ront o the

    players and are revealed simultaneously urn Cards are resolved in the order o Initiativerom

    the previous urn Unless specifically stated otherwise, a urn Card will

    only have an effect during the current urn

    Important Note: On the first urn, where Initiative hasnot yet been determined, players roll 2D6 and resolve theirurn Card in order; highest first to lowest last.

    A Card (Action Card)

    A maximum o oneAction Card can be played on a

    Squadron per urn AnAction Card can be played on a model at ANY

    time during the Squadrons Activation

    AnAction Card cannot be played on a model i itsSquadron has had a Squadron Card played on it thisurn

    R Card (Reaction Card) A maximum o one Reaction Card can be played on

    a model in response to an enemy action against the

    model

    Only one Reaction Card can be played per action butmore than one can be played on the same model per urn.An action is any single event during an enemy SquadronsActivation that has an effect on a model.

    A Reaction Card will only affect a single action, so theeffect o a card that increases your Damage Rating (DR)is temporary, and only lasts or the duration o the actionitwas played against.

    Wing CardGame Cards with a Wing symbol on them can only beplayed on a Flight and CANNOT be played to directlyaffect any model.

    Counter CardGame Cards with a Counter symbol on them can beplayed normally or can be used to cancel a card played byan opponent.

    A card with a Counter symbol CANNOTbecancelled

    Only a urn Cardwith a Counter symbol can be usedto attempt to cancel a urn Card

    Te normal effects o a card used to cancel anothercard, and o any card successully cancelled, areignored

    Important Note: o cancel a urn Carda urn Cardwitha Counter symbol must be placed ace down as the oneurn Card allowed or the urn. I the urn Cardcannot becancelled due to the order o activation, or the presence o aCounter symbol on the targeted urn Card,the cancellingcard is discarded without causing any effect.

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

    adding thefog of war

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    it by playing the Rough Ride card which has the requiredCounter symbol. Both o these cards are discarded withoutany o their normal effects being resolved.

    HAND SIZETe maximum number o cards a player can hold at any

    one time is equal to the number o Squadrons they have intheir Fleet, up to a maximum o 5. Tis is called the playersHand.

    Important Note: Models that have been Lost, Flights,Escort Squadrons or Installation models do not count as aSquadron or the purposes o generating a Hand o cards.At the start o a game, afer Deployment but beore Initiativeis rolled or the first urn, each player draws cards romtheir shuffled deck o Game Cards up to their maximumHand size.

    In the End Phase o each urn players must ensure that theydo not have more cards in their Hand than they are allowed.I a player does have too many cards in their Hand, or ithey simply wish to replace some o the cards they have,they can discard any number o Game Cards to the DiscardPile and draw new Game Cards rom their deck up to theirmaximum Hand size.

    I a player gets to the end o their deck o Game Cards theymust reshuffle their Discard Pile into a resh Game Carddeck.

    USING GAME CARDS

    Use the Symbols and text on the various cards as a guide towhen, and on what models or Wings, a Game Card can beplayed. Te text on each card will explain the effects o eachcard and how it is used in the game.

    A Game Card that has been played CANNOT beretracted unless it was played incorrectly

    I a Game Card specifies that it is only or use on amodel, it CANNOT be used on a token

    I a Game Card specifies that you must trash a card,it is permanently removed rom the current game

    CARD TACTICSHow and when you choose to play a Game Card is veryimportant, and players should be careul not to tell anotherplayer what cards they have until they are orced to do so.A great tactical advantage can be gained by keeping yourHand a secret.

    MULTIPLAYER GAMESAlthough it is preerable or everyone to have their owndeck o Game Cards, it is possible share a deck. Each playerwill need to draw rom a shared deck and discard to ashared Discard Pile.

    Important Note: I a deck is used by more than one player,where possible, allies, rather than opponents, should use ashared deck.

    You may not play cards on your allies models unless thecard text specifically allows you to. In games with more thantwo players per side you may ONLY play cards to benefitmodels you control or to hinder enemy models. You mayNOT use a card with a Cancel symbol to cancel a card usedagainst a model belonging to an ally, unless it also affectsone o your own models..

    Important Note: Any dispute about the order o theimplementation o Game Card effects should be resolvedusing the current Initiative order.

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    When building a Fleet or a FIRESTORM ARMADA game,it is important to choose a Maximum Fleet Value anddecide the Game Type, either an Open Game, a FriendlyGame, or a ournament Game.

    Beore the start o any game players should agree whetherGame Cards are to be used and determine theGame Length

    beore preparing the Game Boardby perorming Game Set-up, deploying each Fleet by perorming Deploymentanddeciding the Orders and Victory Conditionor each Fleet.

    SQUADRON ORGANISATIONA FIRESTORM ARMADA Fleet contains a numberSquadrons. Te minimum and maximum number omodels per Squadron, and the Points Cost per model aredetailed on the relevant Stat Card. From this inormationthe number o points required to field a particular Squadroncan be calculated.

    Squadrons can normally only contain one Class o model.Te exception to this is that Cruisers, Heavy Cruisers andVariant Cruisers CANbe mixed within the same Squadron.R&D Cruisers however CANNOT.

    I the Cruisers orming a mixed Squadron have differentmaximum Squadron sizes, use the LOWEST maximum.Otherwise, suitable Cruisers can be fielded in any ratio, aslong as all Fleet wide restrictions are adhered to.

    ESCORT SQUADRONSEscort models are designed to protect larger models romorpedo weapon systems, enemy Flights and Boarding

    Assaults and are organised into Escort Squadrons.

    An Escort Squadron MUST be attached to anotherSquadron in the same Fleet beore the start o the gamewhich contains ONE Large or Massive Parent Model.ALLmodels in any attachedEscort Squadron are part othe Parent Models Squadron while the Escort Squadron isattached.

    An Escort model CANNOT perormLinked Fire withits Parent Model using Primaryor orpedo weaponsystems but can perormLinked Firewith other

    Escort models in the same Squadron. An Escort model CANperorm Combined Firewith

    its Parent model, and other Escort models in the same

    Squadron, using Point Deencesystems. A maximum o ONEEscort Squadron can be attached

    per Parent Model.

    I its Parent Model is Lost, and there is another eligibleParent Model in the same Fleet, an Escort SquadronMUSTselect a new Parent Model and move, as quickly as

    possible, towards it. When within Command Distance oits new Parent Model the Escort Squadron is automaticallyattached.

    An Escort Squadron that is not attached to a Parent Modelcan use its Point Deence systems, and i appropriate dropMines, but CANNOT use Primary or orpedo weaponsystems and CANNOT initiate any Boarding Assault.

    STAR ADMIRALTe Star Admiral is in charge o your Fleet and must bestationed accordingly. A player can place one Star Admiral

    on any riendly Large or Massive Capital Classmodel intheir Fleet. Tis model is the Star Admirals Vessel. I a Fleetdoes not have any eligible models upon which to place aStar Admiral, then it cannot have one.Te Star Admirals Vessel is declared when it is Deployed.Each urn a player can have their Star AdmiralperormONEo the ollowing options: Re-roll one Manoeuvreest roll OR one Gravity est

    roll or a model or Flight in the Fleet within 8o theStar AdmiralsVessel.

    Re-roll one Critical Hit Tableroll against an enemy

    model fired on by a model in the Fleet within 8o theStar AdmiralsVessel.

    Re-roll one Critical Hit Table roll against the StarAdmiralsVessel.

    Re-roll one Damage Repair roll or a model in theFleet within 8o the Star AdmiralsVessel.

    Important Note:All o the above options can be perormedon the Star Admirals Vessel itsel.

    FLEET ORGANISATIONAll models MUST be organised into valid Squadrons and

    MUST adhere to the Squadron size limits specified on theappropriate Stat Card.

    organising yourforces

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    MAXIMUM FLEET VALUEA Maximum Fleet Value (MFV) is either defined as aStarter Fleet MFVor can be any Points Value agreed uponby the players.

    With a Starter Fleet MFV players create their Fleet romthe models ound in the appropriate Starter Fleet Boxed set,including any preerred upgrades or options.

    With a Points Value MFV, players select models rom theappropriate Fleet List, organised as Squadrons and the totalPoints Cost o all models in the Fleet CANNOT exceed thechosen Maximum Fleet Value.

    GAME TYPETe Game Type defines any restrictions on the compositiono a Fleet; the more casual the game, the less rigid anyrestrictions are likely to be.

    Open GameI you are building a Fleet or an Open Game there are norestrictions on the models you can field; just agree an MFVwith your opponent and assemble Squadrons to the agreedMFVrom any Fleet List using the cost o each model romits Stat Card.

    Te specific Fleet List that provides the majority o anymodels relative to the chosen MFV will determine therelevant Core Fleet in an Open Game.

    Friendly Game

    I you are building a Fleet or a Friendly Game agree anMFV with your opponent and choose a specific action. Teactionindicates the Fleet List that the ollowing MinimumSquadron Restrictions MUSTbe taken rom.

    Each Fleet MUST contain at least 1 Squadron o Smallmodels.

    Each Fleet MUST contain at least 1 Squadron oMedium models.

    Each Fleet MUST contain at least 1 Squadron o Largeor Massive models.

    In addition the Maximum Percentage Value or eachpossible Sizeo model is 50% in any Friendly Game. Tismeans that no more than 50% o the MFV or the Fleetcan be spent on a single Sizeo model. Large and Massivemodels count as a single Size or this purpose.

    Important Note: An Escort Squadron is NOT a separateSquadron when calculating any Minimum SquadronRestriction but Escort models DOcount when calculatingany Maximum Percentage Value.

    Tournament GameI you are building a Fleet or a ournament Game agree

    an MFV with your opponent, choose a Core Fleet and usethe same Minimum Squadron Restrictions as or a FriendlyGame.

    However in a ournament Game the Maximum PercentageValue or each possible Designationo model indicated inthe Fleet Inormation section o a models Stat Card shouldbe used when building a Fleet.

    A Sub-Designation is considered a separate Designationrom its parent Designation or Maximum PercentageValuepurposes, but both will always share the same value.

    Example: Te Carrier Designation also contains the sub-Designation o Battle Carrier. As such, an Aquan PrimeFleet can contain 30%Carriers AND30%Battle Carriers.

    GAME LENGTHGame Length is defined as Fixed, Variable or imed and allthree options are suitable or any Game Type. Regardlesso the actual Game Length all games end immediately anyside satisfies their specific Victory Conditions.

    In a Fixed game players agree upon a set number o urnsor the game.

    In a Variable game players agree a set number o urns orthe game. However, during the End Phase o the last urn,one player rolls 1D6, subtracting 1rom the die roll or eachextra urn that has been completed.

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

    In a imed game players agree a set amount o time or the

    game, when this period o time has elapsed the currenturn is completed and the game is over.

    BATTLE FIELD SETUPTere are three options or randomly setting up a GameBoard with errain and all three options are suitable orany Game Type. In FIRESTORM ARMADA errain isgenerally a Planetoid, Asteroid Field, Nebula or GravityWell.

    Method 1: Divide the Game Board into our areas o equalsize. Each side takes it in turn to choose one area and MAYplace any ONE piece o errain anywhere completely inthat area. Randomly determine which side chooses the firstarea, once a particular area has been chosen it cannot bechosen again by any side.

    Method 2: Divide the Game Board into a number o areaso equal size, each area should be approximately2 x 2 insize and border at least one edge o the Game Board.

    Each side will roll 1D6 or EACHarea and on a result o5 or 6 MAY eitherplace ONE piece o errain ORremoveONEpiece o errain rom that area. Both sides must haverolled or an area beore moving onto the next. Randomly

    determine once at the beginning o Battlefield Set-up whichside will roll first in each area.

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    Method 3: Use Method 2, but roll 1D6 to determine whattype o errain is placed in an area:

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

    DEPLOYMENTRegardless o Game Type each side rolls 2D6, modifiedby the relevant Fleet actic Bonus, the side that gets thehighest total chooses ANY edge o the Game Board as theirDeployment Edge, the opposing player MUST take theopposite edge as their Deployment Edge.

    Te Deployment Zone or each side is the length o theirDeployment Edge, and extends 8 into the Game Board.

    Each side alternates Deploying ONESquadron rom their

    Fleet, either directly on the Game Board anywhere inthe relevant Deployment Zone, or by declaring that theSquadron will use Shunt Deployment. Te side that chosethe first Deployment Edge MAYDeploy the first Squadron.

    Important Note: I a Squadron cannot be Deployed in theDeployment Zone due to space, or any other restriction,they enter rom the appropriate Deployment Edge on thefirst turn o the game.

    SHUNT DEPLOYMENTEach side can attempt to use their Fold Space Drives or

    Shunt Deployment with any number o Squadrons up toa maximum o HALF o the number o Squadrons in anyFleet.

    Any Squadron that wishes to Deploy on the Game Boardusing Shunt Deployment can attempt to Deploy in theCompulsory Actions stage o the End Phase o ANYurnduring the game, including the first, by rolling 2D6.

    Important Note: I both sides use Shunt Deployment in thesame End Phase, the side that won Initiative or the currenturn can choose to perorm Shunt Deployment or ALLrelevant Squadrons, either first or second.

    I the total is 2; the Squadron suffers a navigational errorwhile using Shunt Deployment and ails to arrive, themodels are not Destroyedbut the Squadron CANNOTattempt to arrive in a subsequent End Phase.

    I the total is 6, 7, or 8; the Squadron arrivessuccessully, all models in the Squadron are placedwithin Command Distance o each other, anywhererom the relevant Deployment Edge to the Centre Lineo the Game Board.

    I the total is 3, 4, or 5, or 9, 10, or 11; the Squadronsuffers an error while using Shunt Deployment andails to arrive, the models are not Destroyed and the

    Squadron CANattempt to arrive in a subsequent EndPhase.

    I the total is 12; the Squadron suffers a catastrophicerror while using Shunt Deployment and all models inthe Squadron have been Destroyed.

    Squadrons usingShunt Deployment CANNOT be placedon the Game Boardwithin 8 o ANYother model, Flightor errain. Any model in the Squadron that cannot beplaced on the Game Boardduring Shunt Deploymentare notDestroyedbut CANNOTattempt to arrive in a subsequentEnd Phase.

    VICTORY CONDITIONUnless a scenario Victory Condition is defined beore thestart o the game the standard Victory Condition or anyFleet is to score Victory Pointsduring the game equal toat least 70% o the Maximum Fleet Value o the opposing

    Fleet.

    A Fleet wins any game with a Major Triumphi it satisfiesits Victory Condition during the game. I neither side winsbeore the end o the game the total number o VictoryPoints scored by each Fleet is calculated during the EndPhase o the last urn to determine the winner.

    A Fleet that scores 50% more Victory Points than anopponent wins the game with a Major Triumph.

    A Fleet that scores 30% more Victory Points than anopponent wins the game with a Minor Victory.

    A Fleet that scores 10% more Victory Points than anopponent wins the game with a Marginal Success.

    Any other Victory Pointmargin will result in a Draw.

    ORDERSOrdersare the Victory Conditionsor a Fleet. Immediatelyafer Deployment, each Fleet should roll 1D6 to get theirOrders.

    1. Destroyat least 70%o the Maximum Fleet Valueoany opposing Fleet in Victory Points.

    2. Destroyall Large and Massive models in any opposing

    Fleet.3. Destroyat least 50%o the Maximum Fleet Valueo

    any opposing Fleet in Victory Points, including allMedium models.

    4. Destroy50%o any opposing Fleets Maximum FleetValue, including 1Squadron o Large, 1Squadron oMedium and 1Squadron o Small models.

    5. Destroy at least 50%o the Maximum Fleet Value oany opposing Fleet in Victory Points, including allSmall models.

    6. Destroythe Star Admirals Vesselo any opposing Fleetin a Boarding Assault.

    Te deault Orderis Destroyat least 70%o the MaximumFleet Value o any opposing Fleet in Victory Points.

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    It can ALWAYS be chosen by a player instead o theirrandomly generated Order. Tis is also used in any gamewithout Orders, or without any specific scenario VictoryConditions.

    A Fleet wins the moment it satisfies its Star Orderduring

    the game, scoring a Crushing Triumph. I neither side winsbeore the end o the game the total number o VictoryPointsscored by each Fleet is used to determine who haswon.

    Important Note:Ordersare public knowledge by deault,but players can agree to keep them secret in any nonournament Game.

    VICTORY POINTSDuring the End Phase o each urn calculate the currentVictory Point total or each Fleet using the Points Cost

    o any enemy models that are Lost. A model is Lost i it isDestroyedor has lef the Game Boardand cannot return.

    FULL Points Cost or each enemy model that hasbeen Lost (HALF Points Cost i the model moved offthe Game Board using a Shunt).

    HALF the Points Cost or each Large or Massiveenemy model with HALF or less o its Initial HullPointvalue remaining.

    Important Note: Te number o Victory Points a modelcontributes will change during the game, both up anddown, as models take Damage or are Destroyed,and whenspecific Scenario conditions are met. Wings never awardVictory Points and their Points Cost is NOT added to theVictory Points that a Carrier awards.

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    During the Command Segment o a Squadron Activationplayers determine whether the models in a Squadron areclose enough together to effectively coordinate their actions.

    COMMAND DISTANCEAll models in the same Squadron should remain withinCommand Distance o at least one other model in their

    Squadron to perorm at their effective best. In FIRESTORMARMADA Command Distance is defined in the CommandDistance section o a models Stat Card, and is measuredrom the Flight Pego one model to the Flight Pego another.

    COMMANDED ELEMENTA Squadron with all models within Command Distanceo at least one other model rom the same Squadron isconsidered to be a single Element.

    When any model in the Squadron is NOT withinCommand Distance o at least one other model rom the

    same Squadron, the Squadron is Split and is considered tocontain more than one Element. I there is more than onemodel in a proposed Element, all models must be withinCommand Distance o at least one other model rom thesame proposed Element.

    During the Command Segment o its Squadron Activation,a Squadron MUST designate ONE Element as its currentCommanded Element.

    SPLIT SQUADRONAny Element rom a Split Squadron that is NOT the

    Commanded Element OR any model that, or any reason,is no longer within Command Distance o at least one othermodel rom the Commanded Element, is deemed Out oCommand.

    An Out o Command Element, or model, that returns towithin Command Distance o the Commanded Element,or ANY reason, is no longer Out o Command.

    An Escort model MUST remain within Command Distanceo its Parent Model at all times and the Parent Model oany attachedEscort Squadron MUST be the CommandedElement o any SplitSquadron.

    Important Note: Te Commanded Element DOES NOThave to be the largest Element.

    OUT OF COMMANDModels that are Out o Command CANNOT use LinkedFire or Combined Fire, CANNOT have Game Cardsplayed on them and CANNOT initiate a Boarding Assault.

    Important Note: Squadrons o just onemodel, models thatignore Command Distance and Wings are NEVER part o

    a Split Squadron and are NEVER Out o Command.

    SUMMARYA Squadron can be Split into Elements. An Element is anymodel or group o models which are within CommandDistance o one another. ONE Element MUST bedesignated as the Commanded Element (i there is only oneElement, it MUSTbe the Commanded Element).

    Any Element which is NOT the Commanded Element is

    Out o Commandand as such CANNOTuse Linked Fireor Combined Fire, CANNOThave Game Cardsplayed onit and CANNOTinitiate a Boarding Assault.

    Unless otherwise noted, i an Element moves back intoCommand Distance o a model in the CommandedElement, it IMMEDIATELY becomes part o theCommanded Element and is no longer Out o Command.

    Te only other effect or being Out o Commandis that theCommanded Element MUST perorm their movementBEFOREany other Elements are moved.

    keeping squadronstogether

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    A game o FIRESTORM ARMADA consists o a numbero urns, with each urn broken down into the ollowingour main phases:

    1. urn Card Phase2. Initiative Phase3. Squadron Activation Phase4. End Phase

    TURN CARD PHASEI the optional Game Cards are being used in the game aplayer may play a urn Card at the start o the urn.

    INITIATIVE PHASEPlayers must determine the order o Initiative or thecurrent urn. Te order o Initiative is used when activatingSquadrons, or Flights, during the Squadron ActivationPhase and, i required, determines the order in whichGame Cards are played and/or resolved during the game.

    Roll 2D6 or each Fleet, adding the relevant Fleet acticBonus. Te player with the highest total has the Initiativeor the current urn. I the game involves more than twoplayers, the order o Initiative goes rom the highest tolowest total. I players have the same total, keep rolling untilone player has a higher total, and a clear order o Initiativehas been identified or the urn.

    Optional Rule:I you have more than one player on anyside you can speed up play by only rolling the order oInitiative or each side. Each player on a side will alternate

    perorming their sides Squadron Activation when it is theturn o their side to activate a Squadron or Flight.

    SQUADRON ACTIVATION PHASEPlayers use the order o Initiative or the current urn toalternate perorming a single Squadron Activation untilALL players have activated ALL o their Squadrons ONCEduring the urn, and the current urn enters the End Phase.

    I one side has more Squadrons than another, players shouldactivate any remaining Squadrons consecutively, withoutplay returning to the opposing side.

    Te ollowing are a single Squadron or the purposes operorming any Squadron Activation in FIRESTORMARMADA:

    Each Squadron o models. Each Squadron o models with any attached Escort

    Squadron. Each Flight currently Deployed on the Game Board.

    A Player MUST perorm ALL actions with ALL relevantmodels or Wings in a Squadron or Flight during theirSquadron Activation beore the next Squadron Activationis perormed. Possible actions include those related tomovement, combat and boarding and the use o GameCards.

    DOING NOTHINGA Player can choose to do nothing with some or all o themodels in a Squadron. Models that do nothing CANNOT

    move and CANNOT use Primary or orpedo weaponsystems, drop Mines or use the models Point Deencesystems during their Squadron Activation. Tey CANNOTinitiate a Boarding Assault, but can deend against one.Models that do nothing and have not Cut Engines, MUSTperorm a Drif move during the Movement Segment otheir Squadron Activation.

    ACTIVATION SEQUENCETe Activation Sequence provides the order or perormingALL o the possible actions available during a SquadronActivation. Within each Segment o the Activation

    Sequence perorm the actions in the order listed, beoremoving on to the next Segment.

    Te Activation Sequence details ALL possible actionsor the currently Active Squadron or Flight, and alsoany actions available to an enemy Squadron or Flight inresponse to these.

    Important Note: A Squadron or Flight never has toperorm all o the listed actions - only the relevant ones, orexample Wings ignore Command Distance and thereore aFlight will never perorm any Command Segment actions.

    making it allhappen

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    Command Segment1. Declare the Commanded Element or the active

    Squadron.

    Movement Segment1. Perorm ALL movementor the active Squadron.

    Immediately resolve any Point DeenceAttackromany model resulting rom movement. Simultaneously resolve Point Deencefire between any

    Flights resulting rom any Intercept Move. Immediately resolve Collisions resulting rom any

    move.

    Combat Segment1. Resolve ALLfiring rom Point Deencesystems rom

    the active Squadron or Flight.2. Resolve ALL firing rom Primaryor orpedo weapon

    systems rom the active Squadron or Flight.

    Boarding Segment1. Resolve ALLBoarding Assaults or the active

    Squadron or Flight, in any order required.

    END PHASETe End Phase o the urn is an opportunityto tidy up the Game Board and prepare or thenext urn. Te End Phase allows players to:

    Check or End o Game.

    Perorm any Compulsory Actions. Make any Damage Repair Tests. Rationalise Game Markers. Draw new Game Cards.

    23

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    Te possible types o Wing in FIRESTORM ARMADAareFighters, Bombers, Interceptors or Assaulters. Each Wingrepresents several single pilot tiny space craf.

    A Fighter Wing represents various multi-purpose craf,a Bomber Wing is designed to target enemy models, anInterceptor Wing is designed to dogfight against otherWings and an Assaulter Wing is intended to perormBoarding Assaults against an enemy model.

    CARRIER MODELSAny model with a Fleet Wing value greater than 0on theirStat Card is a Carrier model. At the start o any game aCarriermodel can contain a compliment o Wings up tobut not exceeding its Fleet Wing value, purchased whenbuilding the Fleet.

    Te Points Cost o a Carrier model DOES NOT includethe Points Cost o any complement o Wings. Te number

    AND type o any Wings on a Carrier model MUST bedetermined when building a Fleet and CANNOT bechanged during a game.

    Important Note:Te Points Cost o each Wing on a Carriermodel is added to the basic Points Cost o the Carriermodeltransporting the Wing and the TOTALPoints Cost o theCarriermodel is used or the relevant Maximum PercentageValue when building a Fleet.

    FLIGHTSTe Wings on a Carrier model MUST be organised into

    one or more Flights when building a Fleet and CANNOTbe changed during a game.

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

    Each Wing in a Flight MUSTbe the same type. Te maximum number o Flights per Carriermodel

    is 2. Te maximum number o Wings in a Flight is 6.

    EXAMPLE:A Carrier model with a Fleet Wing value o 6could have one Flight o 6Wings, it could have a Flight o1Wing and a Flight o 3Wings, it could have TWOFlightso 3Wings or any other combination as long as it does nothave more than 2Flights and 6Wings in total.

    A Flight can either be deployed on the Game Boardusingthe standard Deployment rules or can be deployed withtheir Carriermodel, either within 4o their Carriermodel,or on their Carriermodel waiting to Launch.

    WEAPON STATSTe current Point Deence (PD) value, orpedo AttackDice (AD) value and Assault Point (AP) value o anyFlight is calculated when required by multiplying the valuerom the relevant entry in the table below or one Wing bythe number o Wings currently in the Flight.

    Important Note: In effect each Wing can perormCombined Firewith other Wings in the same Flight whenusing their Point Deence systems AND orpedo weaponsystems.

    orpedoweapon Attacks rom Flights CANNOTbe reducedby Deensive Fire. However, the Flight itsel may lose Wingsrom Point Deence Attacks when it moves within 4 amodel.

    YPEOF WING

    MOVEMEN ORPEDOES POINDEFENCE

    ASSAULPOINS

    COS

    ASSAULERS 15 0 1 1 5

    BOMBERS12 3 1 0 5

    FIGHERS 15 1 1 0 5

    INERCEPORS 18 0 2 0 5

    swarms oftIny craft

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    EXAMPLE: An Aquan Bomber Flight contains 3 Wingsand each Wing has 3 AD. AnAttack by the Flight using theorpedo weapon systems on the Wings in the Flight wouldhave a current Attack Dice value o 9 AD.

    FLIGHT FORMATIONS

    A Flight is indicated using a single Wing marker o therelevant type. Te current number o Wings in a Flight isindicated using a six-sided dice on the Wing marker.

    LANDING FLIGHTSA Flight with sufficient Movement to reach the Flight Pego ANYCarrier model rom the same Fleet may Land onthat Carrier model during the Movement Segment o theirSquadron Activation. Te Flight is immediately removedrom the Game Board and the relevant Wings are consideredto be on the Carrier model. A Flight CANNOTLaunch andLandin the same urn.

    Te maximum number o Wings on a Carrier modelCANNOT exceed its designated complement o Wings.Any excess in a Flight attempting to Land on a Carriermodel are Destroyed.

    Important Note: Wings on a Carrier model CANNOT useweaponsand CANNOTbe targeted by weapons and unlessspecifically stated otherwise do not suffer the effects o anyCritical Hit on a Carrier model.

    LAUNCHING FLIGHTSA Carrier model can Launch ONE Flight during the

    Command Segment o its Squadron Activation. A Flightis deployed on the Game Board within 4 o the Carriermodels Flight Peg and CANNOT activate as a discreteSquadron in the same urn that they Launch. A FlightCANNOTLand and Launchin the same urn.

    REARMING FLIGHTSI a Flight makes an Attack using any orpedo weaponsystems it MUSTLandon a Carriermodel rom the sameFleet to rearm beore it perorming another Attackusingorpedoes.

    Afer an Assaulter Flight perorms a Boarding Assault itsmarines are ully committed, and the Flight is removedorm the Game Board.

    INTERCEPT MOVEDuring the Movement Segment o any Flight a maximumo ONEFighter ORInterceptor Flight rom the opposingside may be eligible to perorm an Intercept Moveagainstthe currently active Flight.

    A Flight in contact with any enemy model or FlightCANNOTperorm an Intercept Move.

    A Flight can only perorm an Intercept Move ONCEper urn, but can perorm an Intercept Moveafer itsown Squadron Activation.

    A Flight can only declare an Intercept Movei the activeFlight is within 4o it during the Movement Segmento their Squadron Activation.

    A Flight can declare an Intercept Moveat any point thatit is eligible to do so.

    Afer declaring an Intercept Move the active Flight isimmediately halted, and the intercepting Flight is moveddirectly into contact. Both the intercepting and interceptedFlight can SIMULTANEOUSLY resolve ONEAttackusingtheir Point Deencesystems against the opposing Flight.

    Afer resolving anyAttackresulting rom an Intercept Movethe active Flight MAYcomplete their remaining movementand perorm any remaining combat related actions.

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    FLIGHT ACTIVATION SEQUENCE

    Te ollowing summarises the sequence o events or aFlights Activation.

    1. Movement Segment: perorm ALL movement or the

    active Flight:

    I, at any point during this movement, an eligiblemodel wishes to perorm a Point Deence Attack, pausethe Flights movement, resolve the Attack, then resumethe Flights movement.

    I, at any point during this movement, an eligible Flightwishes to perorm an Intercept Move, pause the activeFlights movement, resolve the Intercept Move andsubsequent Point Deence Attacks, then resume theFlights movement.

    2. Combat Segment: A Bomber or Fighter Flight mayperorm a orpedo Attackagainst a model it is in contactwith. For this Attack:

    1. Roll Attack Diceequal to the number o Wings inthe Flight, multiplied by the Attack Dicerating o oneWing.2. Roll Shield Dice and perorm other relevant actions(this orpedoAttack is NOTaffected by Deensive Fire)3. Calculate the total number o hits, afer Shields andso orth are applied

    4. Apply damage, make Critical Hit rolls and applyeffects, remove any Destroyedmodels

    More detailed inormation on each o these stages is coveredin the ollowing Chapters o this book (Pages 30 to 42).

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

    1. Te total number o Assault Pointsdirected at thetargetis equal to the number o Wings in the Assaulter

    Flight, multiplied by the number o Assault Pointsin each Wing. Tis is the Flights Boarding AssaultStrength.2. Combine the targetmodels current Assault Pointsand Crew Points to determine its Boarding AssaultStrength.3. Both sides SIMULTANEOUSLY roll a number oAttack Diceequal to their Boarding Assault Strength.4. Calculate the total number o hits caused by eachside and reduce each sides Boarding Assault Strengthappropriately.5. By comparing the remaining Boarding AssaultStrengths, determine whether the Assault Succeeded orFailed.6. I the Boarding Assault Succeeded, the target isDestroyed.7. I the Boarding Assault Failed:

    i.I the target rolled ewer hits than the Flight, thetarget may be Sabotaged

    ii.Otherwise, no urther action is taken8. Te Assaulter Flight is removed rom the GameBoard and the target models remaining BoardingAssault Strength reverts to Assault Points and CrewPoints(losses divided as evenly as possible). Destroyedmodels are then removed and Sabotage damage isapplied.

    More detailed inormation on each o these stages is coveredin the Boarding Chapter o this book (Pages 43 to 46).

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    During the Movement Segment o a Squadron Activationplayers move the models in a Squadron, one model at atime, or move an entire Flight.

    MOVING A FLIGHTA Flight has 360degree movement and can move in ANYdirection and change acing as required.

    Important Note: A Flight CANNOTexceed the maximummovement allowance o the relevant type o Wing in theFlight during the Movement Segment; however there is nominimum movement requirement or a Flight.

    MOVING A SQUADRONTe models in a Squadron are moved individually. Eachmodel MUST ully complete all movement BEFOREany other model is moved as part o the same SquadronActivation.

    Different models in a Squadron CAN move differentdistances and make different turns during the sameSquadron Activation.

    Important Note: When you activate a Split SquadronALWAYS resolve movement or the models in theCommanded Element beore moving any Out o Commandmodels in the Squadron.

    MINIMUM MOVEMENTUnless a model is orced to perorm Proximity Vectoringorhas already Cut Engines, it MUST move a distance equal to

    HALF its modified Movement value in inches during theMovement Segment o its Squadron Activation.

    TURNING A MODELWhen a model turns it uses a 45 degree urning emplateand the urn Limit indicated on the models Stat Card.

    TURNING TEMPLATEWhen using a urning emplate it is important that amodels Flight Stand is aligned correctly, ensure that therelevant side o the models Flight Stand is correctly alignedwith the Flat Edge o the urning emplate and that thedesignated Port or StarboardFront Edge o the Flight Standis aligned with the first Navigation Point on the urningemplate.

    A model making a turn moves AROUND the urningemplate until the relevant Front Edge is lined up with thenext Navigation Point on the urning emplate. Each turna model makes is the equivalent o 1o Movement by themodel.

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

    TURN LIMITA model MUSTmove directly ahead a distance equal to themodels urn Limit, beore perorming ANY urn.

    Example: A model with a urn Limit o 0 can makeconsecutive turns without moving directly ahead betweeneach turn, however a model with a urn Limit o 1 MUST

    move 1 directly ahead BEFORE each turn.

    getting frompoint A to point b

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    PROXIMITY VECTORINGA model or Flight is never an obstacle to the movemento another model or Flight and can reely pass throughanother model or Flight. Tey are assumed to pass eachother on the vertical axis using complex guidance systemsand sensors to avoid collisions!

    A model CANNOT end its move with its Flight Standoccupying the same space as another Flight Stand or unableto complete its move due to the actual size o a modelinterering with the placement o a Flight Stand on theGame Board.

    I a model has NO option but to end its move with itsFlight Stand on top o another Flight Stand, or is unableto complete its move due to the size o any model, theMOVING model should be readjusted until clear usingProximity Vectoring.

    Wherever possible NO model should gain ANY immediateadvantage rom any readjustment and any readjustmentshould move a model the LEASTpossible distance withina orward 180 degree arc measured rom any Flight Pegon the models Flight Stand, as required. A model MUSTmaintain its current orientation during any readjustment.

    Any readjustment cannot move a model more than 3and does not count towards a models maximum modifiedMovement value during the Movement Segment o itsSquadron Activation.

    I a model cannot be readjusted due to lack o space onthe Game Board the model must stop beore it is necessaryto perorm any readjustment, ignoring any MinimumMovement requirement the model may have i necessary.

    Important Note: Any Flight is automatically moved theminimum distance out o the way in preerence to thereadjustment o a model.

    MINOR TURNING CORRECTIONTere will be times when a model could make a smallcorrection during its move to avoid contact with other

    another model or Space errain. It is perectly acceptable tomake a minor adjustment to avoid contact. Remember airplay and never use it to increase a models turn capability ormaximum modified Movement value.

    MOVING OFF TABLEUnless a specific Victory Condition allows it, i any part oa Flight Stand or Flight leaves the Game Board, it is Lost andremoved rom the game.

    FOLD SPACE TRAVELA model can activate its Fold Space Drive to enter Fold Spaceand leave the Game Board by perorming a Shunt move.

    Unless a specific Victory Condition allows it a model thatperorms a Shunt move during the game CANNOT return.

    A model can declare a Shunt AFTER completing anyMinimum Move requirement or the Movement Segmento its current Squadron Activation and must do so BEFOREperorming the Combat Segment o its current SquadronActivation.

    For the remainder o its current Activation and its entirenext Squadron Activation the model is in the process oentering Fold Space. During the Command Segment o theollowing Squadron Activation it has entered Fold Spaceand is removed rom the Game Board.

    Whilst in the process o entering Fold Space a model issubject to the ollowing conditions:

    Te model is automatically regarded as having CutEngines.

    Te model cannot use any Primaryor orpedoweapon

    systems.

    BELLY UPA model that is Belly Up has rolled over so that Primaryororpedoweapon systems with a Port or Starboard Arc oFire are now reversed.

    A model can declare it is Belly Up AFTER completing theMinimum Move requirement or the Movement Segment oits current Squadron Activation and must do so BEFOREperorming the Combat Segment o its current SquadronActivation.

    In any subsequent Activation a model can remove any BellyUp marker at the start o the Movement Segment o itscurrent Squadron Activation.

    CUT ENGINESA model that has Cut Engines is completely stationary andCANNOT move or turn, preventing it rom having to makeany Minimum Move.

    A model can declare it has Cut Engines AFTER completingthe Minimum Move requirement or the MovementSegment o its current Squadron Activation and must doso BEFORE perorming the Combat Segment o its currentSquadron Activation.

    In any subsequent Activation a model can remove a CutEngines marker at the start o the Movement Segment oits current Squadron Activation but may only start movingagain in its next Squadron Activation.

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

    DRIFTING

    Models that declare they are doing nothing during theirSquadron Activation will Drif during the MovementSegment o their Activation.

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    Models that Drif MUST move 2in a straight line directlyahead and do nothing else.

    COLLISION AND RAMMINGTe relative ragility and incredible speed o any model inFIRESTORM ARMADA ensures that any type o Collisionwith another model, accidental or otherwise, is alwaysgoing to be catastrophic.

    In FIRESTORM ARMADA the vastness o space and thearray o sophisticated sensor suites available will ensurethat deliberate ramming, and evenany accidental Collisionbetween models, is notpossible. Rammingis not allowed underany circumstances inthe game its just too sillyso dont go there!

    Models CANNOT Collide with one another, ONLY withcertain errain eatures, as detailed in the errain Section,see Page 13.

    Important Note:Te scale o FIRESTORM ARMADAissuch that the models and Flights are too large relative to thesize o the Game Boardand its assumed they are actually

    much urther apart than the models or markerswould actually indicate.

    It is an easy enough situation to resolve when one acceptsthat the models are merely a representation and its much

    more un to play a game using the large, impressive rangeo FIRESTORM ARMADAmodels!

    COMBAT CONTACTA Flight can contact the Flight Stand o a model or anotherFlight without causing a Collision.

    Permission is given to print out the above Movement and Arc o Fire emplate or personal use only.

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    During the Movement Segment o a Squadron ActivationPoint Deence systems can be used against a Flight andduring the Combat Segment o a Squadron Activation anyPrimaryand orpedoweapon systems can be used againsta model and a model can attempt to perorm DeensiveActions to prevent any damage.

    COMBAT SEQUENCECombat can occur in both the Movement Segment and theCombat Segment o the current Squadron Activation and isperormed in the ollowing sequence:

    Immediately resolve ALLAttacksrom any PointDeencesystems declared during the MovementSegment in the order that they occur.

    Simultaneously resolve ALLremainingAttacksusingPoint Deencesystems declared at the start o theCombat Segment.

    Declare ALLAttacksusing Primaryor orpedo

    weapon systems rom the currently active Squadron. Resolve ALLAttacks rom Primaryor orpedo

    weapon systems rom the currently active Squadron,in ANYorder required.

    Important Note: AnyAttackby Primaryor orpedoweaponsystems may be subject to Deensive Actions, includingDeensive Fire and Shield systems, ollowing which anyDamage is applied where relevant.

    DECLARING POINT DEFENCE ATTACKSTe Point Deence systems on any model or Flight can

    declare anAttack with the ollowing limitations.

    A Point Deence systemCANNOT target a model. A Point Deence systemCANNOT target a Flight rom

    the same Fleet. A Point Deencesystem on a model or flight can

    only declare anAttacka maximum o ONCEin anySquadron Activation.

    Important Note: Only an Escort Squadron and its attachedParent Model can use Combined Firewhen targeting anenemy Flight with Point Deencesystems, any other PointDeenceAttack rom a model or Flight is resolved as aseparateAttackimmediately they are declared.

    Te Point Deencesystems on a model can be used toAttackanenemy Flight during a Squadron Activation as ollows.

    Anytime during its Movement Segment that a Flightis within 4o any enemy model.

    Anytime during its Movement Segment that a modelis within 4o any enemy Flight.

    Afer resolving any Point Deence Attack during theMovement Segment o a Squadron Activation a modelor Flight MAY complete their remaining movement andperorm any remaining combat related actions, as required.

    Te Point Deence systems on a Flight can be used toAttackan enemy Flight during the Movement Segment oa Squadron Activation as ollows.

    As the result o an Intercept MoveBOTHtheintercepting and intercepted Flight MAYresolve an

    Attackagainst each other using their Point Deencesystems