firestorm armada v1.0

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The old edition of the Firestorm Armada rulebook.

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  • WELCOME 4THE ENEMY 5

    GAME BASICS 7MODEL TYPES 9WEAPONS 11SPACE TERRAIN 13

    GAME CARDS 15 Types of Game Card 15 Hand Size 16 Using Game Cards 16 Card Tactics 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 of Command 21 ORDER OF PLAY 22 Turn 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 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

    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

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

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

    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

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

    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

    END PHASE 47 End of 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 54GAME MARKER KEY 55

    BOOK CONTENTS

    2Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

  • THE FIRESTORMARMADA TEAM

    INTERNAL PLAYTESTINGAND PROOFING

    Digital Sculpting & ModellingChristopher Drew

    Martin JonesChristopher Peacey

    Jonny La Trobe-LewisDave Kidd

    Graphics, Painting & Fiction

    Andy WalpoleNeil Fawcett

    Christopher WorthFranco Sammarco

    Jonny La Trobe-LewisGary Bent

    Ben MacIntyreKatie BennettRicky Brewer

    Stephen RhodesChristopher Drew

    Andrew Jones

    MANuFAcTuRING & ASSeMbly

    Martin JonesChristopher Peacey

    Drew CoxGordon Chamberlain

    Jamie AllenJeff HendersonGeorge ShearnJack PattersonHarriet Rhodes

    Luke MartinPaul Kime

    Sally TaylorChristopher Worth

    Neil Fawcett

    Franco SammarcoGiovanni BosioBen MacIntyre

    Jonny La Trobe-LewisAndrew Jones

    PRIMARY WRITERSAndy Walpole & Christopher Worth

    The contents of this book areCopyright Spartan Games

    2009-2013.All rights reserved.

    January 2013 - PDF edition

    THE SPARTAN GAMES TEAM

    business Management & WebFrances Fawcett

    Katie BennettGary Bent

    Lizzie WoodRicky 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 ARMADA an even better game.

    INITIAL GAME cONcEPTNeil Fawcett

    3Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

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

    THE RACESThe 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.

    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.

    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 BaKash, Kedorians, Works Raptor and the Rense System Navy (RSN).

    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.

    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.

    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.

    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.

    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!

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

    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 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...

    To A War-TornGalaxy

    welcome

  • 5Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    Welcome to Firestorm Armada, Spartan Games exciting and fast-paced space combat game which is set in a galaxy far in mankinds future.

    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 regions volatile natural phenomena. These have long made traversing the area a challenge.

    Today, though, the Storm Zones 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.

    However, to the west lies the Terran Alliances 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.

    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.

    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 Federations forces attacked and destroyed dozens of Terran installations, as well as holdings belonging to the Aquan and Sorylian empires.

    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.

    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.

    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.

    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 long-standing 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.

    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.

    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.

    A brief guideto the races

    THE ENEMY

  • 6Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    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.

    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 Directorates hidden capital planet, Zenia, the league has brought together a number of races keen to profit from the Dindrenzi Federations 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.

    Its 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 humanitys dominion among the stars, who sacrificed so much to build their domain and must now defend it against all odds with steel and fire.

    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.

    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.

    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.

    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!

  • 7Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    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!

    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 ships 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!

    DICEIn 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.

    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.

    EXPLODING DICEMany 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!

    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 6s, 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 dont roll a dice that is already a success, or you may lose count.

    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.

    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.

    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 DOWNIf, 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 models Movement (Mv) value.

    how themEchanics work

    Game basics

  • 8Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    RANGE BANDSRange 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.

    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.

    HEIGHT LEVELSThere 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.

    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.

    MODELSWhen measuring TO or FROM a model use the appropriate part of the models Flight Stand:

    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,

    or using any Flight Peg on the model for any other reason, uses the nearest Flight Peg to the target.

    FLIGHT TOKENSTiny 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.

    TURNING TEMPLATEIn 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 models Flight Stand, and its Navigation Point should be aligned with the Front Edge (Port or Starboard) of the models Flight Stand appropriate to the direction of any turn.

    TURN LIMITIn 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.

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

    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.

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

  • 9Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    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.

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

    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.

    MODEL TITLEThe 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.

    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.

    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.

    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.

    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.

    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.

    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.

    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

    the models at yourcommand

    model types

  • 10Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    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.

    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.

    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.

    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.

    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.

    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.

    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.

    FLIGHT TOKENSTiny 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.

    10

  • 11Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

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

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

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

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

    Beam weapons include light (photons), particle, electro-magnetic 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.

    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.

    BROADSIDEA Broadside is any weapon system indicated in the Weapon Stats section of a models Stat Card that is NOT a Torpedo weapon system and is NOT a Turret or Gun Rack Primary weapon system.

    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.

    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.

    TURRETA 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.

    GUN RACKA 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.

    TORPEDO WEAPON SYSTEMSTorpedo 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.

    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.

    MINESMines 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.

    POINT DEFENCE SYSTEMSPoint 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.

    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 Anti-

    Boarding Fire against a Boarding Assault.

    devastating spacearsenals

    weapons

  • 12Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    ARCS OF FIREThe Arc of Fire for any Primary or Torpedo weapon system on a model is indicated in the Weapon Stats section of a models 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 models Flight Stand.

    90 DEGREEA 90 degree Arc of Fire is centred on a models Flight Peg, with the correct orientation (Fore, Aft, Port or Starboard).

    FIXEDA Fixed Arc of Fire is the entire width or length of a models Flight Stand, and extends directly out from the Flight Stand, with the correct orientation (Fore, Aft, Port or Starboard).

    360 DEGREEA 360 degree Arc of Fire for a model is centred on a models 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 models Flight Stand.

  • 13Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    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.

    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.

    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.

    TERRAINTerrain 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.

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

    Any Line of Sight through a Planetoid is Blocked

    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 FIELDAn 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.

    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

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

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

    At the start of the Movement Segment of its Activation if a models Flight Stand, or any part of a Flight, is inside an Asteroid Field at the start of the Movement Segment

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

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

    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.

    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.

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

    spicing up agaming table

    space terrain

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

    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: 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.

    NEBULAA 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.

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

    GRAVITY WELLA 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.

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

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

    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.

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

    Gravity Well EffectA 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.

    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.

    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 FIELDA 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.

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  • 15Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    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.

    TYPES OF GAME CARDGame 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.

    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.

    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

    Squadrons 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

    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

    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 Squadrons Activation

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

    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

    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 Squadrons Activation that has an effect on a model.

    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.

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

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

    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.

    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

    adding thefog of war

    game cards

  • 16Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    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 SIZEThe 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 players Hand.

    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.

    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.

    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 CARDSUse 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

    CARD TACTICSHow 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.

    MULTIPLAYER GAMESAlthough 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: 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..

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

  • 17Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    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.

    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 Set-up, deploying each Fleet by performing Deployment and deciding the Orders and Victory Condition for each Fleet.

    SQUADRON ORGANISATIONA 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.

    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.

    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 SQUADRONSEscort 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 Models Squadron while the Escort Squadron is attached.

    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

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

    per Parent Model.

    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.

    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 Admirals Vessel. If a Fleet does not have any eligible models upon which to place a Star Admiral, then it cannot have one. The Star Admirals Vessel is declared when it is Deployed. Each Turn a player can have their Star Admiral perform ONE of the following options: Re-roll one Manoeuvre Test roll OR one Gravity Test

    roll for a model or Flight in the Fleet within 8 of the Star Admirals 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 Admirals Vessel.

    Re-roll one Critical Hit Table roll against the Star Admirals Vessel.

    Re-roll one Damage Repair roll for a model in the Fleet within 8 of the Star Admirals Vessel.

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

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

    organising yourforces

    game setup

  • 18Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

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

    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.

    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.

    GAME TYPEThe 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 GameIf 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.

    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 GameIf 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.

    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.

    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.

    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.

    Tournament GameIf 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.

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

    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.

    Example: The Carrier Designation also contains the sub-Designation of Battle Carrier. As such, an Aquan Prime Fleet can contain 30% Carriers AND 30% Battle Carriers.

    GAME LENGTHGame 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.

    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.

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

    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 SETUPThere 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.

    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.

    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.

    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.

  • 19Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

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

    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.

    DEPLOYMENTRegardless 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.

    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.

    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 DEPLOYMENTEach 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.

    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.

    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

    Squadron CAN attempt to arrive in a subsequent End Phase.

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

    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.

    VICTORY CONDITIONUnless 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.

    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.

    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.

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

    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 Fleets 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 Admirals 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.

  • 20Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    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.

    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: Orders are public knowledge by default, but players can agree to keep them secret in any non Tournament Game.

    VICTORY POINTSDuring the End Phase of each Turn calculate the current Victory Point total for each Fleet using the Points Cost

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

    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.

    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.

  • 21Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    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 DISTANCEAll 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 models Stat Card, and is measured from the Flight Peg of one model to the Flight Peg of another.

    COMMANDED ELEMENTA 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.

    During the Command Segment of its Squadron Activation, a Squadron MUST designate ONE Element as its current Commanded Element.

    SPLIT SQUADRONAny 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.

    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.

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

    OUT OF COMMANDModels 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.

    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.

    SUMMARYA 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).

    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.

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

    keeping squadronstogether

    coherency

  • 22Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    A game of FIRESTORM ARMADA consists of a number of Turns, with each Turn broken down into the following four main phases:

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

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

    INITIATIVE PHASEPlayers 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.

    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.

    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 sides Squadron Activation when it is the turn of their side to activate a Squadron or Flight.

    SQUADRON ACTIVATION PHASEPlayers 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.

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

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

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

    Squadron. Each Flight currently Deployed on the Game Board.

    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.

    DOING NOTHINGA 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 models 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.

    ACTIVATION SEQUENCEThe 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.

    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.

    making it allhappen

    order of play

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

    Command Segment1. Declare the Commanded Element for the active

    Squadron.

    Movement Segment1. 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.

    Combat Segment1. 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 Segment1. Resolve ALL Boarding Assaults for the active

    Squadron or Flight, in any order required.

    END PHASEThe 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:

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

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  • 24Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

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

    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.

    CARRIER MODELSAny 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 whenbuilding the Fleet.

    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.

    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.

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

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

    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.

    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.

    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.

    WEAPON STATSThe 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: 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.

    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.

    TYPEOF WING

    MOVEMENT TORPEDOES POINTDEFENCE

    ASSAULTPOINTS

    COST

    ASSAULTERS 15 0 1 1 5BOMBERS 12 3 1 0 5FIGHTERS 15 1 1 0 5

    INTERCEPTORS 18 0 2 0 5

    swarms oftIny craft

    flight tokens

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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.

    FLIGHT FORMATIONSA 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.

    LANDING FLIGHTSA 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.

    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 FLIGHTSA 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 models 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 FLIGHTSIf 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.

    INTERCEPT MOVEDuring 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.

    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.

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

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    FLIGHT ACTIVATION SEQUENCE

    The following summarises the sequence of events for a Flights Activation.

    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 Flights movement, resolve the Attack, then resume the Flights movement.

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

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

    1. Roll Attack Dice equal to the number of Wings in the Flight, multiplied by the Attack Dice rating of one Wing. 2. Roll Shield Dice and perform other relevant actions (this Torpedo Attack is NOT affected by Defensive Fire) 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

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

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

    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 Flights Boarding Assault Strength. 2. Combine the target models 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 sides Boarding Assault Strength appropriately. 5. By comparing the remaining Boarding Assault Strengths, determine whether the Assault Succeeded or Failed. 6. If the Boarding Assault Succeeded, the target is Destroyed. 7. If the Boarding Assault Failed:

    i. If the target rolled fewer hits than the Flight, the target may be Sabotagedii. Otherwise, no further action is taken

    8. The Assaulter Flight is removed from the Game Board and the target models 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 Boarding Chapter of this book (Pages 43 to 46).

  • 27Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

    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 FLIGHTA 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 SQUADRONThe 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.

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

    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.

    MINIMUM MOVEMENTUnless 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.

    TURNING A MODELWhen a model turns it uses a 45 degree Turning Template and the Turn Limit indicated on the models Stat Card.

    TURNING TEMPLATEWhen using a Turning Template it is important that a models 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.

    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.

    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.

    TURN LIMITA model MUST move directly ahead a distance equal to the models Turn Limit, before performing ANY Turn.

    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.

    getting frompoint A to point b

    movement

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    PROXIMITY VECTORINGA 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 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.

    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.

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

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

    MINOR TURNING CORRECTIONThere 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.

    MOVING OFF TABLEUnless 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.

    FOLD SPACE TRAVELA 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.

    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.

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

    The model is automatically regarded as having Cut Engines.

    The model cannot use any Primary or Torpedo weapon systems.

    BELLY UPA 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.

    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.

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

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

    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.

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

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

  • 29Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

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

    COLLISION AND RAMMINGThe 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.

    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 its just too silly so dont 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 its assumed they are actually much further apart than the models or markers would actually indicate.

    It is an easy enough situation to resolve when one accepts that the models are merely a representation and its much more fun to play a game using the large, impressive range of FIRESTORM ARMADA models!

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

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

  • 30Firestorm Armada Space Combat Rules Copyright 2009-2013 Spartan Games

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

    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.

    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.

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

    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 Com