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In document Firestorm Armada (Page 40-43)

killing models

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

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

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

FIXING CRITICAL HITS

Some of the Critical Hit Effects can be repaired by performing a Damage Repair Test in the End Phase of the Turn. Roll 1D6 for EACH Critical Hit Effect that can be repaired and refer to the Critical Hit Table, which explains the various options for repairing a Critical Hit.

Important Note: Some Game Cards allow you to repair certain Critical Hit Effects automatically, or with an additional dice roll.

DAMAGING A FLIGHT

The total number of hits from any Point Defence Attack, or any other source, is applied across the entire Flight.

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

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

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

• A Driven Off result causes a player to move their Flight 5” directly away from the cause of being Driven Off, a Flight CANNOT move into contact with an enemy model or Flight when Driven Off.

• A Flight that has been Driven Off CANNOT perform any further voluntary movement until the End Phase of the current Turn, if relevant; even during the Flights own Squadron Activation.

EXAMPLE: A Flight of three Fighter Wings, each with a Point Defence value of 2, Attacks a Flight of four Bomber Wings. The Fighter Flight rolls 1, 1, 3, 3, 4 and 6, resulting in one Bomber Wing being Destroyed, and the remaining three are Driven Off. If the Fighter Planes had rolled 1, 1, 2, 3, 4 and 6, one Bomber Wing would have been Destroyed, but the remaining Hits would not have been enough to have Driven Off the remainder of the Flight.

When a Flight is Driven Off, flip the Wing marker over until the End Phase of the current Turn as a reminder that the Flight CANNOT perform any voluntary move until the next Turn.

COMBAT SEQUENCE

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

1. The active Squadron declares ALL Attacks from its Primary and Torpedo weapon systems.

2. The active Squadron resolves any Attacks with its Primary weapon systems, in any order decided by the controlling player. For each Attack:

a. Roll Attack Dice.

b. Roll Shield Dice and perform other relevant actions.

c. Calculate the total number of hits.

d. Apply damage, make Critical Hit rolls and apply effects, remove any Destroyed models.

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

4. The active Squadron resolves any Attacks with its Torpedo weapon systems SIMULTANEOUSLY. For each Attack:

a. Roll Attack Dice.

b. Roll Defensive Fire Dice.

c. Roll Shield Dice and perform other relevant actions.

d. Calculate the total number of hits, after Shields, Defensive Fire and so forth are applied.

5. Apply damage from ALL Torpedo weapon systems, make Critical Hit rolls and apply effects, remove any Destroyed models.

Important Note: As Torpedo Attacks occur SIMULTANEOUSLY available Point Defence DOES NOT need to be recalculated between each Torpedo Attack.

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

ASSAULT POINTS

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

Important Note: Only models with an Assault Point value, even if it’s 0, can be the target of a Boarding Assault.

The Stat Card for an Assaulter Wing lists the Assault Point value for 1 Wing in any Flight. The number of AP for a Flight is calculated by multiplying the current number of Wings in a Flight by the relevant value for 1 Wing.

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

CREW POINTS

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

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

BOARDING ASSAULT

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

• A Boarding Assault can only be made by a model against an enemy model within 4”.

• A Boarding Assault can only be made by a Flight if it is in contact with the Flight Stand of the target model.

• A model or Flight MUST allocate ALL of its current

AP value when initiating a Boarding Assault.

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

• A model or Flight CANNOT initiate a Boarding Assault against a Flight.

Line of Sight to the target model is not required to initiate a Boarding Assault. Measurement for a Boarding Assault for a model is to or from its Flight Peg and for an Assaulter Flight is from the closest point of the Flight.

Each Boarding Assault has ONE target model but may have multiple models attempting a Boarding Assault. If more than one Boarding Assault is initiated in the current Squadron Activation, the active player resolves them in any order required and the total amount of AP allocated to a Boarding Assault is the Boarding Assault Strength.

A Boarding Assault CANNOT be attempted in the following circumstances:

• The model, or flight, attempting the Boarding Assault has fired ANY Primary or Torpedo weapon systems at the target model during the current Squadron Activation.

• The model, or flight, attempting the Boarding Assault was involved in any Collision during the current Squadron Activation.

BOARDING PROCEDURE

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

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

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

taking a ship

In document Firestorm Armada (Page 40-43)

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