WELCOME 4 THE ENEMY 5 GAME BASICS 7 MODEL TYPES 9 WEAPONS 11 SPACE 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 53
CRITICAL HIT MARKERS 54
GAME MARKER KEY 55
BOOK CONTENTS
BOOK CONTENTS
THE FIRESTORM
ARMADA TEAM
INTERNAL PLAYTESTING
AND PROOFING
Digital Sculpting & Modelling
Christopher Drew Martin Jones Christopher Peacey Jonny La Trobe-Lewis
Dave Kidd
Graphics, Painting & Fiction
Andy Walpole Neil Fawcett Christopher Worth Franco Sammarco Jonny La Trobe-Lewis Gary Bent Ben MacIntyre Katie Bennett Ricky Brewer Stephen Rhodes Christopher Drew Andrew Jones
MANuFAcTuRING
& ASSeMbly
Martin Jones Christopher Peacey Drew Cox Gordon Chamberlain Jamie Allen Jeff Henderson George Shearn Jack Patterson Harriet Rhodes Luke Martin Paul Kime Sally Taylor Christopher Worth Neil Fawcett Franco Sammarco Giovanni Bosio Ben MacIntyre Jonny La Trobe-Lewis Andrew JonesPRIMARY WRITERS
Andy Walpole & Christopher Worth
The contents of this book are
Copyright © Spartan Games
2009-2013.
All rights reserved.
January 2013 - PDF edition
THE SPARTAN GAMES TEAM
business Management & Web
Frances Fawcett Katie Bennett Gary Bent Lizzie Wood Ricky Brewer Stephen Rhodes
We would like to thank our External Playtest Groups and our Online Community for their invaluable feedback, all of which has contributed to making
FIRESTORM ARMADA an even better game.
INITIAL GAME cONcEPT
THE RACES
The FIRESTORM ARMADA game is set far in the future of mankind where several great races are locked in a brutal war. Vast fleets of warships, both human and alien, clash in epic space battles with the military might of numerous allied systems supporting them.
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 Ba’Kash, 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-Torn
Galaxy
welcome
welcome
Welcome to Firestorm Armada, Spartan Games’ exciting and fast-paced space combat game which is set in a galaxy far in mankind’s 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 region’s volatile natural phenomena. These have long made traversing the area a challenge.
Today, though, the Storm Zone’s name has gained much greater significance. It is the stellar crossroads between four great alien and human empires. To the galactic north lie the worlds of the Aquan Sebrutan, while to the south lies reptilian Sorylian Collective. However, to the east and west lie the most significant players in the region. East of the Storm Zone, and holding nominal dominance over it, is the vast Terran Alliance, the oldest and, in the minds of its government at least, greatest human stellar dominion. However, to the west lies the Terran Alliance’s principal rival, the young, vigorous and aggressive Dindrenzi Federation. Once a part of the Alliance, when their domain was called the Terran Commonwealth, the Dindrenzi wrested themselves away from they believed to be overbearing
Terran governance in a series of wars that lasted over a
century and climaxed with the nuclear annihilation of an entire world.
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 Federation’s 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 guide
to the races
THE ENEMY
THE ENEMY
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 Directorate’s hidden capital planet, Zenia, the league has brought together a number of races keen to profit from the Dindrenzi Federation’s rebalancing of the galactic order. In the volatile Storm Zone, the strategic hub conflict, mighty battle fleets clash to determine the fate of the galaxy. Each of the warring factions has its own reasons for waging war, and its own methods of doing so.
It’s time to choose sides; will you follow the Dindrenzi in their war of conquest, as they seek to claim their avowed birthright as the inheritors of human civilisation in space? Perhaps your sympathies lie with the Terrans, the founders of humanity’s dominion among the stars, who sacrificed so much to build their domain and must now defend it against all odds with steel and fire.
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!
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 ship’s powerful weapons, or could, with extreme good fortune, cripple a Dreadnought with a lucky shot. Any situation is possible in FIRESTORM ARMADA, depending on the roll of the dice!
DICE
In FIRESTORM ARMADA we use two types of dice; D6 and D3. A D6 is a standard six-sided dice. A D3 requires the rolling of a D6, with a roll of 1 or 2 equal to a result of
1, a roll of 3 or 4 equal to a result of 2, and a roll of 5 or 6
equal to a result of 3.
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 DICE
Many D6 use the Exploding Dice game mechanic, where a natural roll of 6 always results in TWO successes AND a chance to roll the dice again and score further successes!
Whenever you see the number required for successful die roll as 6, anywhere in the rules, you know that a natural roll of 6 will result in TWO successes AND a chance to roll the dice again. If the required number is shown as 6, the
Exploding Dice game mechanic is NOT in effect.
With the Exploding Dice mechanic you keep going until you stop rolling any 6’s, and only when you have finished rolling the dice do you add up the total number of successes; so make sure that when you roll again you don’t roll a dice that is already a success, or you may lose count.
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 DOWN
If, for any reason, the rules state that a value is to be reduced by HALF, the original number is always Rounded
Down. Any value related to a number of dice can NEVER
be reduced to below 1 by Rounding Down, but any other value can be, for example a model’s Movement (Mv) value.
how the
mEchanics work
Game basics
Game basics
RANGE BANDS
Range is the distance in inches between a Firing model and
its target and is measured along the Line of Sight. There are FOUR Range Bands, each of which is eight inches and each follows on directly from the Range Band before it. The
Range Bands are therefore 8”, 16”, 24” and 32”, with 32”
therefore the theoretical maximum Range in the game. 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 LEVELS
There are no height levels in FIRESTORM ARMADA for models. However, certain terrain features can impact line of sight. See the Terrain Section on Page 13.
FLIGHT STAND
All models should be mounted on a Flight Stand. Each Flight Stand has one Port and one Starboard Front Edge and at least one Flight Peg.
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.
MODELS
When measuring TO or FROM a model use the appropriate part of the model’s 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 TOKENS
Tiny Space Craft, such as single seater fighters and Assaulters carrying troops to board an enemy vessel, are represented by a token in FIRESTORM ARMADA. Each token represents a Flight with an adjacent dice or numbered token used to represent how many Wings of the same type of Tiny Space Craft are grouped together into the Flight. All measurement TO or FROM a Flight uses the closest point of the Token.
TURNING TEMPLATE
In FIRESTORM ARMADA all models use a 45 degree Turning Template when they turn. When using the Turning Template its Flat Edge should be flush with the model’s Flight Stand, and its Navigation Point should be aligned with the Front Edge (Port or Starboard) of the model’s Flight Stand appropriate to the direction of any turn.
TURN LIMIT
In FIRESTORM ARMADA all models have a Turn Limit. This is the minimum distance a model must move directly forwards between each turn. In general this is 0” for Small models, 1” for Medium models and 2” for Large or Massive models.
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!
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 TYPE
Each 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 TITLE
The following is a list of the Designations available in
FIRESTORM ARMADA, including information on their
Size and whether they are a Capital Class model or an
Installation.
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 your
command
model types
model types
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 TOKENS
Tiny Space Craft are not treated as models in FIRESTORM
ARMADA. Instead they are they are referred to as a Flight
of Wings and are represented by a Token and treated differently in the rules. Wings are classed as Fighters, Bombers, Interceptors and Assaulters.
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 SYSTEMS
The possible types of Primary weapon system are Broadside, Turret or Gun Rack.
Primary weapon systems provide the majority of a model’s
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.
BROADSIDE
A Broadside is any weapon system indicated in the Weapon Stats section of a model’s Stat Card that is NOT a Torpedo weapon system and is NOT a Turret or Gun Rack Primary weapon system.
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.
TURRET
A Turret gives a wide Arc of Fire relative to other weapon systems found on a model due to the ability to rotate the weapon quickly whilst still acquiring the intended target using sophisticated targeting computers.
GUN RACK
A Gun Rack is a gallery of small turrets built into the superstructure of the model. A Gun Rack can simultaneously fire into both the Port AND Starboard Arc of Fire.
TORPEDO WEAPON SYSTEMS
Torpedo weapon systems are in effect powerful missiles.
Often with a limited Arc of Fire and with variable payloads that include traditional explosives, small nuclear warheads and even localized photon beams, cheap to produce but relatively slow they can pack a fearsome punch against a model that has taken Damage and is unable to use its Point Defence systems effectively to counter their threat.
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.
MINES
Mines represent a range of different technologies from
traditional passive munitions to heat seeking projectiles or clouds of micro explosives and can be deployed by specific models in game. Fitted with sophisticated ‘Friend or Foe’ recognition they are generally only a threat to an enemy Fleet and can be a useful device to restrict enemy movement and channel models into a pre-defined kill zone.
POINT DEFENCE SYSTEMS
Point Defence systems are normally passive in nature but
can be used as a weapon in specific circumstances. They include a combination of coordinated high speed cannon and sophisticated decoys designed to confuse and deflect any threat.
• 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 Anti-Boarding Assault.
devastating space
arsenals
weapons
weapons
ARCS OF FIRE
The Arc of Fire for any Primary or Torpedo weapon system on a model is indicated in the Weapon Stats section of a model’s Stat Card. The possible Arcs of Fire are 90 degree or Fixed with a Fore, Aft, Port or Starboard orientation or a 360 degree Arc of Fire. A Broadside has a Fore, Aft, Port or Starboard orientation, and either a 90 degree or Fixed Arc of Fire, a Gun Rack has both a Port AND Starboard orientation and a 90 degree Arc of Fire and a Turret has a 360 degree Arc of Fire.
Any Torpedo weapon system on a model has a Fore, Aft, Port or Starboard orientation, and either a 90 degree or Fixed Arc of Fire but can have a 360 degree Arc of Fire. A Torpedo weapon system on a Wing has
360 degree Arc of Fire.
Any Point Defence system on a model or Wing has a
360 degree Arc of Fire.
Important Note: Fore is the front, Aft the rear, Port the left and Starboard the right facing relative to a model’s Flight Stand.
90 DEGREE
A 90 degree Arc of Fire is centred on a model’s Flight
Peg, with the correct orientation (Fore, Aft, Port or
Starboard).
FIXED
A Fixed Arc of Fire is the entire width or length of a model’s Flight Stand, and extends directly out from the Flight Stand, with the correct orientation (Fore, Aft, Port or Starboard).
360 DEGREE
A 360 degree Arc of Fire for a model is centred on a model’s Flight Peg, and extends all around the model and for a Wing extends from any point on the relevant Flight.
Important Note: If a model has more than one Flight
Peg any 90 degree or 360 degree Arc of Fire must be
centred on the closest Flight Peg to the target on the model’s Flight Stand.
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.
TERRAIN
Terrain in FIRESTORM ARMADA is highly stylized due to the scale of the game. No Terrain has any defined orbit and there is no requirement to move it during a game. The four possible types of Terrain found in a game are a Planetoid, Asteroid Field, Nebula or Gravity Well.
PLANETOID
A 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 FIELD
An Asteroid Field has a diameter of 1D6+6” when created and represents pieces of rock and/or metal or debris from a Fleet or Planetoid. An Asteroid Field represents an area of space debris which could damage or destroy a model. • 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 model’s Flight Stand, or any part of a Flight, is inside an Asteroid Field at the start of the Movement Segment
• As soon as a model’s Flight Stand, or any part of a Flight, makes contact with an Asteroid Field
Manoeuvre Test
Roll 1D6 for each model performing any Manoeuvre Test. • 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 Damage
The 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 a
gaming table
space terrain
space terrain
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.
NEBULA
A Nebula has a diameter of 1D6+6” when created and represents a cloud of dust or ionized gas which is large enough to disrupt sensors and targeting systems but is no direct threat to a model or Flight moving through it. • Any Line of Sight through, or in, a Nebula is Impeded.
GRAVITY WELL
A Gravity Well has a radius of 12” when created and represents the gravitational force of a mass large enough to exert an influence on the movement of a model or Flight. The centre of any Gravity Well is shown using a Gravity Well marker.
• A model or Flight within 12” of a Gravity Well marker after completing the Movement Segment of its Activation must perform an immediate Gravity Test.
Gravity Test
Roll 1D6 for each model, or Flight, performing any
Gravity Test.
• On a roll of 1, 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 Effect
A Mine, model or Flight affected by a Gravity Well MUST move 1D6” directly towards the centre of the Gravity Well marker, retaining its current orientation. A Mine, model or Flight affected by more than one Gravity Well can resolve their effects in any order required.
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 FIELD
A Distortion Field is represented by a Distortion Field template and simulates any natural, or artificial, anomaly capable of disrupting the sensors and targeting arrays of a model or Flight.
• Any Line of Sight through, or in, a Distortion Field is
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 CARD
Game Cards use the STAR mechanic. Each card is marked
with an appropriate S, T, A or R symbol to indicate whether it is a Squadron, Turn, Action or Reaction card. Some cards are also marked with a Counter or Wing symbol.
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
Squadron’s Activation
• Squadron Cards can affect some, all or none of the
models in a Squadron
• If a Squadron is split, a Squadron Card can only affect the models in the Commanded Element
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 Squadron’s 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 Squadron’s 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 Card
Game Cards with a Wing symbol on them can only be
played on a Flight and CANNOT be played to directly affect any model.
Counter Card
Game Cards with a Counter symbol on them can be
played normally or can be used to cancel a card played by an opponent.
• 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 the
fog of war
game cards
game cards
it by playing the Rough Ride card which has the required
Counter symbol. Both of these cards are discarded without
any of their normal effects being resolved.
HAND SIZE
The maximum number of cards a player can hold at any one time is equal to the number of Squadrons they have in their Fleet, up to a maximum of 5. This is called the player’s
Hand.
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 CARDS
Use the Symbols and text on the various cards as a guide to when, and on what models or Wings, a Game Card can be played. The text on each card will explain the effects of each card and how it is used in the game.
• A Game Card that has been played CANNOT be retracted unless it was played incorrectly
• If a Game Card specifies that it is only for use on a model, it CANNOT be used on a token
• If a Game Card specifies that you must ‘trash’ a card, it is permanently removed from the current game
CARD TACTICS
How and when you choose to play a Game Card is very important, and players should be careful not to tell another player what cards they have until they are forced to do so. A great tactical advantage can be gained by keeping your
Hand a secret.
MULTIPLAYER GAMES
Although it is preferable for everyone to have their own deck of Game Cards, it is possible share a deck. Each player will need to draw from a shared deck and discard to a shared Discard Pile.
Important Note: 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.
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 ORGANISATION
A FIRESTORM ARMADA Fleet contains a number Squadrons. The minimum and maximum number of models per Squadron, and the Points Cost per model are detailed on the relevant Stat Card. From this information the number of points required to field a particular Squadron can be calculated.
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 SQUADRONS
Escort models are designed to protect larger models from
Torpedo weapon systems, enemy Flights and Boarding
Assaults and are organised into Escort Squadrons.
An Escort Squadron MUST be attached to another Squadron in the same Fleet before the start of the game which contains ONE Large or Massive Parent Model.
ALL models in any attached Escort Squadron are part of
the Parent Model’s Squadron while the Escort Squadron is
attached.
• 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 Admiral’s Vessel. If a Fleet does not have any eligible models upon which to place a
Star Admiral, then it cannot have one.
The Star Admiral’s Vessel is declared when it is Deployed. Each Turn a player can have their Star Admiral perform
ONE of the following options:
• Re-roll one Manoeuvre Test roll OR one Gravity Test roll for a model or Flight in the Fleet within 8” of the
Star Admiral’s Vessel.
• Re-roll one Critical Hit Table roll against an enemy model fired on by a model in the Fleet within 8” of the
Star Admiral’s Vessel.
• Re-roll one Critical Hit Table roll against the Star
Admiral’s Vessel.
• Re-roll one Damage Repair roll for a model in the Fleet within 8” of the Star Admiral’s Vessel.
Important Note: All of the above options can be performed
on the Star Admiral’s Vessel itself.
FLEET ORGANISATION
All models MUST be organised into valid Squadrons and
MUST adhere to the Squadron size limits specified on the
appropriate Stat Card.
organising your
forces
game setup
game setup
MAXIMUM FLEET VALUE
A Maximum Fleet Value (MFV) is either defined as a Starter Fleet MFV or can be any Points Value agreed upon by the players.
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 TYPE
The Game Type defines any restrictions on the composition of a Fleet; the more casual the game, the less rigid any restrictions are likely to be.
Open Game
If you are building a Fleet for an Open Game there are no restrictions on the models you can field; just agree an MFV with your opponent and assemble Squadrons to the agreed
MFV from any Fleet List using the cost of each model from
its Stat Card.
The specific Fleet List that provides the majority of any models relative to the chosen MFV will determine the relevant Core Fleet in an Open Game.
Friendly Game
If you are building a Fleet for a Friendly Game agree an
MFV with your opponent and choose a specific faction. The
faction indicates the Fleet List that the following Minimum Squadron Restrictions MUST be taken from.
• 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 Game
If you are building a Fleet for a Tournament Game agree an MFV with your opponent, choose a Core Fleet and use the same Minimum Squadron Restrictions as for a Friendly
Game.
However in a Tournament Game the Maximum Percentage Value for each possible Designation of model indicated in the Fleet Information section of a model’s Stat Card should be used when building a Fleet.
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 LENGTH
Game Length is defined as Fixed, Variable or Timed and all
three options are suitable for any Game Type. Regardless of the actual Game Length all games end immediately any side satisfies their specific Victory Conditions.
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 SETUP
There are three options for randomly setting up a Game
Board with Terrain and all three options are suitable for
any Game Type. In FIRESTORM ARMADA Terrain is generally a Planetoid, Asteroid Field, Nebula or Gravity Well.
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.
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.
DEPLOYMENT
Regardless of Game Type each side rolls 2D6, modified by the relevant Fleet Tactic Bonus, the side that gets the highest total chooses ANY edge of the Game Board as their Deployment Edge, the opposing player MUST take the opposite edge as their Deployment Edge.
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 DEPLOYMENT
Each side can attempt to use their Fold Space Drives for
Shunt Deployment with any number of Squadrons up to
a maximum of HALF of the number of Squadrons in any Fleet.
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 CONDITION
Unless a scenario Victory Condition is defined before the start of the game the standard Victory Condition for any Fleet is to score Victory Points during the game equal to at least 70% of the Maximum Fleet Value of the opposing Fleet.
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 Fleet’s Maximum Fleet
Value, including 1 Squadron of Large, 1 Squadron of
Medium and 1 Squadron of Small models.
5. Destroy at least 50% of the Maximum Fleet Value of
any opposing Fleet in Victory Points, including all Small models.
6. Destroy the Star Admiral’s Vessel of any opposing Fleet
in a Boarding Assault.
The default Order is “Destroy at least 70% of the Maximum
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 POINTS
During 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.
During the Command Segment of a Squadron Activation players determine whether the models in a Squadron are close enough together to effectively coordinate their actions.
COMMAND DISTANCE
All models in the same Squadron should remain within Command Distance of at least one other model in their Squadron to perform at their effective best. In FIRESTORM
ARMADA Command Distance is defined in the Command
Distance section of a model’s Stat Card, and is measured from the Flight Peg of one model to the Flight Peg of another.
COMMANDED ELEMENT
A Squadron with all models within Command Distance of at least one other model from the same Squadron is considered to be a single Element.
When any model in the Squadron is NOT within Command Distance of at least one other model from the same Squadron, the Squadron is Split and is considered to contain more than one Element. If there is more than one model in a proposed Element, all models must be within Command Distance of at least one other model from the same proposed Element.
During the Command Segment of its Squadron Activation, a Squadron MUST designate ONE Element as its current Commanded Element.
SPLIT SQUADRON
Any Element from a Split Squadron that is NOT the Commanded Element OR any model that, for any reason, is no longer within Command Distance of at least one other model from the Commanded Element, is deemed Out of
Command.
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 COMMAND
Models that are Out of Command CANNOT use Linked
Fire or Combined Fire, CANNOT have Game Cards
played on them and CANNOT initiate a Boarding Assault.
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.
SUMMARY
A Squadron can be Split into Elements. An Element is any model or group of models which are within Command Distance of one another. ONE Element MUST be designated as the Commanded Element (if there is only one Element, it MUST be the Commanded Element).
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.