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Duh More Rules for firestom Armada

Duh More Rules for firestom Armada

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Published by Sterling Archer
Yet more rules
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Published by: Sterling Archer on Feb 02, 2013
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This secon covers rules that we call
Moel AssneRles
(
MARs
), and are also referred to as abilies.They are simple to use enhancements to a Ship, Wingor Installaon that give them added avour when inbale. Some models have one, some have severaland others have none.The
Stasc Car
of a model will generally specifyif a model has a
MAR
and will also specify whena
MAR
is only applicable to a parcular weaponsystem. These lists cover the
MARs
of models thathave already been released, and also include the
MARs
of a number of new Alliance models that willbe released in 2011.
NOTE:
As future models and races are released sonew
MARs
may be created for them. As these appearso these documents will be edited to include thenew
MAR
, but we intend to keep such updates to aminimum and, if possible, refrain from making anynew addions unless absolutely necessary.All of the exisng eets now have
MARs
that ingeneral will apply to Ships in the Large and Massivesize classes. For example,Terran, Aquan, Sorylian,Dindrenzi, Directorate and Relthoza Ships in an
Allance Fleet
have the Upgraded Torpedoes
MAR
.As the invasion of the Storm Zone has progressed thetechnicians and engineers of every facon have usedadvanced technologies to ret and improve theireets.The following list applies to Ships (in the Medium,Large and Massive size class) in a military eet takenfrom the rule book (including Installaons). If the
MAR
applies to a weapon arc that is not present on aparcular model, then it does not have the
MAR
. Theimplementaon of new technologies varies betweeneets, depending on where the rear admirals decideto direct their resources.
NOTE:
The
MAR
rules for the rst six core eets arenot compulsory for players to use. Players shoulddiscuss their use prior to games and agree whetherto ulise the
MARs
. The intent of the
MARs
is toallow players to align gameplay to the new AllianceFleet models should they feel they are necessary.
TypE 1 upgRAdEMEdiuM/LARgE/MASSivETypE 2 upgRAdELARgE/MASSivETERRANS
Shield ModulaonFlechee Defences
AQuANS
Linear Drive EnhancementHeat Seeking (Port and Starboard)
SORyLiANS
Experienced EngineersReinforced Port/Starboard
RELTHOZA
Stealth SystemsHull Tearer Ammo (Port and Starboard)
diNdRENZi
Secured BulkheadsIncinerator Ammo (Fore Fixed)
diRECTORATE
Reinforced ForeBiohazard Ammo (Fore)COPYRIGHT © SPARTAN GAMES 2011
NOTE:
There is an important dierence between a standard military eet and an Alliance eet, because of the limit on resources and the applicaon of new technologies throughout the hundreds of eets that aredeployed. The
Te 1 urae
applies to ships a standard military eet and an alliance eet, but the
Te2 urae
only applies to a standard military eet (taken from the eet composions in the rule book). Thealliance eets gain the
urae Toreoes MAR
instead of the
Te 2 urae
. In some cases a Ship mightnot have Torpedoes (or a Primary Weapon System), in which case such a Ship simply does not benet fromthe
MAR
(like an Ammo
MAR
) that would otherwise apply to it.
 
Ad HOC BAyS (
Installaons
)
You can pay
50
points to increase the
FW
rang of this model by
+6
and add
6
Wings, or pay
100
pointsto increase the
FW
rang by
+12
and add
12
Wings.
AgiLE
This Ship (or wing) can ignore the eects of anAsteroid Belt. Therefore it does not have to roll onthe Obstacle Table if it performs more than a half of its modied move through an Asteroid Belt.
ARC FiELd (weaon)
This Ship is surrounded by a corona of rippling energythat funcons as both a weapon and a defensivemeasure; it is aected normally by Shields, Obstaclesand other ring modiers. An Arc Field provides an
SH
rang of 
1
, two Arc Fields would therefore providean
SH
rang of 
2
and so on. If a Ship with an Arc Fieldsuers a Primaries Hit crical, the model’s
SH
rangis reduced by
-1
unl the damage is repaired, if itsuers a Secondaries Hit (Shields) crical it
CANNOT
 use any of its Broadsides unl the damage is repaired.
ASSAuLT BLiTZ
If this Ship iniates a Boarding Assault and itsboarders are aacked with Point Defence, any Shipsthat use
pd
against the boarders
MuST
re-roll
ALL
 of their hits (including extra rolls for
6
s) and take thesecond result
iNSTEAd
.
AWESOME
Any Ship or Wing that uses
Broadside
baeries,Turrets or Torpedoes to re at this Ship reduces itspool of Aack Dice by
-2
dice.
BiggER BATTERiES
The Point Defences (
pd
) on this model have a rangeof 
8”
instead of 
4”
.
BiOHAZARd AMMO
If the number of hits from this weapon equals orexceeds the Damage Rang of a target, the targetloses
+1
addional Crew Point or Assault Point takenfrom the higher rang (or defenders choice if theyare even). This would therefore apply in addion tothe normal eects of a Crical Hit. If more than onemodel with Biohazard Ammo uses Linked Fire, thetarget
ONLy
loses a maximum of 
1
Crew Point or
1
 Assault Point.
COMBuSTiBLE CARgO (
Civilian
)
When this Ship is destroyed it explodes as if it hadsuered a Reactor Overload. If this Ship is destroyedby a
Reactor Overload 
or has a
Crical Hit Spoiler 
card played on it, you only resolve the eects of 
ONE
 explosion.
COuNTER MEASuRES
If any enemy Ships start their acvaon within
8”
of this Ship, they are treated as being out of commanddistance unl the end of their acvaon. With Escortsthis simply means that they are subject to the usualrestricons for models that are out of command, and
MuST
remain within ‘
command range
’ of the parentmodel.
dECK CREWS (
Civilian
)
Once per game this Ship can recover
1
lost Wing(
 from any Flight in its Fleet 
) and place the token onthis Ship, so long as it has an empty berth. If there isnot an empty berth the spare Wing is lost.
diRTy SECRETS
When you acvate this Ship, you can look at each of your opponents’ hands of Game Cards, and put onecard (
chosen from all of the cards looked at 
) into thediscard pile of that parcular player. When you usethis ability roll
1d6
, if you roll a
1
you
MuST
discardall of the Game Cards from your hand. If you do notuse Game Cards, you start each game with
20 vctor
 Points for each Ship in your eet that has this
MAR
.
diSENgAgE FREigHT
This model can recover
1 Hp
once per game, but itgains the Vulnerable ability, at which point if youropponent rolls for a Crical Hit on this Ship, he canchoose to re-roll both dice, but he
MuST
take thesecond result instead.
dRONE MiNES
Mines laid by this ship can move them up to
2”
onevery subsequent turn when you acvate the Ship.If you move a Mine within the
4”
acvaon rangeof another Ship or Wing (at any point of its move)you resolve the aack of that Mine. Resolve themovement and acvaon of each Mine one at a me.
dOuBLE MiNES
When this Ship is acvated, it can drop
2
Mine tokensinstead of 
1
Mine token. It can drop its Mine tokens atthe same me or at dierent points of its movement.COPYRIGHT © SPARTAN GAMES 2011
 
ELiTE CREW
The Assault Points of this Ship receives a
+1
bonus tohit on their
Ap
/
Cp
dice in every round of a BoardingAssault; a die roll of 
4
becomes a
5
and so on.
ELuSivE TARgET (
Civilian
)
If a Small Class Ship uses Broadsides baeries, Turretsor Torpedoes to re at this Ship, then it can only hiton a
5
or
6
.
ESpiONAgE
(Installaons)
The number of 
STAR
cards that you can have in yourhand is increased by a maximum of 
+1
(typically to
6
), so long as at least one of these models is le onthe board. If you have more than one model with theEspionage ability, you only ever gain one addionalcard. If you do not use
STAR
cards, you gain a
+1
 modier to your Iniave in every turn for each Shipin your eet that has this
MAR
.
EXpERiENCEd ENgiNEERS
The Repair Rolls of this Ship receive a
-1
modieron each die roll (a
3
becomes a
2
and so on). A rollof 
6
remains a
6
however, so a Decompression Hitis always at risk of a failed repair roll. This meansthat Engine Damage, Primaries and Secondaries Hiteects are repaired on
1
to
3
, while Raging Fire andBays Blocked eects are repaired on
1
to
4
.
FAST FOLd SpACE dRivE (FSd)
If this Ship performs a Shunt roll
1d6
, on a roll of 
4
,
5
or
6
it is immediately removed from the table
iNSTEAd
of waing ll the following acvaon. If thisShip enters the table from Fold Space, it can also makea normal movement during the same acvaon (aswell as re and/or board). Any Ship that enters thetable from Fold Space can re and perform BoardingAssaults normally.
FiRiNg SOLuTiON
This Ship can use Linked Fire with two weapons on itsstat card that are in the same arc or channel (but sll
CANNOT
Link Fire a Broadsides with Torpedoes). Thisdoes not aect Linked Fire with Turrets, as they canlink with a single Broadside arc or channel anyway.
FLECHETTE dEFENCES
If this Ship is the target of a Boarding Assault it gains
+3
Point Defence against enemy boarders during the
FiRST
turn of the combat.
FOLd SpACE dRivE HACKERS
When this Ship is acvated it can aempt to disablethe Fold Space Drive of one Ship within Range Band1 in addion to any other acons. Roll
1d6
, on a
4
,
5
or
6
the Ship
CANNOT
Shunt unl the ‘
damage
is repaired, if the Ship had declared a Shunt in itsprevious acvaon that acon is cancelled, but theShip is otherwise acvated normally. If the result of the die roll is a
6
, roll another
1d6
, on a
4
,
5
or
6
 the target Ship also suers an Engine Damage cricaleect (but
dOES NOT
lose Hull Points).
HEAT SEEKiNg (weaon)
If the ight stand (
 peg
) of this Ship is completelywithin the Fixed A Channel of the Ship that it isring at, all aacks from this weapon against thatShip receive a
+1
to its Aack Dice rolls. A die rollof 
4
becomes a
5
and so on. This only applies to theweapon that has Heat Seeking, so if it uses LinkedFire with a weapon that does not have this ability, rollthe dice in separate pools to dierenate betweenthe two aacks. Where a weapon is listed as havingHeat Seeking, for example Port/Starboard, it onlyapplies to the Port/Starboard weaponry, and not allArcs weapons (which technically re in the Port andStarboard arcs).
HiddEN KiLLER
If this Ship has a Cut Engines token, enemy Shipsthat are in
Rane Ban 3
or
4
of the staonary Ship
CANNOT
re at it (enemy Ships that are in
Rane Ban1
or
2
of the staonary Ship can re at it normally).
HOME TERRiTORy
(Installaons)
If you want to eld this Installaon in a Dindrenzi,Directorate or Relthoza eet you can raise your
%
 allowance of Installaons to
40%
, but if you do soyou
MuST
reduce the % limits of other Large andMassive Ships by
HALF
.
HuLL TEARER AMMO (weaon)
If the number of hits from this weapon equals orexceeds the Damage Rang of a target you placeone Decompression token on the target. This wouldtherefore apply in addion to the normal eects of aCrical Hit, but the token only takes eect on a failedRepair Roll. This also applies if a weapon with HullTearer Ammo uses Linked Fire with a weapon thatdoes not have the same ability. If more than onemodel with Hull Tearer Ammo uses Linked Fire, theCOPYRIGHT © SPARTAN GAMES 2011

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