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INTRODUCTION
The civilian ships have primarily been released to giveyou interesting models to collect, paint and use in convoy/raid scenarios. It is our intention however to give you thefreedom to add civilian ships to a military eet, and evento create civilian eets. This document is at present aframework for rules that will therefore change and grow asnew civilian ships are added to the range, and new rulesare developed to use with them.In the context of the rules, a military eet is one that usesthe
Fleet Composition
rules of the Terrans, Aquans or Relthoza and so on. Therefore, if you create your owneet compositions for your own ship designs, it counts asa military eet. A civilian eet is one that uses the eetcomposition rules explained later in this document, andcomprises either mostly or entirely of civilian ships.If you eld a military eet you can spend up to
30%
of your points on civilian ships, and any civilian ships thatyou buy are subject to the
%
limits that are listed for themilitary eet. These ships have the same Fleet Tacticsand Command Distance ratings as the military eet thatthey are part of. You
CANNOT
have mixed Squadrons of military and civilian ships using this rule, civilian ships alsouse the following rules:
•
Massive Ships are deployed in a Squadron of 
1
 Ship
•
Large Ships are deployed in a Squadron of 
1
to
2
Ships, and can include different types of LargeShip
•
Medium Ships are deployed in a Squadron of 
2
to
4
Ships, and can include different types of MediumShip
•
Small Ships are deployed in a Squadron of 
2
to
6
Ships, and can include different types of SmallShipWithin this document there are references to civilian shipsand military ships. The Merchant, Trader and TransportClass ships are all civilian, while a Leviathan, SpaceStation, Satellite, Gun Platform, Gun Drone or Wing can beeither civilian or military. Meanwhile Battleships, Cruisers,Frigates, Dreadnoughts, Carriers, Gunships, Destroyers,Troop Ships, Escorts, Corvettes and Shuttle Boats are allmilitary.
SPECIAL ABILITIES
This section lists the special abilities of civilian ships; theships that have those abilities are listed at the end of thetext for each ability in brackets. Therefore you will nd thatthe Aries has the
Elusive Target 
ability and the Mantis hasthe
Rugged Construction
ability. This list will grow as morecivilian ships are released.
Cobustible Caro:
When this Ship is destroyed itexplodes as if it had suffered a
Reactor Overload
. If thisShip is destroyed by a
Reactor Overload 
or has a
Critical Hit Spoiler 
card
 
played on it, you only resolve the effects of 
ONE
explosion. (Nostradamus)
Elusive Taret:
If a Small Class Ship uses
Broadside
batteries, Turrets or Torpedoes to re at this Ship, then itcan only hit it on a
5
or 
6
. (Aries)
Liited Resources:
Civilian Ships only score hits againstenemy
CP
and
AP
on a
5
or 
6
when they perform aBoarding Assault, they still score hits on a
4
,
5
or 
6
whenthey are boarded. This affects
ALL
Civilian Ships andTroop Ships.
Rued Construction:
Any Ship or Wing that uses
Broadside
batteries, Turrets or Torpedoes to re at thisShip reduces its
AD
by
 –1
. (Mantis)
Uncoon Class:
 A Civilian Squadron can only includea maximum of 
ONE
of this Ship Class in each Squadron.(Aries, Nostradamus)
CONVOY SCENARIOS
This section ignores some of the rules, in particular thosefor the squadron sizes of civilian ships because they allowyou to use just one blister pack of civilian ships, and alsovictory points because the balance of power shifts whenyou introduce civilian ships to a game.Therefore you can eld a Squadron of 
2
or more Aries, andthus ignore the
Uncommon Class
rule in these scenarios. As more Civilian Ships are released, you will have moreoptions, but the exceptions to the rules that are given here,only apply to these scenarios.In reference to the rules for 
Fleet Escalation
(
Pae 22 of the Core rule Book
) you do not have to eld
1
Squadronin the Large size class in a
friendly 
game. The default eetsize will be
400
points in most of these scenarios, whichwill generally make Small and Medium class Ships thefocus of convoy games.You can of course easily modify these scenarios for larger eet sizes, especially when there is a wider range of civilianships available. You can also use the eet composition for civilian ships within these scenarios if you increase the
 
eet size, but if you do, make sure that both players useeither a military or a civilian eet composition.
SAmPLE SCENARIO: DRY RUN
One player commands a Convoy of civilian ships with amilitary escort, and the other player controls a Battlegroupof enemy ships. The Battlegroup does not know the preciselocation of the ships in the Convoy, which are representedby Threat tokens at the start of the game. The Convoy isalso able to stagger the arrival of its ships, but its ships arelimited in their ability to use Fold Space.The Convoy consists of 
1
Nostradamus,
2
Mantis and
2
Aries, escorted by
245
points of military ships. TheBattlegroup consists of 
400
points of military ships. Theobjective of the Convoy is to exit the table from the tableedge of the Battlegroup deployment area, and the objectiveof the Battlegroup is to destroy the Convoy.
CONVOY DEPLOYmENT
These scenarios assume that the Convoy has performeda
Shunt 
in the last few hours, and is travelling at sub-lightspeed when it is ambushed. Therefore the Convoy cannotuse the rules for 
Fold Space Entry 
(
Pae 62 of the CoreRule Book
). The Convoy can deploy its ships anywherewithin
6”
of its own table edge, which is opposite theBattlegroup table edge. At the start of the game you use
1
Threat token to representeach ship in the Convoy. The advantage of using Threattokens is that the Convoy player can manoeuvre his shipswithout his opponent knowing which of the tokens is either a civilian or a military ship. The simplest method of creatingThreat tokens is to use damage tokens and mark them onthe reverse side with details of the ship they represent or a simple ID.
•
The Threat tokens are deployed with the ID sidehidden, though the Convoy player can look at theID at any time to remind himself of which tokensare which
•
The ships in the Battlegroup
CANNOT
re at aThreat token, as they do not know that the shipsare there, they have to move closer and identifythem
•
If a Threat token uses a
Broadsides
, Turret or Torpedo attack, uses Point Defence or performs aBoarding Assault, it is replaced with the ship thatis represents
•
 A Threat token can lay Mines, launch Wings,recover Wings and/or rescue Pods (
Optional Rules
,
see
Pae 61
) and remain undetected
•
If a ship from the Battlegroup is within
Rane Band1
of a Threat token (and there are no interveningObstacles) during any part of the game (in either player’s turn), the Threat token is replaced withthe ship that it represents
•
Once a Threat token has been replaced with aship, that ship
CANNOT
return to its ‘hidden’status and
CANNOT
become a Threat tokenYou can stagger the deployment of ships in the Convoy bykeeping any number of the ships in reserve. You
CANNOT
 break up Squadrons by doing this, but remember that youare not obliged to keep ships within Command Distanceonce they are on the table. When you activate a Squadronthat is in reserve, you can move it on to the table from your deployment area during any of the rst
3
turns. You
mUST
 move all of the reserve Squadrons on to the table whenyou activate them on the 4
th
turn.
BATTLEgROUP DEPLOYmENT
The player that controls the Battlegroup can use therules for 
Fold Space Entry 
, and can do so with any of the Squadrons in the Battlegroup. Any ships that enter thetable during the game from Fold Space
CANNOT
then
Shunt 
off of the table using the
Fold Space Travel 
rules(
Pae 32
). The Battlegroup can otherwise deploy its shipsanywhere within
6”
of its own table edge, which is oppositethe Convoy table edge.
Fold Space Exit
Performing two
Shunts
in quick succession is a riskyproposition, which is why civilian eets are often ambushedat way points in the shipping lanes that are well known aslocations for fold space entry. It is therefore important thatyou keep track of what Turn it is in the game, so that youknow what the dangers are for the Convoy.Roll
2D6
when a ship in the Convoy performs a
Shunt 
 action and compare it to the Turn number, you might for example roll a
9
when it is Turn
4
. If the combined rollis equal to the Turn number, the ship is destroyed andreplaced with a Distortion Field. If the roll is greater thanthe Turn number, the whole crew (not just the
CP
,
AP
) iswiped out in a power surge. The ship is not only derelict,all of its systems are disabled and it does not perform a
Shunt 
.
VICTORY CONDITIONS
You ignore the Victory Points (
VP
) table in the book for this scenario. The Convoy scores the
FULL
point cost of any civilian ship that exits the table from the Battlegroupdeployment area. The Battlegroup scores the
FULL
pointcost of any civilian ship that it captures, and still hascontrol over at the end of the game. If a ship is captured ina Boarding Assault, it does not have to perform a
Shunt 
onthe following turn, it simply drifts.The game ends when all of the civilian ships have either exited the table or been destroyed or captured, althoughit is worth continuing for bragging rights if there are stillmilitary ships on the table.
 
DESIgNER’S NOTES
 Although Fold Space (FS) technology has been in use bythe Terrans now for centuries, the design and applicationof FS Drives are not fool proof. The safety parametersof FS Drives are such that a ship can only travel shortdistances at a time, usually following established shippinglanes between one Way Station and another. Over longer and longer distances, the chance of a failed or misdirectedshunt or a critical malfunction increase.There are many instances of such malfunctions, usuallyresulting in a horric death for the crew. The risk of disaster removes any likelihood of a sweeping counter strike by theTerrans into Dindrenzi Federation territory, or a Dindrenzicoup de main operation into the heart of the Terran Hub.The Dindrenzi eet however, has been upgraded withsuperior FS Drives, which accounts in large part for theinitial success of the invasion of the Storm Zone.Therefore, the ‘any ships that enter the table from FoldSpace
CANNOT
then
Shunt 
off of the table’ rule is onethat applies to any game of Firestorm (though it would bea rare occurrence). You could however modify the FoldSpace Exit rule, so that you roll
2D6
and compare it to thenumber of Turns that have elapsed since a ship enteredthe table from Fold Space.
FLEET COmPOSITION
This document includes rules for playing one off scenarioswith a mix of civilian and military ships in a
400
point eet,using the Fleet Information Guides that come with themodels. As more civilian ships are released your optionsfor using them will expand, so this section provides moredetailed rules for building a Civilian Fleet. A Civilian Fleet has a Fleet Tactics rating of 
+1
, and theShips within it have a Command Distance rating of 
6”
. Youget
1
Game Card for each Squadron of Ships, excludingEscorts, Gun Drones or Gun Platforms; civilian Ships alsouse the following rules:
•
Massive Ships are deployed in a Squadron of 
1
 Ship
•
Large Ships are deployed in a Squadron of 
1
to
2
Ships, and can include different types of LargeShip
•
Medium Ships are deployed in a Squadron of 
2
to
4
Ships, and can include different types of MediumShip
•
Small Ships are deployed in a Squadron of 
2
to
6
Ships, and can include different types of SmallShipThe amount of points that you use to build your CivilianFleet determines which Squadrons you can have in it. ACivilian Fleet is limited in that only certain percentages (
%
)of its point total can be made up of each type of Squadron.In general, a good guide is to build a Civilian Fleet with
500-1000
points. A Civilian Fleet
mUST
comprise at least
1
Squadron of Ships that is in the Small class, and at least
1
Squadronthat is in the Medium class. A Civilian Fleet can spend upto
50%
of its points on Small (
S
) Ships and up to
50%
of itspoints on Medium (
m
) Ships. It can spend up to
50%
of itspoints on Leviathans, and up to
50%
on Merchants.
Ship min max Bg ConstClass % Points
Leviathan * 1 1 50 -Merchant * 1 2 50 -Trader 2 4 M -Transport 2 6 S -Wings 0 10 - 5 Any Ships that are marked with * will be available as anupgrade to a Fleet, or are provided for completeness asthey are mentioned under 
Ship Construction
(see
Pae
 
86-88 of the Core rule Book
). The list below includes allof the Civilian Ships that are currently available.
Ship min max Bg ConstClass % Points
Nostradamus # # M 45Mantis 2 4 M 30 Aries # # S 25 Any Ships that are marked with # are subject to the
Uncommon Class
ability. A Civilian Squadron can onlyinclude a maximum of 
ONE
Ship with the
UncommonClass
ability in each Squadron.Installations (I) is a category that includes Gun Drones,Gun Platforms, Satellites and Space Stations, all of whichcan be deployed in space or built on a Meteoroid or Moon. A Civilian Fleet can spend up to
50%
of its points onInstallations.
Ship min max Bg ConstClass % Points
Small Installation 1 6 I -Medium Installation 1 4 I -Large Installation 1 1 I -Massive Installation 1 1 I -
ALLIED FLEETS
When you eld a Civilian Fleet you need to declare whichmilitary eet it is ‘allied’ to, it could for example be ‘allied’ tothe Terrans. This would mean that the ships in the eet aremostly crewed by Terrans, but it also affects your optionsin including military ships in the eet.If you eld a Civilian Fleet you can spend up to
30%
of your points on military ships, but you can only buy ships
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