BOOK CONTENTS
WELCOME THE ENEMY GAME BASICS MODEL TYPES WEAPONS SPACE TERRAIN GAME CARDS Types of Game Card Hand Size Using Game Cards Card Tactics Multiplayer Games GAME SETUP Squadron Organisation Escort Squadrons Star Admiral Fleet Organisation Game Length Battle Field Setup Deployment Victory Condition Victory Points COHERENCY Command Distance Commanded Element Out of Command ORDER OF PLAY Turn Card Phase Initiative Phase Squadron Activation Phase Activation Sequence End Phase FLIGHT TOKENS Carrier Models Flights Weapon Stats Flight Formations Landing Flights Launching Flights Rearming Flights Intercept Move Flight Activation Sequence Summary MOVEMENT Moving a Flight Moving a Squadron Minimum Movement Turning a Model Proximity Vectoring Moving Off Table Fold Space Travel Belly Up Cut Engines Drifting Collision and Ramming MAKING WAR! Combat Sequence Declaring Point Defence Attacks Declaring Primary and Torpedo Attacks Resolving Primary and Torpedo Attacks Defensive Actions Apply Damage 4 5 7 9 11 13 15 15 16 16 16 16 17 17 17 17 17 18 18 19 19 20 21 21 21 21 22 22 22 22 22 23 24 24 24 24 25 25 25 25 25 26 27 27 27 27 27 28 28 28 28 28 28 29 30 30 30 31 31 31 31 TARGETING Line of Sight Arc of Fire Range ATTACK DICE Initial Attack Dice Modifiers to Attack Dice Attack Dice for Flights FIRING OPTIONS Linked Fire Combined Fire Split Fire SYSTEM RATINGS Point Defence To Hit Numbers Primary/Torpedo To Hit Numbers Shield Systems Cloaking Field Defensive Fire MINES Dropping a Mine Cascading Mines Shields and Mines 32 32 33 33 34 34 34 34 35 35 36 36 37 37 37 37 37 38 39 39 39 39 40 40 40 41 42 43 43 43 43 43 44 44 44 44 44 45 46 47 47 47 47 47 47 48 52 53 54 55

KILLING MODELS Damaging a Model Critical Hit Table Damaging a Flight Combat Sequence Summary BOARDING Assault Points Crew Points Boarding Assault Boarding Procedure Anti-Boarding Point Defence Range Anti-Boarding Point Defence To Hit Anti-Boarding Point Defence Damage Resolving Boarding Assaults Winning a Boarding Assault Sabotage Boarding Assault Sequence Summary END PHASE End of Game Compulsory Actions Damage Repair Remove Game Markers Draw Game Cards MODEL ASSIGNED RULES CRITICAL HIT TABLE DAMAGE MARKERS CRITICAL HIT MARKERS GAME MARKER KEY

Firestorm Armada Space Combat Rules

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Copyright © 2009-2013 Spartan Games

THE FIRESTORM ARMADA TEAM
Digital Sculpting & Modelling
Christopher Drew Martin Jones Christopher Peacey Jonny La Trobe-Lewis Dave Kidd

INTERNAL PLAYTESTING AND PROOFING
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

Graphics, Painting & Fiction
Paul Kime Sally Taylor Christopher Worth Neil Fawcett Franco Sammarco Giovanni Bosio Ben MacIntyre Jonny La Trobe-Lewis Andrew Jones

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.

PRIMARY WRITERS Andy Walpole & Christopher Worth
INITIAL GAME cONcEPT Neil Fawcett

THE SPARTAN GAMES TEAM
The contents of this book are Copyright © Spartan Games 2009-2013. All rights reserved. January 2013 - PDF edition business Management & Web
Frances Fawcett Katie Bennett Gary Bent Lizzie Wood Ricky Brewer Stephen Rhodes

Firestorm Armada Space Combat Rules

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Copyright © 2009-2013 Spartan Games

Vast fleets of warships. which are designed to add a Fog of War to the game. The territories of all six main factions converge in a vast stellar region known as Fathoms Reach. Hawker. but we recommend their use as they add an exciting dimension to your game play. Ryushi. But then again. Kedorians. This edition of the game has allowed us to improve the game. The choice is yours.. or been drafted. such as downloadable tokens and templates. As the conflict escalates so more and more smaller allied systems have either joined.. 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.welcome To A WarTorn Galaxy THE RACES The FIRESTORM ARMADA game is set far in the future of mankind where several great races are locked in a brutal war. prepared to break any agreement to satisfy their own interest. The FIRESTORM ARMADA setting has huge potential as a setting for space combat. your opponent does not know what cards you are holding! You do not have to use the game cards. 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. 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. based on the feedback of our gaming community. involving just a few models per side and only two players. The rules allow a small skirmish. and work by our game designers. 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. If you go to our website you can see our superb range of models for FIRESTORM ARMADA and any support material for the game. into the League. races of Veydreth.co. a pact that was created by the Dindrenzi Federation. This area bears the brunt of the aggressive Dindrenzi Federation attack on the Terran Alliance. You never truly know what card your opponent has in their deck of cards.spartangames. and further developed in our Victorian Science Fiction game DYSTOPIAN WARS. 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. Join the Dindrenzi Federation as they invade this region of space. but by no means weaker. 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. Terquai. Directorate and Relthoza. hell bent on the destruction of the Terrans. clash in epic space battles with the military might of numerous allied systems supporting them. you are now ready to command the forces of one of the great galactic powers in FIRESTORM ARMADA. Works Raptor and the Rense System Navy (RSN). These races include the Ba’Kash. as the two mighty rivals clash in a struggle for survival. both human and alien. In addition to the core rules we have created a mechanic that allows for the use of Game Cards. FIRESTORM ARMADA uses the same core mechanics found in our fantasy naval game UNCHARTED SEAS.uk – So Admiral. Against them is the formidable Zenian League. Xelocian and Tarakians. To this we add the smaller. – www. or support the Terran Alliance and conquer the invaders. Firestorm Armada Space Combat Rules 4 Copyright © 2009-2013 Spartan Games .

in the minds of its government at least. devoted a great deal of resources to renewed exploration elsewhere around their domains. Determined to secure themselves against any further Terran threat. and now that conflict will only intensify. to the east and west lie the most significant players in the region. when their domain was called the Terran Commonwealth. the oldest and. The Terrans. imploring them for military and logistic aid to stem the Dindrenzi assault. mobilising great armadas and armies of its own from both the Storm Zone colonies and Terran Hub systems further to the galactic west. Although the Firestorm setting as we know it encompasses a huge portion of the Milky Way. culminating in the abductions of whole colonies. Whole fleets have been smashed and colonies razed before the fury of the Dindrenzi advance. the young. Once a part of the Alliance. greatest human stellar dominion. have suffered much from Dindrenzi-sponsored pirates and privateers assaulting their trade routes. spent years building up huge stellar and terrestrial military forces. a title given it by early Terran explorers in recognition of the region’s volatile natural phenomena. driven by a mixture of hubris and paranoia. knocked reeling by these massive attacks. to the west lies the Terran Alliance’s principal rival. However. while Relthoza fleets have repeatedly attempted to make inroads into Sorylian territory. Although a fragile peace held for a while between the Terrans and the Dindrenzi. meanwhile. while the greater military resources of the Hub Systems are mobilised. Firestorm Armada Space Combat Rules 5 Copyright © 2009-2013 Spartan Games . The Dindrenzi are supported by the empire of the spiderlike Relthoza. Spartan Games’ exciting and fast-paced space combat game which is set in a galaxy far in mankind’s future.THE ENEMY A brief guide to the races Welcome to Firestorm Armada. 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. Many on both sides believe the corporate dominion to have even greater influence over the Federation than is acknowledged. they launched these mighty fleets and armies into the Storm Zone in a powerful pre-emptive strike. Today. 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. with any pursuit by their own forces being halted at the border of Federation space by Dindrenzi naval flotillas. the Storm Zone’s name has gained much greater significance. To the galactic north lie the worlds of the Aquan Sebrutan. East of the Storm Zone. while to the south lies reptilian Sorylian Collective. However. as well as holdings belonging to the Aquan and Sorylian empires. The Federation’s forces attacked and destroyed dozens of Terran installations. the Terrans have called upon their longstanding treaties with the Aquan and Sorylian dominions. But the Dindrenzi. is the vast Terran Alliance. It is the stellar crossroads between four great alien and human empires. vigorous and aggressive Dindrenzi Federation. and holding nominal dominance over it. Already the whole Storm Zone has been engulfed by the Terran-Dindrenzi War. These have long made traversing the area a challenge. today that peace has been shattered. the game is set mostly in a strategically vital area of space named the Storm Zone. Both empires also have their own reasons for committing to fight the Federation. but the Terran Alliance fight-back is only just beginning. who fear the possibility of renewed human threats to their prized home-worlds. Such is the scale of human dominion and influence in the galaxy that several other great powers have been drawn into the inferno. The Terran Alliance. For their part. has now moved to stem the tide. though. It is from the Directorate as much as their own efforts that the Dindrenzi derive their technological superiority over their Terran cousins. The Sorylians. The Aquans themselves have long been troubled by attacks from Directorate raiders. cut off from the lucrative Outer Reach after the break with the Federation.

who sacrificed so much to build their domain and must now defend it against all odds with steel and fire. The Terran-Dindrenzi War rages. the founders of humanity’s dominion among the stars. These are the great powers of the galaxy. It’s time to choose sides. the league has brought together a number of races keen to profit from the Dindrenzi Federation’s rebalancing of the galactic order. But this is only one facet of their operations. and its own methods of doing so. the strategic hub conflict. or plunder! Firestorm Armada Space Combat Rules 6 Copyright © 2009-2013 Spartan Games . this shadowy corporate power grew wealthy from the sale of weaponry and intelligence to the Dindrenzi Federation. but not the only ones. as they seek to claim their avowed birthright as the inheritors of human civilisation in space? Perhaps your sympathies lie with the Terrans. Many have aligned themselves with one or other of the great power blocs of the Firestorm universe. The fate of entire galaxy hangs in the balance within the Storm Zone. and yet who now find themselves major players in the wars of humans. determined to profit from victory or share in its spoils. and sail forth for honour. Convened on the Directorate’s hidden capital planet. for the most conspiratorial and cunning minds. On the other side. Or maybe the Sorylian Collective. Zenia. one of the few who foresaw the Dindrenzi threat. an organisation of smaller powers who have a vested interest in supporting the Terrans against the Dindrenzi invasion. board your flagship. In the volatile Storm Zone. many smaller dominions have been drawn into the conflict as the Terran-Dindrenzi War intensifies. All around them are lesser dominions. the Zenian League was brokered by the Dindrenzi Federation Chairman Markus Rense and the sinister figure of Ervan Bas of the Directorate. alien and human. there are the predatory expansion fleets of the Relthoza. there are the technologically advanced ‘Security Fleets’ of the Directorate. This race allies itself with the Dindrenzi as much for convenience as loyalty. will you follow the Dindrenzi in their war of conquest. glory. Each of the warring factions has its own reasons for waging war. Muster your fleet. 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. 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. a sentient alien race that developed over thousands of years from arachnoids. have resulted in the creation of the Kurak Alliance. Although once a part of the Terran Alliance. and who must now defend their ancient Collective from the encroaching Dindrenzi and Relthoza. civilisations and marauding reaver bands both. as they capitalise on the losses of the embattled Sorylians in an attempt to extend their own domains. Finally.As well as these great powers. mighty battle fleets clash to determine the fate of the galaxy. slaughtering or abducting whole populations for use in their sinister experimentation. The efforts of the former Terran Alliance President Anton Kurak. Flotillas of their crab-like spacecraft regularly descend upon human and alien colonies. For those with a liking for a more intimidating style.

A D3 requires the rolling of a D6. it rolls 1. or you may lose count. for any reason. ROUNDING DOWN If. 5 or 6 to hit. This is five hits so far (one each for the 4 and two 5s. Any situation is possible in FIRESTORM ARMADA. Needing a 4.Game basics how the mEchanics work The basic requirement for playing FIRESTORM ARMADA is a selection of suitable models. Whenever you see the number required for successful die roll as 6. and only when you have finished rolling the dice do you add up the total number of successes. but any other value can be. a natural roll of 6 will result in TWO successes AND give an extra dice roll. 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. you know that a natural roll of 6 will result in TWO successes AND a chance to roll the dice again. EXAMPLE: A vessel rolls 8D6 against an enemy model. simulating the great skill of its captain as it evades the enemy ship’s powerful weapons. anywhere in the rules. instead of a 5. 3. 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. a roll of 3 or 4 equal to a result of 2. the Exploding Dice game mechanic is NOT in effect. An additional roll of 5 will add one more to the total and the dice rolling ends with six hits scored against the target. it rolls 2. Needing a 4. and a roll of 5 or 6 equal to a result of 3. 5 and a 6. 5 and a 6. 4. Had the additional roll been a 6. 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. where a natural roll of 6 always results in TWO successes AND a chance to roll the dice again and score further successes! Firestorm Armada Space Combat Rules 7 Copyright © 2009-2013 Spartan Games . 2. 5. 3. 2. An additional roll of 2 adds no more to the total and the dice rolling ends with four hits scored. with extreme good fortune. depending on the roll of the dice! DICE In FIRESTORM ARMADA we use two types of dice. If the required number is shown as 6. or could. or modify a dice roll by adding or subtracting from the initial result. With the Exploding Dice mechanic you keep going until you stop rolling any 6’s. Any value related to a number of dice can NEVER be reduced to below 1 by Rounding Down. EXPLODING DICE Many D6 use the Exploding Dice game mechanic. so make sure that when you roll again you don’t roll a dice that is already a success. 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. for example a model’s Movement (Mv) value. cripple a Dreadnought with a lucky shot. and two for the 6) and the natural 6 gives an extra roll. A D6 is a standard six-sided dice. D6 and D3. with a roll of 1 or 2 equal to a result of 1. the original number is always Rounded Down. Some rules may alter the target number required to score a success. 3. a Game Board to play on and a number of six-sided dice. the rules state that a value is to be reduced by HALF. Regardless of this. Dice provide the element of chance in the game. 5 or 6 to hit. while a result of 6 or better due to a dice roll modifier will result in ONE success and NO extra dice roll.

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. TERRAIN When measuring TO. certain terrain features can impact line of sight. FLIGHT TOKENS Tiny Space Craft.RANGE BANDS Range is the distance in inches between a Firing model and its target and is measured along the Line of Sight. All measurement TO or FROM a Flight uses the closest point of the Token. When using the Turning Template its Flat Edge should be flush with the model’s Flight Stand. and the appropriate Front Edge for Turning. NOTE: Measurements are made in inches (“) in this game. TURNING TEMPLATE In FIRESTORM ARMADA all models use a 45 degree Turning Template when they turn. uses the nearest Flight Peg to the target. or FROM. See the Terrain Section on Page 13. 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. are represented by a token in FIRESTORM ARMADA. The Range Bands are therefore 8”. This then follows for Range Band 3 and Range Band 4. Terrain use the closest part of the Terrain feature. 16”. each of which is eight inches and each follows on directly from the Range Band before it. and remember that some models. Important Note: A Flight does not use a Turning Template or Turn Limit as it has 360 degree movement. The 45 degree Turning Template is easy to use. FLIGHT STAND All models should be mounted on a Flight Stand. Firestorm Armada Space Combat Rules 8 Copyright © 2009-2013 Spartan Games . but not further than 16”. TURN LIMIT In FIRESTORM ARMADA all models have a Turn Limit. And finally. If the distance between the Firing model and any target is 8” or less. Each Flight Stand has one Port and one Starboard Front Edge and at least one Flight Peg. such as Flights of Small Space Craft DO NOT use a Template. then the target is in Range Band 1. you can pre-measure enemy models to help you destroy them! Important Note: If a model has more than one Flight Peg on its Flight Stand the player performing any measurement. 1” for Medium models and 2” for Large or Massive models. or using any Flight Peg on the model for any other reason. There are FOUR Range Bands. with 32” therefore the theoretical maximum Range in the game. In general this is 0” for Small models. such as single seater fighters and Assaulters carrying troops to board an enemy vessel. This is the minimum distance a model must move directly forwards between each turn. the target is in Range Band 2. If the distance is greater than 8”. MODELS When measuring TO or FROM a model use the appropriate part of the model’s Flight Stand: • • Use the Flight Peg for Movement. Use the Flight Peg for Line of Sight and Range. MEASUREMENT All measurement in FIRESTORM ARMADA is in Inches (“) and you can pre-measure ANY distance at ANY time. HEIGHT LEVELS There are no height levels in FIRESTORM ARMADA for models. However. 24” and 32”.

Capital Class. They may function as research facilities. Satellites (Medium. 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 types the models at your command A Fleet in FIRESTORM ARMADA can contain a wide variety of different types of model which may vary in size. Capital Class) Dreadnoughts are massive up-gunned and up-armoured Battleships. Dreadnoughts (Large. Capital Class) Cruisers are the mainstay and workhorses of most Fleets. A Stat Card specifies the Size (Small. They are not generally risked in battle. EXAMPLE: The Terran Razorthorn Class Battleship is identified as belonging to the Terran Alliance. They often house thousands of personnel and are important for trade and commerce as well as military operations. 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. Medium or Large) Civilian Ship models vary in Size and support commerce and trade across the galaxy. and destroy weaker models with relative ease. but often make an appearance when an Armada arrives within a system as part of any planetary invasion force. including information on their Size and whether they are a Capital Class model or an Installation. Medium. They are vital to a Fleet for long range scouting and picket duties. Many also act as a static Carrier model for fighter and bomber squadrons in forward combat areas. Another key role is to defend a Fleet against enemy bombers and to provide a potentially devastating strike capability against an enemy force. Multiple sub-classes of Civilian Ship exist such as Merchants. Traders. Capital Class) Battleships are the main strike force in most Fleets. The Carrier Designation also contains the sub-Designation of Battle Carrier. Multiple sub-classes of Cruiser exist such Firestorm Armada Space Combat Rules 9 Copyright © 2009-2013 Spartan Games . with enough weaponry to take on bigger models when in Squadron strength. intelligence gathering centres. Civilian Ships (Small. They have some of the most powerful weaponry available and are often in the thick of any battle. Cruisers (Medium. This information can affect how a model interacts with Terrain and/or other models in the game. often they act as command centres with the Fleet Admiral on board. massive army transports or as giant Carrier models. communication relays or even as supply depots. Battleships (Large. They are rarely seen in peacetime. They are deployed with care. Carriers (Large. but are often used as the spearhead of any major naval campaign. Liners and Shuttles. The Stat Card for the Razorthorn also indicates that its Size is Large and that it is a Capital Class model. it belongs to the Razorthorn Class and its Designation is a Battleship. MODEL TITLE The following is a list of the Designations available in FIRESTORM ARMADA. Installation) A Space Station can be orbiting a planet or free standing. They are frequently used to maintain authority over troublesome planetary systems and guard supply convoys. Space Stations (Large. Leviathans (Massive. They may be used as a forward base or as a barracks or shipyard where Fleets can dock to repair and re-supply. as they are vulnerable to attack and are often a Fleets most valuable asset. Capital Class) Leviathans are rare models that are used as Headquarters for large Fleets or an Armada. Large or Massive) of a model and where relevant whether it is a Capital Class model or an Installation. Often used as mobile logistics bases. 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. Installation) A Satellite may have a civilian or military purpose and can either orbit a planet or be free standing in Space.

often having the hull of a Cruiser and the weaponry of a Battleship. 10 Firestorm Armada Space Combat Rules 10 Copyright © 2009-2013 Spartan Games . They can carry a large number of military personnel but normally have limited offensive or defensive capability. Instead they are they are referred to as a Flight of Wings and are represented by a Token and treated differently in the rules. They normally operate as scouts in advance of their Fleet. Destroyers (Medium. 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. Wings are classed as Fighters. Weapon Platforms (Small. giving them a chance of taking down larger models. Installation) A Weapon Platform is normally an automated weapon system deployed in large numbers near important installations. Interceptors and Assaulters. Escorts (Small) Escorts are one of the smallest models found in a Fleet. Like Destroyers they make up for any shortcomings by forming large Squadrons. preferring to rely on their speed and agility. Capital Class) Gunships are often developed by a specific race or faction and are designed to fight above their type. especially if the Fleet is operating far from its normal base. 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. Tankers are a sub-class of Transport that can carry supplies such as fuel or even ammunition in support of a Fleet. FLIGHT TOKENS Tiny Space Craft are not treated as models in FIRESTORM ARMADA. Corvettes (Small) Corvettes are fast models and often have very limited weapons available. Heavy or Light Cruisers and specialised R&D (Research and Development) Cruisers. 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. Deployed in large numbers they are normally used as close protection and extra Point Defence for larger models. They are easy to maintain and have simple control systems. Bombers. 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.as Battle Cruisers. Gunships (Medium. Medium or Large) Military Transports can vary in Size.

A Wing can be armed with Point Defence systems and short range Torpedo weapon systems. Kinetic weapons are massive. Point Defence systems can be used to perform AntiBoarding Fire against a Boarding Assault. POINT DEFENCE SYSTEMS Point Defence systems are normally passive in nature but can be used as a weapon in specific circumstances. Firestorm Armada Space Combat Rules 11 Copyright © 2009-2013 Spartan Games . 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. • • • Point Defence systems can be used to Attack a Flight. small nuclear warheads and even localized photon beams. Rail Guns. Turret or Gun Rack. PRIMARY WEAPON SYSTEMS The possible types of Primary weapon system are Broadside. Each Broadside weapon system on a model could be a collection of smaller weapons. or may be a single more powerful Rail Gun or Beam weapon. 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. 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. Point Defence systems can be used to perform Defensive Fire against Torpedo weapon systems. A Broadside weapon could also include several advanced weapon types such as Tier 2 weapon systems and Disruption Cannons. They include a combination of coordinated high speed cannon and sophisticated decoys designed to confuse and deflect any threat. 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. particle. Important Note: A Broadside weapon listed as a Starboard/ Port Weapon Type is two separate weapon systems on the same model. Torpedo weapon systems that represent short range torpedoes and similar ordnance can be found on a Wing. 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. A Gun Rack can simultaneously fire into both the Port AND Starboard Arc of Fire. Mines and Point Defence systems. Often with a limited Arc of Fire and with variable payloads that include traditional explosives. GUN RACK A Gun Rack is a gallery of small turrets built into the superstructure of the model. Primary weapon systems provide the majority of a model’s combat power and in FIRESTORM ARMADA normally use either Beam or Kinetic energy technology. Coil Guns or Mass Drivers. their relative strength is indicated by an Attack Dice value on the relevant entry for the Wing in the table on Page 24. one Port and one Starboard. These weapons fire projectiles at incredible speeds and effectively smash through their intended target. Beam weapons include light (photons). TORPEDO WEAPON SYSTEMS Torpedo weapon systems are in effect powerful missiles.weapons devastating space arsenals In FIRESTORM ARMADA a model can be armed with Primary and/or Torpedo weapon systems. electromagnetic 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. highly advanced guns. 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. firing from fixed gun ports or with a limited Arc of Fire and collectively making a single Broadside. Examples include.

Port or Starboard). Aft the rear. Firestorm Armada Space Combat Rules 12 Copyright © 2009-2013 Spartan Games . The possible Arcs of Fire are 90 degree or Fixed with a Fore. 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. Aft. Aft. and extends all around the model and for a Wing extends from any point on the relevant Flight.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. Any Point Defence system on a model or Wing has a 360 degree Arc of Fire. and either a 90 degree or Fixed Arc of Fire. Important Note: Fore is the front. with the correct orientation (Fore. with the correct orientation (Fore. Port or Starboard orientation or a 360 degree Arc of Fire. Port or Starboard orientation. Port or Starboard orientation. Port or Starboard). Aft. and extends directly out from the Flight Stand. Aft. 360 DEGREE A 360 degree Arc of Fire for a model is centred on a model’s Flight Peg. A Torpedo weapon system on a Wing has 360 degree Arc of Fire. Port the left and Starboard the right facing relative to a model’s Flight Stand. FIXED A Fixed Arc of Fire is the entire width or length of a model’s Flight Stand. 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. Aft. 90 DEGREE A 90 degree Arc of Fire is centred on a model’s Flight Peg. and either a 90 degree or Fixed Arc of Fire but can have a 360 degree Arc of Fire. Any Torpedo weapon system on a model has a Fore. A Broadside has a Fore.

or exceeds. commonly used in gas barbecues and available from your local hardware store. or in. 2. or any part of a Flight. 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. an Asteroid Field is Partially Blocked if the distance through the Asteroid Field is less than or equal to 8” A model reduced to 0 Hull Points is Destroyed and removed from the Game Board. Nebula or Gravity Well. or exceeds. An Asteroid Field represents an area of space debris which could damage or destroy a model. • Any Line of Sight through. • • If the number of hits equals. it loses 1 Hull Point. • Any Line of Sight through a Planetoid is Blocked • Any Line of Sight through. Several companies provide prepared cloths commercially for dressing any Game Board with an appropriate star field. PLANETOID A Planetoid has a diameter of 1D6+6” when created and represents a small planet. makes contact with a Planetoid the model or Flight is Destroyed and removed from the Game Board. Asteroid Field. • • • • On the roll of a 1 a Flight will suffer a Collision On a roll of 1 or 2. If the Flight Stand of a model. moon or lump of rock and/or ice. 3 or 4. 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. The four possible types of Terrain found in a game are a Planetoid. varying the size of the Game Board will allow an appropriate sized game to be played. is inside an Asteroid Field at the start of the Movement Segment As soon as a model’s Flight Stand.space terrain spicing up a gaming table FIRESTORM ARMADA is best played on a Game Board at least 6’ x 4’. it is a simple process to take that rock and add a military base. No Terrain has any defined orbit and there is no requirement to move it during a game. If the number of hits equals. Roll 1D3+3 Attack Dice against each model that suffers a Collision using the Exploding Dice Mechanic and requiring a 4. and does NOT equal. TERRAIN Terrain in FIRESTORM ARMADA is highly stylized due to the scale of the game. a Large or Massive model will suffer a Collision 1D3 Wings in any Flight that suffers a Collision are immediately Destroyed. or exceed its CR. or into. a models CR it will roll on the Critical Hit Table. makes a fantastic asteroid. Firestorm Armada Space Combat Rules 13 Copyright © 2009-2013 Spartan Games . 2 or 3. launch bay or gun turret. Your scenery can be as complex as required. 5 or 6 to hit. A black cloth or similar background also enhances the look of any game. a Small model will suffer a Collision On a roll of 1. a models DR. 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. makes contact with an Asteroid Field • Manoeuvre Test Roll 1D6 for each model performing any Manoeuvre Test. Collision Damage The number of hits from any Collision is compared to the Damage Rating (DR) and Critical Rating (CR) of a model. or any Flight token. a Medium model will suffer a Collision On a roll of 1. or any part of a Flight.

2 or 3. performing any Gravity Test. • Any Line of Sight through.Important Note: A model with a starting Hull Point value of 2 is not affected by any Critical Hit. • Any Line of Sight through. 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. • • On a roll of 1 or 2. Gravity Test Roll 1D6 for each model. • 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. DISTORTION FIELD A Distortion Field is represented by a Distortion Field template and simulates any natural. or Flight. a Distortion Field is Impeded. 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. The centre of any Gravity Well is shown using a Gravity Well marker. or artificial. 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. Gravity Well Effect A Mine. On a roll of 1. A Mine. or in. model or Flight affected by a Gravity Well MUST move 1D6” directly towards the centre of the Gravity Well marker. anomaly capable of disrupting the sensors and targeting arrays of a model or Flight. a Large or Massive model is affected by a Gravity Well. model or Flight affected by more than one Gravity Well can resolve their effects in any order required. Important Note: It may be that any hits against a model not only equal or exceed its CR but double or treble the value. a Flight or a Tiny or Small model is affected by a Gravity Well. A Mine. a Medium model is affected by a Gravity Well. 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. Important Note: A Mine is automatically affected by a Gravity Well in the Compulsory Actions stage of the End Phase of each Turn. 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. • On a roll of 1. 14 Firestorm Armada Space Combat Rules Copyright © 2009-2013 Spartan Games . 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. a Nebula is Impeded. A Mine does NOT explode. retaining its current orientation. or in.

players roll 2D6 and resolve their Turn Card in order. and of any card successfully cancelled. and only lasts for the duration of the action it was played against. EXAMPLE: Adam plays a Jinking card. where Initiative has not yet been determined. Turn. so the effect of a card that increases your Damage Rating (DR) is temporary. elements of chance and a simple way of modelling movie style space battles. Action or Reaction card. all or none of the models in a Squadron • If a Squadron is split. 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. 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. Important Note: A Game Card may allow you to perform an action with. If the Turn Card cannot be cancelled due to the order of activation. or against. the cancelling card is discarded without causing any effect. An action is any single event during an enemy Squadron’s Activation that has an effect on a model. 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. TYPES OF GAME CARD Game Cards use the STAR mechanic. Some cards are also marked with a Counter or Wing symbol. Later in the Turn he plays a Practiced Gunnery card and Donald cancels Firestorm Armada Space Combat Rules 15 Copyright © 2009-2013 Spartan Games . 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. Each card is marked with an appropriate S. 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. The text on a Game Card always takes precedence over the rule book. T. which cannot be countered because it has a Counter symbol. or the presence of a Counter symbol on the targeted Turn Card. a model that is otherwise not allowed.game cards adding the fog of war The optional deck of 52 Game Cards should only be used if all players involved in a game agree to their use. 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. highest first to lowest last. • • • 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. A or R symbol to indicate whether it is a Squadron. These Game Cards introduce new tactics. A Reaction Card will only affect a single action.

USING GAME CARDS Use the Symbols and text on the various cards as a guide to when. where possible.. Firestorm Armada Space Combat Rules 16 Copyright © 2009-2013 Spartan Games . and on what models or Wings. In games with more than two players per side you may ONLY play cards to benefit models you control or to hinder enemy models. • • • 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. In the End Phase of each Turn players must ensure that they do not have more cards in their Hand than they are allowed. MULTIPLAYER GAMES Although it is preferable for everyone to have their own deck of Game Cards. 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. should use a shared deck. The text on each card will explain the effects of each card and how it is used in the game. rather than opponents. Important Note: Models that have been Lost. Important Note: Any dispute about the order of the implementation of Game Card effects should be resolved using the current Initiative order. and players should be careful not to tell another player what cards they have until they are forced to do so. 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. Both of these cards are discarded without any of their normal effects being resolved. 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. after Deployment but before Initiative is rolled for the first Turn. unless it also affects one of your own models. or if they simply wish to replace some of the cards they have. allies. If a player does have too many cards in their Hand. You may not play cards on your allies’ models unless the card text specifically allows you to.it by playing the Rough Ride card which has the required Counter symbol. up to a maximum of 5. Each player will need to draw from a shared deck and discard to a shared Discard Pile. it is possible share a deck. You may NOT use a card with a Cancel symbol to cancel a card used against a model belonging to an ally. This is called the player’s Hand. Flights. Important Note: If a deck is used by more than one player. it CANNOT be used on a token If a Game Card specifies that you must ‘trash’ a card. At the start of a game. it is permanently removed from the current game CARD TACTICS How and when you choose to play a Game Card is very important. Escort Squadrons or Installation models do not count as a Squadron for the purposes of generating a Hand of cards. a Game Card can be played. each player draws cards from their shuffled deck of Game Cards up to their maximum Hand size. A great tactical advantage can be gained by keeping your Hand a secret.

as long as all Fleet wide restrictions are adhered to. • 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.game setup organising your forces When building a Fleet for a FIRESTORM ARMADA game. ALL models in any attached Escort Squadron are part of the Parent Model’s Squadron while the Escort Squadron is attached. From this information the number of points required to field a particular Squadron can be calculated. An Escort model CAN perform Combined Fire with its Parent model. it is important to choose a Maximum Fleet Value and decide the Game Type. as quickly as possible. either an Open Game. A maximum of ONE Escort Squadron can be attached per Parent Model. and the Points Cost per model are detailed on the relevant Stat Card. and other Escort models in the same • Squadron. but CANNOT use Primary or Torpedo weapon systems and CANNOT initiate any Boarding Assault. Re-roll one Critical Hit Table roll against the Star Admiral’s Vessel. ESCORT SQUADRONS Escort models are designed to protect larger models from Torpedo weapon systems. A player can place one Star Admiral on any friendly Large or Massive Capital Class model in their Fleet. and there is another eligible Parent Model in the same Fleet. an Escort Squadron MUST select a new Parent Model and move. a Friendly Game. enemy Flights and Boarding Assaults and are organised into Escort Squadrons. Important Note: All of the above options can be performed on the Star Admiral’s Vessel itself. using Point Defence systems. towards it. and if appropriate drop Mines. R&D Cruisers however CANNOT. Heavy Cruisers and Variant Cruisers CAN be mixed within the same Squadron. STAR ADMIRAL The Star Admiral is in charge of your Fleet and must be stationed accordingly. If the Cruisers forming a mixed Squadron have different maximum Squadron sizes. This model is the Star Admiral’s Vessel. FLEET ORGANISATION All models MUST be organised into valid Squadrons and MUST adhere to the Squadron size limits specified on the appropriate Stat Card. If a Fleet does not have any eligible models upon which to place a Star Admiral. 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 Setup. If its Parent Model is Lost. The Star Admiral’s Vessel is declared when it is Deployed. 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. deploying each Fleet by performing Deployment and deciding the Orders and Victory Condition for each Fleet. Otherwise. When within Command Distance of its new Parent Model the Escort Squadron is automatically attached. 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. 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. The minimum and maximum number of models per Squadron. The exception to this is that Cruisers. An Escort Squadron that is not attached to a Parent Model can use its Point Defence systems. Squadrons can normally only contain one Class of model. • Firestorm Armada Space Combat Rules 17 Copyright © 2009-2013 Spartan Games . suitable Cruisers can be fielded in any ratio. then it cannot have one. use the LOWEST maximum. Re-roll one Damage Repair roll for a model in the Fleet within 8” of the Star Admiral’s Vessel. or a Tournament Game. SQUADRON ORGANISATION A FIRESTORM ARMADA Fleet contains a number Squadrons.

Randomly determine which side chooses the first area. In addition the Maximum Percentage Value for each possible Size of model is 50% in any Friendly Game. choose a Core Fleet and use the same Minimum Squadron Restrictions as for a Friendly Game. The faction indicates the Fleet List that the following Minimum Squadron Restrictions MUST be taken from. GAME LENGTH Game Length is defined as Fixed. Method 1: Divide the Game Board into four areas of equal size. Each Fleet MUST contain at least 1 Squadron of Large or Massive models. In a Variable game players agree a set number of Turns for the game. another Turn is played. In a Fixed game players agree upon a set number of Turns for the game. Friendly Game If you are building a Fleet for a Friendly Game agree an MFV with your opponent and choose a specific faction. organised as Squadrons and the total Points Cost of all models in the Fleet CANNOT exceed the chosen Maximum Fleet Value. In FIRESTORM ARMADA Terrain is generally a Planetoid. Example: The Carrier Designation also contains the subDesignation of Battle Carrier. 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. As such. • • • Each Fleet MUST contain at least 1 Squadron of Small models. each area should be approximately 2’ x 2’ in size and border at least one edge of the Game Board. A Sub-Designation is considered a separate Designation from its parent Designation for Maximum Percentage Value purposes. Large and Massive models count as a single Size for this purpose.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. including any preferred upgrades or options. Each Fleet MUST contain at least 1 Squadron of Medium models. but both will always share the same value. 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. Open Game If you are building a Fleet for an Open Game there are no restrictions on the models you can field. GAME TYPE The Game Type defines any restrictions on the composition of a Fleet. when this period of time has elapsed the current Turn is completed and the game is over. • • On a roll of 1. the game is over. On a roll of 4. With a Starter Fleet MFV players create their Fleet from the models found in the appropriate Starter Fleet Boxed set. 5 or 6. Variable or Timed and all three options are suitable for any Game Type. 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 more casual the game. players select models from the appropriate Fleet List. during the End Phase of the last Turn. Nebula or Gravity Well. Tournament Game If you are building a Fleet for a Tournament Game agree an MFV with your opponent. 2 or 3. Both sides must have rolled for an area before moving onto the next. 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. one player rolls 1D6. With a Points Value MFV. However. Method 2: Divide the Game Board into a number of areas of equal size. This means that no more than 50% of the MFV for the Fleet can be spent on a single Size of model. Randomly determine once at the beginning of Battlefield Set-up which side will roll first in each area. subtracting 1 from the die roll for each extra Turn that has been completed. 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. 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. Firestorm Armada Space Combat Rules 18 Copyright © 2009-2013 Spartan Games . Asteroid Field. the less rigid any restrictions are likely to be. an Aquan Prime Fleet can contain 30% Carriers AND 30% Battle Carriers. Regardless of the actual Game Length all games end immediately any side satisfies their specific Victory Conditions. In a Timed game players agree a set amount of time for the game. Each side takes it in turn to choose one area and MAY place any ONE piece of Terrain anywhere completely in that area. once a particular area has been chosen it cannot be chosen again by any side.

1. or 5. or 9. Flight or Terrain. Destroy at least 50% of the Maximum Fleet Value of any opposing Fleet in Victory Points. Any other Victory Point margin will result in a Draw. the Squadron suffers a navigational error while using Shunt Deployment and fails to arrive. A Fleet wins any game with a Major Triumph if it satisfies its Victory Condition during the game. 4. A Fleet that scores 30% more Victory Points than an opponent wins the game with a Minor Victory. or 11. ORDERS Orders are the Victory Conditions for a Fleet. modified by the relevant Fleet Tactic Bonus. • • The default Order is “Destroy at least 70% of the Maximum Fleet Value of any opposing Fleet in Victory Points. anywhere from the relevant Deployment Edge to the Centre Line of the Game Board. • If the total is 2. each Fleet should roll 1D6 to get their Orders. but roll 1D6 to determine what type of Terrain is placed in an area: • • • • On a 1 place a Planetoid. If the total is 3. 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. On a 6 place a Gravity Well. the side that won Initiative for the current Turn can choose to perform Shunt Deployment for ALL relevant Squadrons. 5. 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. including 1 Squadron of Large. • • • A Fleet that scores 50% more Victory Points than an opponent wins the game with a Major Triumph. including all Medium models. On a 4 or 5 place a Nebula. If the total is 6. the side that gets the highest total chooses ANY edge of the Game Board as their Deployment Edge. Destroy all Large and Massive models in any opposing Fleet. or by declaring that the Squadron will use Shunt Deployment. If the total is 12. The side that chose the first Deployment Edge MAY Deploy the first Squadron. On a 2 or 3 place an Asteroid Field. and extends 8” into the Game Board. 3. 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. A Fleet that scores 10% more Victory Points than an opponent wins the game with a Marginal Success.Method 3: Use Method 2. 4. Destroy at least 50% of the Maximum Fleet Value of any opposing Fleet in Victory Points. the models are not Destroyed but the Squadron CANNOT attempt to arrive in a subsequent End Phase. 6. Destroy 50% of any opposing Fleet’s Maximum Fleet Value. the Squadron suffers a catastrophic error while using Shunt Deployment and all models in the Squadron have been Destroyed. or any other restriction. the Squadron arrives successfully. • Squadron CAN attempt to arrive in a subsequent End Phase. the Squadron suffers an error while using Shunt Deployment and fails to arrive. including all Small models. either first or second. Each side alternates Deploying ONE Squadron from their Fleet. Immediately after Deployment. the opposing player MUST take the opposite edge as their Deployment Edge. either directly on the Game Board anywhere in the relevant Deployment Zone. or 8. including the first. by rolling 2D6. 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.” Firestorm Armada Space Combat Rules 19 Copyright © 2009-2013 Spartan Games . all models in the Squadron are placed within Command Distance of each other. 2. 10. 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. the models are not Destroyed and the Squadrons using Shunt Deployment CANNOT be placed on the Game Board within 8” of ANY other model. Important Note: If both sides use Shunt Deployment in the same End Phase. Destroy the Star Admiral’s Vessel of any opposing Fleet in a Boarding Assault. 1 Squadron of Medium and 1 Squadron of Small models. Important Note: If a Squadron cannot be Deployed in the Deployment Zone due to space. they enter from the appropriate Deployment Edge on the first turn of the game. The Deployment Zone for each side is the length of their Deployment Edge. Destroy at least 70% of the Maximum Fleet Value of any opposing Fleet in Victory Points. DEPLOYMENT Regardless of Game Type each side rolls 2D6. 7.

but players can agree to keep them secret in any non Tournament Game. A model is Lost if it is Destroyed or has left the Game Board and cannot return. A Fleet wins the moment it satisfies its Star Order during the game. Important Note: Orders are public knowledge by default. HALF the Points Cost for each Large or Massive enemy model with HALF or less of its Initial Hull Point value remaining. both up and down. as models take Damage or are Destroyed. and when specific Scenario conditions are met. or without any specific scenario Victory Conditions. Wings never award Victory Points and their Points Cost is NOT added to the Victory Points that a Carrier awards. This is also used in any game without Orders. 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. Firestorm Armada Space Combat Rules 20 Copyright © 2009-2013 Spartan Games . Important Note: The number of Victory Points a model contributes will change during the game. 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. scoring a Crushing Triumph.It can ALWAYS be chosen by a player instead of their randomly generated Order. • • 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).

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. and is measured from the Flight Peg of one model to the Flight Peg of another.coherency k eeping squadrons together 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. CANNOT have Game Cards played on it and CANNOT initiate a Boarding Assault. for ANY reason. 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. Important Note: The Commanded Element DOES NOT have to be the largest Element. 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. Firestorm Armada Space Combat Rules 21 Copyright © 2009-2013 Spartan Games . ONE Element MUST be designated as the Commanded Element (if there is only one Element. 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. a Squadron MUST designate ONE Element as its current Commanded Element. 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. An Out of Command Element. it IMMEDIATELY becomes part of the Commanded Element and is no longer Out of Command. that returns to within Command Distance of the Commanded Element. Unless otherwise noted. During the Command Segment of its Squadron Activation. is deemed Out of Command. OUT OF COMMAND Models that are Out of Command CANNOT use Linked Fire or Combined Fire. for any reason. it MUST be the Commanded Element). models that ignore Command Distance and Wings are NEVER part of a Split Squadron and are NEVER Out of Command. or model. Important Note: Squadrons of just one model. CANNOT have Game Cards played on them and CANNOT initiate a Boarding Assault. If there is more than one model in a proposed Element. Any Element which is NOT the Commanded Element is Out of Command and as such CANNOT use Linked Fire or Combined Fire. 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. if an Element moves back into Command Distance of a model in the Commanded Element. SPLIT SQUADRON Any Element from a Split Squadron that is NOT the Commanded Element OR any model that. is no longer within Command Distance of at least one other model from the Commanded Element. all models must be within Command Distance of at least one other model from the same proposed Element. In FIRESTORM ARMADA Command Distance is defined in the Command Distance section of a model’s Stat Card.

Models that do nothing and have not Cut Engines. or Flights. The Activation Sequence details ALL possible actions for the currently Active Squadron or Flight. If players have the same total. combat and boarding and the use of Game Cards. DOING NOTHING A Player can choose to do nothing with some or all of the models in a Squadron.order of play making it all happen A game of FIRESTORM ARMADA consists of a number of Turns. determines the order in which Game Cards are played and/or resolved during the game. Firestorm Armada Space Combat Rules 22 Copyright © 2009-2013 Spartan Games . If the game involves more than two players. TURN CARD PHASE If the optional Game Cards are being used in the game a player may play a Turn Card at the start of the Turn. Important Note: A Squadron or Flight never has to perform all of the listed actions . during the Squadron Activation Phase and. 2. and also any actions available to an enemy Squadron or Flight in response to these. They CANNOT initiate a Boarding Assault. players should activate any remaining Squadrons consecutively. Possible actions include those related to movement. INITIATIVE PHASE Players must determine the order of Initiative for the current Turn. Within each Segment of the Activation Sequence perform the actions in the order listed. with each Turn broken down into the following four main phases: 1. Turn Card Phase Initiative Phase Squadron Activation Phase End Phase The following are a single Squadron for the purposes of performing any Squadron Activation in FIRESTORM ARMADA: • • • Each Squadron of models. The order of Initiative is used when activating Squadrons. 3. Models that do nothing CANNOT move and CANNOT use Primary or Torpedo weapon systems. Each Squadron of models with any attached Escort Squadron. 4. for example Wings ignore Command Distance and therefore a Flight will never perform any Command Segment actions. if required. SQUADRON ACTIVATION PHASE Players use the order of Initiative for the current Turn to alternate performing a single Squadron Activation until ALL players have activated ALL of their Squadrons ONCE during the Turn. MUST perform a Drift move during the Movement Segment of their Squadron Activation. drop Mines or use the model’s Point Defence systems during their Squadron Activation. but can defend against one. ACTIVATION SEQUENCE The Activation Sequence provides the order for performing ALL of the possible actions available during a Squadron Activation. The player with the highest total has the Initiative for the current Turn. Optional Rule: If you have more than one player on any side you can speed up play by only rolling the order of Initiative for each side. and the current Turn enters the End Phase. Each player on a side will alternate performing their side’s Squadron Activation when it is the turn of their side to activate a Squadron or Flight. and a clear order of Initiative has been identified for the Turn. keep rolling until one player has a higher total. adding the relevant Fleet Tactic Bonus. A Player MUST perform ALL actions with ALL relevant models or Wings in a Squadron or Flight during their Squadron Activation before the next Squadron Activation is performed. Roll 2D6 for each Fleet. without play returning to the opposing side.only the relevant ones. If one side has more Squadrons than another. Each Flight currently Deployed on the Game Board. before moving on to the next Segment. the order of Initiative goes from the highest to lowest total.

• Immediately resolve Collisions resulting from any move.Command Segment 1. Resolve ALL firing from Primary or Torpedo weapon systems from the active Squadron or Flight. Resolve ALL Boarding Assaults for the active Squadron or Flight. • Immediately resolve any Point Defence Attack from any model resulting from movement. Rationalise Game Markers. Boarding Segment 1. END PHASE The End Phase of the Turn is an opportunity to tidy up the Game Board and prepare for the next Turn. Resolve ALL firing from Point Defence systems from the active Squadron or Flight. Movement Segment 1. Draw new Game Cards. • Simultaneously resolve Point Defence fire between any Flights resulting from any Intercept Move. Perform any Compulsory Actions. The End Phase allows players to: • • • • • Check for End of Game. 2. Make any Damage Repair Tests. Perform ALL movement for the active Squadron. in any order required. Firestorm Armada Space Combat Rules 23 Copyright © 2009-2013 Spartan Games . Declare the Commanded Element for the active Squadron. Combat Segment 1.

flight tok ens swarms of tIny craft The possible types of Wing in FIRESTORM ARMADA are Fighters. The maximum number of Wings in a Flight is 6. The maximum number of Flights per Carrier model is 2. the Flight itself may lose Wings from Point Defence Attacks when it moves within 4” a model. not the individual Wings in a Flight. The Points Cost of a Carrier model DOES NOT include the Points Cost of any complement of Wings. Interceptors or Assaulters. WEAPON STATS The current Point Defence (PD) value. At the start of any game a Carrier model can contain a compliment of Wings up to but not exceeding its Fleet Wing value. Torpedo weapon Attacks from Flights CANNOT be reduced by Defensive Fire. Bombers. FLIGHTS The Wings on a Carrier model MUST be organised into one or more Flights when building a Fleet and CANNOT be changed during a game. A Fighter Wing represents various multi-purpose craft. Torpedo Attack Dice (AD) value and Assault Point (AP) value of any Flight is calculated when required by multiplying the value from the relevant entry in the table below for one Wing by the number of Wings currently in the Flight. TYPE MOVEMENT TORPEDOES OF WING 15” 0 ASSAULTERS 12” 3 BOMBERS 15” 1 FIGHTERS 18” 0 INTERCEPTORS Firestorm Armada Space Combat Rules POINT DEFENCE 1 1 1 2 ASSAULT POINTS 1 0 0 0 COST 5 5 5 5 24 Copyright © 2009-2013 Spartan Games . an Interceptor Wing is designed to dogfight against other Wings and an Assaulter Wing is intended to perform Boarding Assaults against an enemy model. either within 4” of their Carrier model. However. or on their Carrier model waiting to Launch. it could have TWO Flights of 3 Wings or any other combination as long as it does not have more than 2 Flights and 6 Wings in total. EXAMPLE: A Carrier model with a Fleet Wing value of 6 could have one Flight of 6 Wings. purchased when building the Fleet. a Bomber Wing is designed to target enemy models. it could have a Flight of 1 Wing and a Flight of 3 Wings. CARRIER MODELS Any model with a Fleet Wing value greater than 0 on their Stat Card is a Carrier model. A Flight can either be deployed on the Game Board using the standard Deployment rules or can be deployed with their Carrier model. Important Note: A Flight performs all movement or combat related actions when deployed on the Game Board. Important Note: In effect each Wing can perform Combined Fire with other Wings in the same Flight when using their Point Defence systems AND Torpedo weapon systems. Each Wing represents several single pilot tiny space craft. • • • Each Wing in a Flight MUST be the same type. The number AND type of any Wings on a Carrier model MUST be determined when building a Fleet and CANNOT be changed during a game. Important Note: The Points Cost of each Wing on a Carrier model is added to the basic Points Cost of the Carrier model transporting the Wing and the TOTAL Points Cost of the Carrier model is used for the relevant Maximum Percentage Value when building a Fleet.

Both the intercepting and intercepted Flight can SIMULTANEOUSLY resolve ONE Attack using their Point Defence systems against the opposing Flight. After declaring an Intercept Move the active Flight is immediately halted. A Flight can only declare an Intercept Move if the active Flight is within 4” of it during the Movement Segment of their Squadron Activation. The maximum number of Wings on a Carrier model CANNOT exceed its designated complement of Wings. A Flight can declare an Intercept Move at any point that it is eligible to do so. LAUNCHING FLIGHTS A Carrier model can Launch ONE Flight during the Command Segment of its Squadron Activation. REARMING FLIGHTS If a Flight makes an Attack using any Torpedo weapon systems it MUST Land on a Carrier model from the same Fleet to rearm before it performing another Attack using Torpedoes. An Attack by the Flight using the Torpedo weapon systems on the Wings in the Flight would have a current Attack Dice value of 9 AD. and the intercepting Flight is moved directly into contact. After resolving any Attack resulting from an Intercept Move the active Flight MAY complete their remaining movement and perform any remaining combat related actions. Firestorm Armada Space Combat Rules 25 Copyright © 2009-2013 Spartan Games .EXAMPLE: An Aquan Bomber Flight contains 3 Wings and each Wing has 3 AD. The Flight is immediately removed from the Game Board and the relevant Wings are considered to be on the Carrier model. FLIGHT FORMATIONS A Flight is indicated using a single Wing marker of the relevant type. and the Flight is removed form the Game Board. • • LANDING FLIGHTS A Flight with sufficient Movement to reach the Flight Peg of ANY Carrier model from the same Fleet may Land on that Carrier model during the Movement Segment of their Squadron Activation. A Flight CANNOT Land and Launch in the same Turn. A Flight CANNOT Launch and Land in the same Turn. Any excess in a Flight attempting to Land on a Carrier model are Destroyed. Important Note: Wings on a Carrier model CANNOT use weapons and CANNOT be targeted by weapons and unless specifically stated otherwise do not suffer the effects of any Critical Hit on a Carrier model. After an Assaulter Flight performs a Boarding Assault its marines are fully committed. A Flight is deployed on the Game Board within 4” of the Carrier model’s Flight Peg and CANNOT activate as a discrete Squadron in the same Turn that they Launch. A Flight can only perform an Intercept Move ONCE per Turn. INTERCEPT MOVE During the Movement Segment of any Flight a maximum of ONE Fighter OR Interceptor Flight from the opposing side may be eligible to perform an Intercept Move against the currently active Flight. The current number of Wings in a Flight is indicated using a six-sided dice on the Wing marker. • • A Flight in contact with any enemy model or Flight CANNOT perform an Intercept Move. but can perform an Intercept Move after its own Squadron Activation.

pause the Flight’s movement. Boarding Segment: An Assaulter Flight may initiate a Boarding Assault against a model it is in contact with. an eligible model wishes to perform a Point Defence Attack. This is resolved as follows: 1. Calculate the total number of hits caused by each side and reduce each side’s Boarding Assault Strength appropriately. 3. Firestorm Armada Space Combat Rules 26 Copyright © 2009-2013 Spartan Games . Movement Segment: perform ALL movement for the active Flight: • If. an eligible Flight wishes to perform an Intercept Move. at any point during this movement. remove any Destroyed models More detailed information on each of these stages is covered in the following Chapters of this book (Pages 30 to 42). the target is Destroyed. By comparing the remaining Boarding Assault Strengths. If the target rolled fewer hits than the Flight. Destroyed models are then removed and Sabotage damage is applied. The Assaulter Flight is removed from the Game Board and the target model’s remaining Boarding Assault Strength reverts to Assault Points and Crew Points (losses divided as evenly as possible). Apply damage. Combine the target model’s current Assault Points and Crew Points to determine its Boarding Assault Strength. Both sides SIMULTANEOUSLY roll a number of Attack Dice equal to their Boarding Assault Strength.FLIGHT ACTIVATION SEQUENCE The following summarises the sequence of events for a Flight’s Activation. no further action is taken 8. multiplied by the Attack Dice rating of one Wing. make Critical Hit rolls and apply effects. resolve the Intercept Move and subsequent Point Defence Attacks. then resume the Flight’s movement. after Shields and so forth are applied 4. 2. The total number of Assault Points directed at the target is equal to the number of Wings in the Assaulter Flight. More detailed information on each of these stages is covered in the Boarding Chapter of this book (Pages 43 to 46). 5. pause the active Flight’s movement. resolve the Attack. • 2. at any point during this movement. This is the Flight’s Boarding Assault Strength. then resume the Flight’s movement. Roll Attack Dice equal to the number of Wings in the Flight. Roll Shield Dice and perform other relevant actions (this Torpedo Attack is NOT affected by Defensive Fire) 3. the target may be Sabotaged ii. For this Attack: 1. multiplied by the number of Assault Points in each Wing. Combat Segment: A Bomber or Fighter Flight may perform a Torpedo Attack against a model it is in contact with. 1. If the Boarding Assault Failed: i. If. Calculate the total number of hits. 4. determine whether the Assault Succeeded or Failed. If the Boarding Assault Succeeded. 7. 2. 6. 3. Otherwise.

no matter the actual angle the model turns. MOVING A SQUADRON The models in a Squadron are moved individually. Different models in a Squadron CAN move different distances and make different turns during the same Squadron Activation. Important Note: A Flight CANNOT exceed the maximum movement allowance of the relevant type of Wing in the Flight during the Movement Segment. Example: A model with a Turn Limit of 0” can make consecutive turns without moving directly ahead between each turn.movement getting from point A to point b During the Movement Segment of a Squadron Activation players move the models in a Squadron. TURNING TEMPLATE When using a Turning Template it is important that a model’s Flight Stand is aligned correctly. Important Note: A model can turn LESS than the 45 degree angle between two Navigation Points but a turn is always 1” of Movement. A model making a turn moves AROUND the Turning Template until the relevant Front Edge is lined up with the next Navigation Point on the Turning Template. TURNING A MODEL When a model turns it uses a 45 degree Turning Template and the Turn Limit indicated on the models Stat Card. however there is no minimum movement requirement for a Flight. before performing ANY Turn. MOVING A FLIGHT A Flight has 360 degree movement and can move in ANY direction and change facing as required. TURN LIMIT A model MUST move directly ahead a distance equal to the model’s Turn Limit. Each model MUST fully complete all movement BEFORE any other model is moved as part of the same Squadron Activation. it MUST move a distance equal to HALF its modified Movement value in inches during the Movement Segment of its Squadron Activation. however a model with a Turn Limit of 1” MUST move 1” directly ahead BEFORE each turn. ensure that the relevant side of the models Flight Stand is correctly aligned with the Flat Edge of the Turning Template and that the designated Port or Starboard Front Edge of the Flight Stand is aligned with the first Navigation Point on the Turning Template. one model at a time. or move an entire Flight. Each turn a model makes is the equivalent of 1” of Movement by the model. Important Note: When you activate a Split Squadron ALWAYS resolve movement for the models in the Commanded Element before moving any Out of Command models in the Squadron. Firestorm Armada Space Combat Rules 27 Copyright © 2009-2013 Spartan Games . MINIMUM MOVEMENT Unless a model is forced to perform Proximity Vectoring or has already Cut Engines.

If a model has NO option but to end its move with its Flight Stand on top of another Flight Stand. Unless a specific Victory Condition allows it a model that performs a Shunt move during the game CANNOT return. During the Command Segment of the following Squadron Activation it has entered Fold Space and is removed from the Game Board. It is perfectly acceptable to make a minor adjustment to avoid contact. preventing it from having to make any Minimum Move. Important Note: Unless specifically stated otherwise a model CANNOT begin a game with Cut Engines. Remember fair play and never use it to increase a models turn capability or maximum modified Movement value. FOLD SPACE TRAVEL A model can activate its Fold Space Drive to enter Fold Space and leave the Game Board by performing a Shunt move. In any subsequent Activation a model can remove any Belly Up marker at the start of the Movement Segment of its current Squadron Activation. Wherever possible NO model should gain ANY immediate advantage from any readjustment and any readjustment should move a model the LEAST possible distance within a forward 180 degree arc measured from any Flight Peg on the models Flight Stand. For the remainder of its current Activation and its entire next Squadron Activation the model is in the process of entering Fold Space. ignoring any Minimum Movement requirement the model may have if necessary. as required. Important Note: Any Flight is automatically moved the minimum distance out of the way in preference to the readjustment of a model. it is Lost and removed from the game. CUT ENGINES A model that has Cut Engines is completely stationary and CANNOT move or turn. A model can declare it is Belly Up AFTER completing the Minimum Move requirement for the Movement Segment of its current Squadron Activation and must do so BEFORE performing the Combat Segment of its current Squadron Activation. MOVING OFF TABLE Unless a specific Victory Condition allows it. MINOR TURNING CORRECTION There will be times when a model could make a small correction during its move to avoid contact with other another model or Space Terrain. The model cannot use any Primary or Torpedo weapon systems. Whilst in the process of entering Fold Space a model is subject to the following conditions: • • The model is automatically regarded as having Cut Engines. Firestorm Armada Space Combat Rules 28 Copyright © 2009-2013 Spartan Games . They are assumed to pass each other on the vertical axis using complex guidance systems and sensors to avoid collisions! A model CANNOT end its move with its Flight Stand occupying the same space as another Flight Stand or unable to complete its move due to the actual size of a model interfering with the placement of a Flight Stand on the Game Board. if any part of a Flight Stand or Flight leaves the Game Board. BELLY UP A model that is Belly Up has rolled over so that Primary or Torpedo weapon systems with a Port or Starboard Arc of Fire are now reversed. or is unable to complete its move due to the size of any model. A model can declare a Shunt AFTER completing any Minimum Move requirement for the Movement Segment of its current Squadron Activation and must do so BEFORE performing the Combat Segment of its current Squadron Activation. In any subsequent Activation a model can remove a Cut Engines marker at the start of the Movement Segment of its current Squadron Activation but may only start moving again in its next Squadron Activation. If a model cannot be readjusted due to lack of space on the Game Board the model must stop before it is necessary to perform any readjustment. A model can declare it has Cut Engines AFTER completing the Minimum Move requirement for the Movement Segment of its current Squadron Activation and must do so BEFORE performing the Combat Segment of its current Squadron Activation. A model MUST maintain its current orientation during any readjustment. Any readjustment cannot move a model more than 3” and does not count towards a model’s maximum modified Movement value during the Movement Segment of its Squadron Activation. DRIFTING Models that declare they are doing nothing during their Squadron Activation will Drift during the Movement Segment of their Activation. the MOVING model should be readjusted until clear using Proximity Vectoring.PROXIMITY VECTORING A model or Flight is never an obstacle to the movement of another model or Flight and can freely pass through another model or Flight.

COLLISION AND RAMMING The relative fragility and incredible speed of any model in FIRESTORM ARMADA ensures that any type of Collision with another model. accidental or otherwise. In FIRESTORM ARMADA the vastness of space and the array of sophisticated sensor suites available will ensure that deliberate ramming. Important Note: The scale of FIRESTORM ARMADA is such that the models and Flights are too large relative to the size of the Game Board and it’s assumed they are actually much further apart than the models or markers would actually indicate. is always going to be catastrophic. and even any accidental Collision between models. impressive range of FIRESTORM ARMADA models! COMBAT CONTACT A Flight can contact the Flight Stand of a model or another Flight without causing a Collision. ONLY with certain Terrain features. see Page 13. Models that Drift MUST move 2”in a straight line directly ahead and do nothing else.Permission is given to print out the above Movement and Arc of Fire Template for personal use only. Firestorm Armada Space Combat Rules 29 Copyright © 2009-2013 Spartan Games . It is an easy enough situation to resolve when one accepts that the models are merely a representation and it’s much more fun to play a game using the large. as detailed in the Terrain Section. is not possible. Ramming is not allowed under any circumstances in the game – it’s just too silly so don’t go there! Models CANNOT Collide with one another.

as required. following which any Damage is applied where relevant. Declare ALL Attacks using Primary or Torpedo weapon systems from the currently active Squadron. as required. • • • A Point Defence system CANNOT target a model. The Point Defence systems on a Flight can be used to Attack an enemy Flight during the Movement Segment of a Squadron Activation as follows. including Defensive Fire and Shield systems. A Point Defence system CANNOT target a Flight from the same Fleet. Important Note: Only an Escort Squadron and its attached Parent Model can use Combined Fire when targeting an enemy Flight with Point Defence systems. A Point Defence system on a model or flight can only declare an Attack a maximum of ONCE in any Squadron Activation. Resolve ALL Attacks from Primary or Torpedo weapon systems from the currently active Squadron. Firestorm Armada Space Combat Rules 30 Copyright © 2009-2013 Spartan Games . After resolving any Point Defence Attack during the Movement Segment of a Squadron Activation a model or Flight MAY complete their remaining movement and perform any remaining combat related actions. DECLARING POINT DEFENCE ATTACKS The Point Defence systems on any model or Flight can declare an Attack with the following limitations. and NOT as the result of an Intercept Move BOTH Flights MAY resolve an Attack against each other using their Point Defence systems. • Anytime during its Combat Segment a Flight is in contact with an enemy Flight AFTER the completion of ALL movement. • • Anytime during its Movement Segment that a Flight is within 4” of any enemy model. The Point Defence systems on a Flight can be used to Attack an enemy Flight during the Combat Segment of a Squadron Activation as follows. COMBAT SEQUENCE Combat can occur in both the Movement Segment and the Combat Segment of the current Squadron Activation and is performed in the following sequence: • • • • Immediately resolve ALL Attacks from any Point Defence systems declared during the Movement Segment in the order that they occur. The Point Defence systems on a model can be used to Attack an enemy Flight during a Squadron Activation as follows.making war! destroying enemy models During the Movement Segment of a Squadron Activation Point Defence systems can be used against a Flight and during the Combat Segment of a Squadron Activation any Primary and Torpedo weapon systems can be used against a model and a model can attempt to perform Defensive Actions to prevent any damage. Anytime during its Movement Segment that a model is within 4” of any enemy Flight. After resolving any Attack resulting from an Intercept Move the active Flight MAY complete their remaining movement and perform any remaining combat related actions. • As the result of an Intercept Move BOTH the intercepting and intercepted Flight MAY resolve an Attack against each other using their Point Defence systems. Important Note: Any Attack by Primary or Torpedo weapon systems may be subject to Defensive Actions. any other Point Defence Attack from a model or Flight is resolved as a separate Attack immediately they are declared. Important Note: Any Attacks are resolved simultaneously between any Flights. Simultaneously resolve ALL remaining Attacks using Point Defence systems declared at the start of the Combat Segment. in ANY order required. Important Note: Any Attacks are resolved simultaneously between any intercepting and intercepted Flight.

Important Note: If the target for a particular Attack is no longer valid for any reason a weapon CANNOT change its declared target. • • • Each Primary or Torpedo weapon system on a model or Flight can fire ONCE during its Squadron Activation. A model CAN use its Shield systems against ALL applicable Attacks during a Turn. RESOLVING PRIMARY AND TORPEDO ATTACKS Any Attacks using Primary or Torpedo weapon systems may be resolved in any order required. However. APPLY DAMAGE If a model has taken any hits from an Attack it may cause Damage to a model and if sufficient hits have occurred an Attack may cause a Critical Hit. any hits that have not Destroyed any Wings may cause the Flight to be Driven Off. BEFORE rolling ANY dice and AFTER the completion of ALL movement. unless disabled by a Critical Hit Effect. Important Note: A model CAN fire from all of its weapon arcs and with all of its additional weapon systems during its Activation as long as it has valid targets. DEFENSIVE ACTIONS Defensive Actions include using Point Defence systems to perform Defensive Fire against an Attack by Torpedo Weapon systems and the use of Shield systems to disperse any Attack by Primary or Torpedo weapon systems or deflect Damage from an exploding Mine. and any Flight. Any Torpedo weapon systems on a Flight have a 360 degree Arc of Fire and a Range of 0”. the Flight itself may lose Wings from Point Defence Attacks when it moves within 4” a model. • A model or Flight can perform Defensive Fire with its Point Defence systems ONCE in any Squadron Activation. A Primary or Torpedo weapon system CANNOT target a Flight. DECLARING PRIMARY AND TORPEDO ATTACKS ALL models in the currently active Squadron. Important Note: A Flight can only target ONE model in a single Activation.ARC OF FIRE AND RANGE ALL Primary and Torpedo weapon systems on a model have an Arc of Fire and Range from the Flight Peg of a model as indicated in the Weapon Stats section of the model’s Stat Card. Any Line of Sight and Arc of Fire is applied again for any Attack as they are resolved. In both cases you CAN pre-measure the range and choose a target that is at a more favourable Range Band. Shields operate in a 360 degree arc around a model and are assumed to always be on. A Flight MUST be in contact with the Flight Stand of a model to use its Torpedo weapon systems against the model. regardless of how many models it is in contact with. Damage to a Flight is applied by removing any Wings that have been Destroyed. Firestorm Armada Space Combat Rules 31 Copyright © 2009-2013 Spartan Games . including the use of any Linked Fire or Split Fire. A model or Flight CANNOT target a model from the same Fleet. A Flight MUST be in contact with any target Flight to use its Point Defence systems against the Flight. Torpedo weapon Attacks from Flights CANNOT be reduced by Defensive Fire. MUST declare ALL targets for ALL Primary or Torpedo weapon systems on the model or Flight. • ARC OF FIRE AND RANGE ALL Point Defence systems have a 360 degree Arc of Fire and a Range of 4” from the Flight Peg of a model and 0” from any Flight. A model CANNOT use its Shield systems against the effects of any Boarding Assault or Collision but CAN use them against any Attack from a Wing.

Between models Line of Sight is measured from Flight Peg to Flight Peg and is measured to or from the nearest part of any Flight. • • A Planetoid will cause any Line of Sight passing through the Planetoid to be Blocked. A Nebula or Distortion Field will cause any Line of Sight passing through. An Asteroid Field will cause any Line of Sight passing through. A model or Wing is NEVER an obstruction to Line of Sight between a firing model and a target model but a Planetoid. within the weapon’s Arc of Fire. or into. If a weapon’s Line of Sight is Impeded. rolling the FULL amount of Attack Dice. the Asteroid Field to be Partially Blocked if the distance passing through the Asteroid Field is less than or equal to 8”. the Asteroid Field to be Blocked if the distance passing through the Asteroid Field is greater than 8”. An Asteroid Field will cause any Line of Sight passing through. Asteroid Field or Nebula. or into. could cause the Line of Sight to be Impeded. it can fire at FULL effect. or into.targeting lining up the kill shot Line of Sight is a straight line between the firing model or Flight and the target model or Flight. Partially Blocked or Blocked. causing it to hit on a 5 or 6 only. this will affect its accuracy. A Primary or Torpedo weapon system will require a Clear Line of Sight and an Open Arc of Fire to fire at full effect. The Arc of Fire of any weapon is the area into which it can fire and the Range to any target is measured along the Line of Sight. Firestorm Armada Space Combat Rules 32 Copyright © 2009-2013 Spartan Games . • • The Line of Sight then affects the number of Attack Dice that are available: • • If a weapon’s Line of Sight is Clear. the Nebula to be Impeded. LINE OF SIGHT A model using any Primary or Torpedo weapon system will require a Line of Sight to their intended target to be able to fire and the target must be in Range.

it will NOT be able to fire. Port or Starboard. only one of the weapons can fire at it. Important Note: A Primary or Torpedo weapon systems Attack Dice value is only reduced by HALF even if BOTH the Partially Blocked Line of Sight and the Limited Arc of Fire conditions apply. Turrets have a 360 degree arc of fire unless stated otherwise on the model’s Stat Card. See Page 12 for diagrams illustrating the various Arcs of Fire. these can only fire in a channel equal to the width of the Flight Stand of the firing model in the appropriate direction. ARC OF FIRE The Stat Card for a model lists the Arc of Fire for any Primary or Torpedo weapon systems on the model. In addition to requiring Line of Sight. If a weapon’s Line of Sight is Blocked. rolling HALF the amount of Attack Dice. • • • If a weapon’s Arc of Fire is Open. Fore. Limited Arc of Fire A weapon’s Arc of Fire is Limited if the Flight Peg of the target model is partly in the weapon’s Arc of Fire or on the line between two different Arcs of Fire. This is because the miniatures represent Ships that are a few millimetres long at most given the scale of the game. If a weapon’s Arc of Fire is Limited. Some models use weapons with a Fixed arc of fire. If a weapon’s Arc of Fire is Closed. If the Flight Peg of the target model is on the line between two different Broadside weapon’s Arc of Fire. it can fire at HALF effect. Point Defence Systems have a 360 degree Arc of Fire.• • If a weapon’s Line of Sight is Partially Blocked. it will NOT be able fire at the target. Flight or Terrain. Firestorm Armada Space Combat Rules 33 Copyright © 2009-2013 Spartan Games . the amount of Attack Dice available is reduced by HALF. it can fire at FULL effect. Wings have a 360 degree Arc of Fire. rolling the FULL amount of Attack Dice. Aft. RANGE All distances for any Range Band are measured from the Flight Peg of the model that is firing to the Flight Peg of the model that is being fired at. for example the Dindrenzi. • • • • Broadsides have a 90 degree Arc of Fire unless stated otherwise on the model’s Stat Card. Important Note: Line of Sight for any Point Defence system is always Clear and never Blocked by models. a model using Primary or Torpedo weapon systems is only eligible to fire at its intended target if some part of the target is in its Arc of Fire and also within its Range. How much of the intended target is within the weapon’s Arc of Fire will contribute to whether that weapon fires at FULL or HALF effect.

The model has 3 Hull Point damage markers and 1 Crew Killed damage marker. The initial Attack Dice value for any Point defence system is listed on the relevant Stat Card for a model as its Point Defence value. The number of D6 is modified by Range. The 8 AD Broadside is modified to 5 AD. wreckage and damage to any weapons systems. A Primary weapon system or Point Defence system is never reduced to less than 1 AD by damage. Mines or Shields.it is assumed that targeting systems are unreliable beyond this. ATTACK DICE FOR FLIGHTS The Stat Card for a particular type of Wing lists the Point Defence value and the Torpedo weapon systems Attack Dice value for 1 Wing in any Flight. EXAMPLE: An Aquan Interceptor Flight contains 3 Wings and each Wing has 2 PD. ASTEROID FIELD The initial Point Defence value of any model is reduced by HALF if a model’s Flight Peg is in an Asteroid Field. This simulates crew being killed. MODIFIERS TO ATTACK DICE The Damage inflicted on a model will impact the effectiveness of its firing. A Point Defence Attack from the Interceptor Flight would have 6 AD.attack dice how many d6 do you roll? The number of dice rolled when Mines. Firestorm Armada Space Combat Rules 34 Copyright © 2009-2013 Spartan Games . Most weapon systems have higher AD at Range Band 2 than at Range Band 1. EXAMPLE: A Sorylian Battleship is firing at a Dindrenzi Cruiser with an 8 AD Broadside Primary weapon system. DAMAGE Compare the number of Hull Point and Crew Killed damage markers on a model and use the HIGHER value to reduce the initial Attack Dice value of each Primary weapon system on the model AND the initial Point Defence value of the model by 1 for EACH Hull Point OR Crew Killed damage marker on the model. and that the distances are too great for accurate firing. This is because electronic countermeasures used by models have an adverse effect on enemy targeting at Range Band 1. Important Note: Hull Point and Crew Killed damage markers on a model do NOT affect Torpedo weapon systems. generally if the target model is at a longer Range Band less AD will be rolled compared to a target model at a shorter Range Band. Primary or Torpedo weapon systems and Point Defence systems are used in Firestorm Armada is referred to as their Attack Dice (AD) INITIAL ATTACK DICE Primary or Torpedo weapon systems on a model have an initial Attack Dice value listed in the Weapon Stats section of the models Stat Card in each Range Band that the weapon system can fire into and this is the number of initial D6 dice that are rolled when resolving an Attack. The limit of Range Band 4 is 32” . CLOAKING FIELD Any model currently using a Cloaking Field reduces the initial Attack Dice value for ALL Primary weapon system on the model by HALF. The current Point Defence Attack Dice and Torpedo weapon system Attack Dice value for a Flight is calculated by multiplying the current number of Wings in a Flight by the relevant value for 1 Wing. but its Torpedo weapon systems are NOT reduced. The Attack Dice value of any Mines is listed in the Mine value on the relevant models Stat Card.

This model uses its FULL modified Attack Dice value from a single weapon. LINKED FIRE Linked Fire allows models from the same Squadron to pool the Attack Dice from any Primary or Torpedo weapon systems that can target the same model into a more powerful Attack. The Turret and Gun Rack Primary weapon systems on a model can perform Linked Fire with any other Primary weapon systems on the same model. Linked Fire is not compulsory for models in a Squadron. Important Note: A model CANNOT perform Linked Fire with two or more Broadside weapons from the same model unless specifically stated otherwise by a condition or Model Assigned Rule. • Point Defence systems can perform Linked Fire with other Point Defence systems in the same Squadron to perform an Attack. Firestorm Armada Space Combat Rules 35 Copyright © 2009-2013 Spartan Games . A model does NOT use any ‘lost’ Attack Dice on other targets if it performs Linked Fire. allowing models in the same Squadron or Wings in the same Flight to combine their fire into a single attack. • • • • A model MUST perform Linked Fire with its own weapons before performing Linked Fire with other models. Electing to perform Linked Fire the player will roll 6D6 (4+2). Models can perform Linked Fire at the same target if at different Range Bands. One model (usually the most effective) acts as the focus of the Attack. Torpedo weapon systems can only perform Linked Fire with other Torpedo weapon systems on the same model and/or in the same Squadron.firing options effective use of your weapons Firing Options allow a model or Squadron to make better use of the resources they have available. The Primary weapon systems on a model can perform Linked Fire with any other Primary weapon systems in the same Squadron. Each undamaged model would receive 4 AD. Defensive Fire and Anti-Boarding Point Defence fire. Add HALF the modified Attack Dice value from each ADDITIONAL weapon involved in any Linked Fire Attack. • • • EXAMPLE: Two Terran Cruisers have moved to within Range Band 3 of a Dindrenzi Carrier.

when using Point Defence systems for an Attack. The first Cruiser uses its Fore Broadside with 5 AD. The third Cruiser then moves up to within 4” of the Flight and declares a Point Defence Attack. SPLIT FIRE Primary or Torpedo weapon systems and Point Defence systems can use Split Fire to allocate their available Attack Dice (AD) amongst multiple valid targets. they may Link their Point Defence with the third Cruiser. any Defensive Fire against any Torpedo Attack and any Anti-Boarding Point Defence fire. but can do so in any Point Defence system Attack. EXAMPLE: A Dindrenzi Battleship attacks two Frigates at Range Band 2. Once the Attack has been resolved. However models do not reduce the Attack Dice value or Point Defence value by HALF when calculating the available number of Attack Dice.EXAMPLE: Two Terran Cruisers fire at a Dindrenzi Carrier at Range Band 1. Firestorm Armada Space Combat Rules 36 Copyright © 2009-2013 Spartan Games . A weapon CANNOT use Combined Fire AND Split Fire in any single Primary or Torpedo weapon system Attack. As the other models in its Squadron are also in range. The Gun Rack has 9 AD and chooses to Split Fire. The second Cruiser adds half of its Fore Broadside. • An Escort model can perform Combined Fire with its Parent model. A weapon CANNOT combine Linked Fire and Split Fire in any Primary or Torpedo weapon system Attack. only against multiple valid targets. Defensive Fire or Anti-Boarding Point Defence fire. with 6 AD on one Frigate and 3 AD on the other. making sure to finish their movement within 4” of the Flight. but with 2 Hull Point damage markers its 5 AD is reduced to 3 AD and it can only add 1 AD into the Link Fire Attack for a total of 6 AD. A model CAN Split Fire a Gun Rack between multiple valid targets in the Port AND Starboard Arc of Fire. and any other Escort models from the same Squadron. A weapon CANNOT Split Fire against targets at different Range Bands. COMBINED FIRE Combined Fire follows the same basic rules as Linked Fire. one in the Port Arc of Fire and one in the Starboard Arc of Fire of its Gun Rack Primary weapon system. however the other two Cruisers CANNOT move any further. The total amount of AD used MUST equal the total amount of AD available in any Attack or Defensive Fire. EXAMPLE: A Squadron of three Cruisers wishes to Attack a Flight of 4 Assaulter Wings with its Point Defence systems. the third Cruiser may complete its movement. • • • • A weapon CANNOT Split Fire against the same target. It moves the first two Cruisers. However any Point Defence system CAN perform Split Fire using AD generated from Linked Fire for Defensive Fire against any Torpedo Attack and any Anti-Boarding Point Defence fire. A model CAN Split Fire a Turret between multiple valid targets anywhere in its 360 degree Arc of Fire. or in any Point Defence system Attack.

The Terran player gets to roll 3D6 for its Shields. • • • Models require 5 or 6 to hit a Flight. 5 or 6 to hit a Flight. • • If a weapon’s Line of Sight is Impeded. as Flights use Torpedo weapons. Firestorm Armada Space Combat Rules 37 Copyright © 2009-2013 Spartan Games . A Cloaking Field is power hungry and reduces the rate of fire of any weapons on a model. 5 or 6 to Hit unless a specific condition or Model Assigned Rule (MAR) applies. If a model has suffered any hits from any Attack by any Primary or Torpedo weapon system Attack or from an exploding Mine roll the number of Shield Dice equal to the Shield value on the model’s Stat Card using the Exploding Dice Mechanic and requiring a 4. including any Line of Sight and Arc of Fire restrictions. Split Fire. Bomber or Assaulter Flights require a 4. getting 2. NOT Primary weapons. it has a Shield value of 3 and rolls 3D6. If any of the following conditions apply. During the Command Segment of its Squadron Activation a model with a Cloaking Field MUST declare whether the Cloak is turned on or off. SHIELD SYSTEMS Models with a Shield value greater than 0 have complex technology designed to disperse any Damage from Primary or Torpedo weapon systems and exploding Mines. 5 and 6 (plus an extra roll of 1). EXAMPLE: A Terran Battleship receives 13 Hits. the Attack will require a 5 or 6 to Hit. PRIMARY/TORPEDO TO HIT NUMBERS Roll the number of Attack Dice calculated for each Primary or Torpedo weapon system Attack using the Exploding Dice Mechanic and requiring a 4.system ratings k ey to hit numbers Each Point Defence Attack will roll a number of D6 equal to the modified Attack Dice value of any model or Flight involved in the Attack. CLOAKING FIELD A Cloaking Field is a type of Shield system that disguises the outline and energy signature of a model making it inherently more difficult for enemy models to target them accurately. Important Note: If more than one condition or Model Assigned Rule applies. This cancels out 4 Hits and the Battleship only receives 9 Hits. This cancels out 3 Hits and the Battleship only receives 7 Hits. If a Capital Class model fires at a Small Class model. 5 or 6 to cancel a hit unless a specific condition or Model Assigned Rule (MAR) applies. Important Note: Cloaking Fields DO NOT affect the to Hit numbers of a Flight. • • Any Attack using Primary weapon systems automatically has an Impeded Line of Sight to any target model with a Cloak marker. Fighter or Interceptor Flights require a 3. Each Primary or Torpedo weapon system Attack will roll a number of D6 equal to the modified Attack Dice value of any weapons involved in the Attack. 4. EXAMPLE: The Terran Battleship receives another 10 Hits in the same Turn from a different Attack. taking into account any Linked Fire. 4 and 6 (plus an extra roll of 4). Place or Remove a Cloak marker on/from the model. 5 or 6 to hit a Flight. • A model CAN use its Shield systems against ALL applicable Attacks during a Turn. taking into account any Combined Fire from any Escort Squadron. always use the option most beneficial to the target model. getting a 2. Any model currently using a Cloaking Field reduces the initial Attack Dice value for ALL Primary weapon systems on the model by HALF. POINT DEFENCE TO HIT NUMBERS Roll the number of Attack Dice calculated for each Point Defence Attack modified by any specific conditions or Model Assigned Rules (MARs) that apply. Range and other modifiers to the Attack Dice total.

with each roll of 4. Escort models in the target model’s Squadron. and any Flights within 4” of the target. using the current Point Defence value of all contributing models. calculate the Defensive Fire pool for each target model. Once all Defensive Fire has been declared. when it moves within 4” of the first model in the Squadron it suffers a Point Defence Attack and loses a Wing. A model/Flight that is eligible to declare Defensive Fire in defence of more than one model must CHOOSE which target to defend. and suffers another Point Defence Attack. using the Exploding Dice mechanic. the Flight itself may lose Wings from Point Defence Attacks when it moves within 4” a model. Any model targeted by one or more Torpedo Attack may declare Defensive Fire against the Attacks. TORPEDO ATTACKS FROM FLIGHTS Torpedo weapon Attacks from Flights CANNOT be reduced by Defensive Fire. However. Any models in the target model’s Squadron and within Command Distance of the target. A model/Flight may only declare Defensive Fire ONCE per Activation. eligible models/Flights may declare Defensive Fire against Torpedo Attacks. It then moves into base contact with its target and rolls its 12AD (4 Wings x 3 AD) against which NO Defensive Fire action can be made. EXAMPLE: A Flight of 5 Torpedo Bomber Wings moves to Attack a Cruiser. Linking and Combining as appropriate. The total number of hits from the Torpedo Attack is then calculated as normal. may Link their Defensive Fire with the target model. this time emerging unscathed. the Defensive Fire pool defending it is Split evenly between all incoming Torpedo Attacks (any remainder is assigned by the controlling player). If a model is the target of more than one Torpedo Attack in a single Activation. it then moves within 4” of the model it wishes to Attack.” Firestorm Armada Space Combat Rules 38 Copyright © 2009-2013 Spartan Games . 5 and 6 cancelling hits.DEFENSIVE FIRE Once all Attacks by the Active Squadron have been declared. may Combine their Defensive Fire with the target model. then the Defensive Fire pool against that Attack is rolled.

The Mine rolls 4D6 Attack Dice and applies the total number of Hits against EACH model in Range of the explosion. DROPPING A MINE Only models with a Mine value greater than 0 can use Mines. unless a specific condition or Model Assigned Rule (MAR) applies. The Mine gets 4D6 Attack Dice and applies the total number of hits against EACH Flight in Range. When a Mine explodes make ONE roll for ALL models within 4” of the exploding Mine and ONE roll for ALL Flights within 4” of the exploding Mine. 5 or 6 to hit.MINES harassing enemy models Mines represent a whole range of different weapon systems. 5 or 6 to hit. unless a specific condition or Model Assigned Rule (MAR) applies. SHIELDS AND MINES A model may be able to use Shield systems against an Attack by an exploding Mine. CASCADING MINES If a Mine explodes. • Models with a Shield value greater than 0 can disperse any Damage from an exploding Mine in the same way as from an Attack by Primary or Torpedo weapon systems. roll 1D6 for each additional Mine marker within the 4” radius of the Explosion Template. A Mine marker is removed from the Game Board once it has detonated. This marker represents a spread of Mines rather than a single Mine. A Cloaking Field is NOT effective against an exploding Mine. EXAMPLE 1: Two Cruisers are within 4” of a Mine marker that detonates with a Mine value of 4. Against a model a Mine will use the Exploding Dice mechanic and require a 4. A model can drop ONE Mine marker anywhere within 4” of the centre of its Flight Peg and in its Fixed Aft Arc of Fire. high powered one shot drone systems or clouds of micro explosives. as it happens IMMEDIATELY when a model moves within 4” of an enemy Mine. NOT the number of Mines that are dropped. scoring 4 Hits against each Cruiser. Important Note: Each exploding Mine is resolved separately. including any Friendly model or Flight. Against a Flight a Mine will require a 4. In addition to traditional passive munitions Mines can be heat seeking projectiles. potentially causing a cascade of explosions. regardless of which Fleet dropped it. rolling 4. The Mine value determines the number of Attack Dice used when a Mine detonates. On a roll of 5 or 6 that Mine also explodes. 5 and 6 will score 3 Hits against the Flight. EXAMPLE 2: A Bomber Flight is within 4” of a Mine marker that detonates with a Mine value of 4. You DO NOT complete the rest of the model’s movement until AFTER resolving the Attack. Firestorm Armada Space Combat Rules 39 Copyright © 2009-2013 Spartan Games . ONCE per Turn at any point during the Movement Segment of its Squadron Activation. MINES (MN) A Mine will explode immediately a model or Wing moves within 4” of the centre of an ENEMY Mine marker. • Important Note: An exploding mine interrupts a Squadron’s movement. Models are assumed to have an indefinite supply of any Mines.

ALL instances must be repaired before the system is restored. The Point Defence Offline. If the number of hits equals. Containment Leak and Secondary Systems Offline Critical Hit Effects DO NOT have cumulative effects. It could be that bridge was destroyed or the engine room was wrecked. Weapon Damage. or exceeds. It may be that when calculating the hits against a Ship its CR rating is not only equalled or exceeded. Important Note: A model with a starting Hull Point value of 2 is not affected by any Critical Hit. if a model receives this Effect more than once. or exceed its CR. or exceeds. and does NOT equal. • • If the number of hits equals. Some Critical Hit Effects can be repaired and or removed. 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. it loses 1 Hull Point. Some of the Game Cards in the core deck are useful for dealing with Critical Hits. a model’s DR. however.killing models turning hits into damage When a model or Flight takes hits there is a chance they will cause Damage. Certain Critical Hit Effects require some record keeping and several markers are available. Engine Failure. a model’s CR the player who made the attack rolls on the Critical Hit Table – found on Page 52. Always roll on the Critical Hit Table even if the Hull Point damage has Destroyed the model to check for any Catastrophic result. but it is doubled or trebled. A model reduced to 0 Hull Points is Destroyed and removed from the Game Board. For each multiple above the Ship’s CR rating you will be able to roll on the Critical Hit Table again. Systems Offline. DAMAGING A MODEL Add up the number of Hits on a model after any reduction for Shield systems or Defensive Fire with any Point Defence systems and compare the total to the Damage Rating (DR) and Critical Rating (CR) of the target. Firestorm Armada Space Combat Rules 40 Copyright © 2009-2013 Spartan Games . if enough hits are inflicted on a model in a single Attack they may cause a Critical Hit to a model. CRITICAL HIT TABLE If the Critical Rating (CR) of a Ship is equalled or exceeded by the number of Hits inflicted from a single Attack then something dramatic has happened.

4 and 6. 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. If the total number of other hits against a Flight equals. 4 and 6. if relevant. Important Note: If any damage results in the loss of Crew Points/Assault Points. 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. the Flight has been Driven Off. even during the Flights own Squadron Activation. Firestorm Armada Space Combat Rules 41 Copyright © 2009-2013 Spartan Games . 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. A Driven Off result simulates evasive action by the various Wings in a Flight. each with a Point Defence value of 2. If it takes 12 hits. The loss is spread evenly between CP and AP. reduce the higher rating first. one Bomber Wing would have been Destroyed. 3. or with an additional dice roll. A Flight that has been Driven Off CANNOT perform any further voluntary movement until the End Phase of the current Turn. The Fighter Flight rolls 1. if either the AP or CP is higher than the other. • EXAMPLE: A Flight of three Fighter Wings. 1. A model reduced to 0 CP and/or AP by Damage is NOT automatically Destroyed until it has been successfully boarded. but the remaining Hits would not have been enough to have Driven Off the remainder of the Flight. Attacks a Flight of four Bomber Wings. or any other source. • Each natural roll of a 6 will result in ONE Wing in the Flight being Destroyed. If the Fighter Planes had rolled 1. 1. TWO rolls would be made on the Critical Hit Table. the remaining number of Wings in the Flight. 3. resulting in one Bomber Wing being Destroyed. 3. When a Flight is Driven Off. 2. DAMAGING A FLIGHT The total number of hits from any Point Defence Attack. • A Driven Off result causes a player to move their Flight 5” directly away from the cause of being Driven Off. or exceeds.EXAMPLE: A Terran Cruiser has a CR rating of 6. the number that is given is the total CP and/or AP that is lost. a Flight CANNOT move into contact with an enemy model or Flight when Driven Off. and the remaining three are Driven Off. Important Note: Some Game Cards allow you to repair certain Critical Hit Effects automatically. is applied across the entire Flight. Lost CP and AP are indicated by the appropriate markers.

This takes place after the active Squadron completes ALL of its movement. Calculate the total number of hits. For each Attack: a. Roll Shield Dice and perform other relevant actions. 4. including how the Defensive Fire pool will be allocated between the incoming Attacks. in any order decided by the controlling player. make Critical Hit rolls and apply effects. 3. The active Squadron resolves any Attacks with its Primary weapon systems. For each Attack: a. Any Squadrons targeted by Torpedo Attacks declare ALL Defensive Fire. remove any Destroyed models. Apply damage. Important Note: As Torpedo Attacks occur SIMULTANEOUSLY available Point Defence DOES NOT need to be recalculated between each Torpedo Attack. Roll Attack Dice. 5. Calculate the total number of hits. Roll Shield Dice and perform other relevant actions. d. b. 2. c. d. Roll Attack Dice. remove any Destroyed models. The active Squadron declares ALL Attacks from its Primary and Torpedo weapon systems. after Shields. Defensive Fire and so forth are applied. make Critical Hit rolls and apply effects. b. c. Roll Defensive Fire Dice. Firestorm Armada Space Combat Rules 42 Copyright © 2009-2013 Spartan Games . The active Squadron resolves any Attacks with its Torpedo weapon systems SIMULTANEOUSLY. 1. Apply damage from ALL Torpedo weapon systems.COMBAT SEQUENCE The following summarises the sequence of events for the Combat Segment of any Activation.

Each Boarding Assault has ONE target model but may have multiple models attempting a Boarding Assault. EXAMPLE: An Aquan Assaulter Flight contains 3 Wings and each Wing has 1 AP. If the total amount of crew lost by a model equals or exceeds its CP value. ALL Anti-Boarding Point Defence fire must be declared. 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. Regardless of what assault tactic is used. the model may be vulnerable in any Boarding Assault. can be the target of a Boarding Assault. CREW POINTS A model’s Crew Point (CP) value is a measure of the number of crew on the model. Drop Ships are big enough to carry a platoon to the target. may declare Anti-Boarding Point Defence fire. A model or Flight CANNOT initiate a Boarding Assault against a Flight. The Stat Card for an Assaulter Wing lists the Assault Point value for 1 Wing in any Flight. its AP value is permanently reduced to zero if it initiates a Boarding Assault.boarding taking a ship by force In FIRESTORM ARMADA Boarding Assaults are performed by specialist Assault Pods. Any model targeted by the Boarding Assault. A Boarding Assault can only be made by a Flight if it is in contact with the Flight Stand of the target model. A Boarding Assault CANNOT be attempted in the following circumstances: • The model. while an Assaulter Flight only has an AP value. A Boarding Assault from the Assaulter Flight would have 3 AP. while Assaulter Wings can carry several squads a long distance from their Carrier. • • • A Boarding Assault can only be made by a model against an enemy model within 4”. attempting the Boarding Assault has fired ANY Primary or Torpedo weapon systems at the target model during the current Squadron Activation. Boarding Assaults are resolved in the same way. 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. Models have a CP value and an AP value. A model or Flight CANNOT recover any of its AP value after attempting a Boarding Assault. Important Note: Only models with an Assault Point value. Each eligible model can only perform Anti-Boarding Point Defence fire ONCE during a single Activation. • Line of Sight to the target model is not required to initiate a Boarding Assault. A model or Flight MUST allocate ALL of its current • AP value when initiating a Boarding Assault. and the total Boarding Assault Strength facing each target model has been calculated. attempting the Boarding Assault was involved in any Collision during the current Squadron Activation. or flight. Each Boarding Assault may have ONE Anti-Boarding Point Defence fire declared against it. • BOARDING PROCEDURE Once ALL models/Flights in the active Squadron have declared the target of their Boarding Assaults. whether it is a model or an Assaulter Wing making the assault. even if it’s 0. The model. Firestorm Armada Space Combat Rules 43 Copyright © 2009-2013 Spartan Games . If more than one Boarding Assault is initiated in the current Squadron Activation. and any model within 4” of the target model. or Assaulters. Drop Ships brought close to their target by a model or specialist Carrier. using any available Firing Options. 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. 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. 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. or flight.

initiate a Boarding Assault against two Relthoza Swarm Class Cruisers. It then moves within 4” of the model it wishes to initiate a Boarding Assault against. The Squadron of two Swarm Class Cruisers. Important Note: Flights CANNOT perform or assist in Anti-Boarding Point Defence. whenever they move within 4” of an enemy model. Each natural roll of a 6 will result in ONE Wing in the Flight being Destroyed. Boarding Assaults from Flights are not affected by AntiBoarding Point Defence like Boarding Assaults from models. RESOLVING BOARDING ASSAULTS For the attacking models the current Boarding Assault Strength is the remaining total after Anti-Boarding Point Defence fire. • Each hit by the attackers will reduce the target’s Boarding Assault Strength by 1. however in some instances (say a Battleship and Escorts positioned near a Cruiser Squadron) it may be beneficial to use a different Squadron. and suffers another Point Defence Attack. Any lost Assault Points are removed IMMEDIATELY. compare the remaining Boarding Assault Strength of the attacking model/s to the remaining Boarding Assault Strength of the target model. but no models can declare Anti-Boarding Point Defence against it. As such the target player MUST choose which of the Squadrons within 4” of the target they want to use its Anti-Boarding Point Defence. and can perform Linked Fire with their Point Defence systems against the Boarding Assault. • Each hit by the target model will reduce the attacker’s Boarding Assault Strength by 1. A Carrier CANNOT use the AP from its onboard Assaulter Wings when it initiates a Boarding Assault however. Its Boarding Assault Strength is now 3 and the Boarding Assault is resolved as normal. no Boarding Assault is then resolved. and the Boarding Assault Strength of the target model Firestorm Armada Space Combat Rules 44 Copyright © 2009-2013 Spartan Games . the Flight has been Driven Off. The target model MUST allocate its ENTIRE current Assault Point value and its ENTIRE current Crew Point value to defend against the Boarding Assault. the remaining number of Wings in the Flight. which are within 4” of one another with a Point Defence value of 3. Instead. • All Boarding Assault Attack Dice will require a 4. For a Flight the Boarding Assault Strength is the current number of Assault Points in the Flight after Point Defence Attacks. the total is the target model’s Boarding Assault Strength. or exceeds. Against a Flight. they may be subject to Point Defence Attacks during their movement. roll a number of D6 equal to the number of Attack Dice in each Anti-Boarding Point Defence fire. EXAMPLE: A Flight of 4 Assaulter Wings moves to initiate a Boarding Assault against a Cruiser. rolling 4D6 against the incoming Boarding Assault Strength of 6. This damages the Assaulter Flight itself. rather than just its Boarding Assault Strength. If the attacker’s Boarding Assault Strength is greater than 0. Scoring 3 Hits reduces the Boarding Assault Strength to 3. Both sides roll their Attack Dice and cause casualties SIMULTANEOUSLY. EXAMPLE: Three Sorylian Scythe Class Frigates with an AP value of 2. It then moves into base contact with its target and declares its Boarding Assault. the total number of Hits from any AntiBoarding Point Defence fire is applied across the entire Flight. Important Note: A Parent model and its attached Escort Squadron may use Combined Fire for any Anti-Boarding Point Defence action. If the total number of other hits against a Flight equals. Anti-Boarding Point Defence fire will require a 5 or 6 to hit a Boarding Assault from a model and a 5 or 6 to hit a Boarding Assault from a Flight. this time emerging unscathed. 5 or 6 to hit. and only models in the same Squadron may Link or Combine their fire (Page 35). Important Note: A Carrier model CAN add the AP from any Assaulter Wings to help defend itself during a Boarding Assault. but only if they are onboard. Each side’s current Boarding Assault Strength is the number of Attack Dice they roll against the opposing side in any Boarding Assault. ANTI-BOARDING POINT DEFENCE TO HIT Once all Anti-Boarding Point Defence fire has been declared. If they do add their AP the Assaulter Flight CANNOT Launch during the current Turn.Important Note: Only ONE Anti-Boarding Point Defence action can be declared against each Boarding Assault. and are no longer involved in the Boarding Assault. When it moves within 4” of the first model in the Squadron it suffers a Point Defence Attack and loses a Wing. ANTI-BOARDING POINT DEFENCE DAMAGE Against a model the Boarding Assault Strength is reduced by 1 Assault Point (AP) per Hit from Anti-Boarding Point Defence fire. Normally this will just be the target model’s Squadron. WINNING A BOARDING ASSAULT Once both sides have rolled their Attack Dice and calculated their casualties.

Lost CP and AP are indicated by the appropriate Damage markers. EXAMPLE: A Sorylian Carrier is boarded by a Dindrenzi Battleship. As such it has a Boarding Assault Strength of 5 and rolls 5D6. the Carrier’s Boarding Assault Strength is reduced to 0. As a result. The Battleship’s remaining AP would be lost and the Carrier is left with 1 Crew Point but. If BOTH the attacker’s AND the target’s Boarding Assault Strength are greater than 0 the Assault has Failed and no further action is taken (unless eligible for Sabotage as below). regardless of the number of casualties caused. the Carrier is Destroyed. A Sabotaged model suffers a Critical Hit and a roll must be made on the Critical Hit Table by the sabotaging player. the Carrier would have no CP or AP left.is reduced to 0. 4. and the Assault would have Failed. the Carrier would still have Boarding Assault Strength remaining. starting with whichever is highest. The Battleship has a current AP of 4 giving it a Boarding Assault Strength of 4 and so it rolls 4D6. Once the Success or Failure of the Boarding Assault has been determined. The Carrier (having taken critical damage earlier in the battle) has a current AP of 3 and CP of 2. SABOTAGE If the Boarding Assault has Failed but the target model is a Capital Class model and the total number of hits from a Boarding Assault is GREATER than the total number of hits scored by the target model. getting 2. the remainder of the attacker’s Boarding Assault Strength is reduced to 0 and the attacking model/s DO NOT regain any Assault Points. the attacking model always loses any remaining Assault Points and the Boarding Assault ends. and the Battleship’s Boarding Assault Strength is GREATER than 0. scoring 3 hits. any loss of CP or AP from the target model still stands. EXAMPLE: If instead the Battleship had caused 4 hits. The target model’s remaining Boarding Assault Strength returns to being its Crew Points and Assault Points. but it would be otherwise unaffected. and the remainder of the attacker’s Boarding Assault Strength is lost. even if no casualties are caused by either side. As the Carrier’s Boarding Assault Strength is reduced to 0. the target model is Destroyed. EXAMPLE: If instead both the Battleship and the Carrier caused 5 hits. Any losses from the Boarding Assault Strength are split as evenly as possible between the two. as the Battleship caused more hits. the target model CAN be Sabotaged. Firestorm Armada Space Combat Rules 45 Copyright © 2009-2013 Spartan Games . Important Note: Even if a Boarding Assault has Failed. 6 and 6 (and an extra roll of 2 and 5) for 6 hits. Important Note: A Boarding Assault is ALWAYS resolved within a single round. and may affect the model’s capabilities (see Modifiers to Attack Dice on Page 34). the Carrier would be Sabotaged (See Below). If the attacker’s Boarding Assault Strength is reduced to 0. the Boarding Assault has Failed and no further action is taken. and the Battleship’s Boarding Assault Strength is reduced to 1. both sides would lose ALL of their Boarding Assault Strength.

1. neither enough to reduce the opponents Boarding Assault Strength to 0. 5. The Assault against the Carrier is then resolved. one Kedorian Destroyer has 0 Assault Points. 9. the Kedorian player elects to use its Point Defence systems in place of the Carrier’s. For each Boarding Assault. Firestorm Armada Space Combat Rules 46 Copyright © 2009-2013 Spartan Games . Destroyed models are then removed and Sabotage damage is applied. The remaining Assault Cruiser targets one of the Destroyers. and reduce the Boarding Assault Strength of each Boarding Assault as necessary. The target model’s remaining Boarding Assault Strength reverts to Assault Points and Crew Points (losses divided as evenly as possible). 2 Hull Damage and the Containment Leak Critical Effect and the Kedorian Carrier is Destroyed. By comparing the remaining Boarding Assault Strengths. or Containment Leak on the Critical Hit Table. The Kedorian player rolls the 4 AntiBoarding Point Defence AD. Calculate the total number of hits caused by each side and reduce each side’s Boarding Assault Strength appropriately. The Veydreth player chooses to resolve the Assault against the Destroyer first. both sides SIMULTANEOUSLY roll a number of Attack Dice equal to their Boarding Assault Strength. For each Boarding Assault. 8. and the Carrier is removed from the Game Board. BUT as the Veydreth scored more successes they can Sabotage the Capital Class Destroyer. Upon entering the Boarding Segment of their Activation. leaving them with 0 Assault Points on each model. having a Boarding Assault Strength of 6. The Destroyer has 1 remaining. The Cruiser’s remaining Boarding Assault Strength is lost. This takes place after the active Squadron completes ALL of its combat. 1 Crew Point. The Destroyer Squadron declares its Anti-Boarding Point Defence. The Carrier then adds its Crew Points of 8 to its Assault Points of 4 to give a Boarding Assault Strength of 12. 2. 3. 4. causing the effect and TWO points of Hull Damage. TWO of the Cruisers initiate an Assault against the Carrier. As there is a Kedorian Dei-Nak Class Battleship Squadron within 4” of the target Carrier. 7. To Summarise: at the end of the Boarding Segment all three Veydreth Assault Cruisers have 0 Assault Points remaining. the Assault Cruisers declare their Boarding Assaults. Linking their Point Defence values against the incoming Assault against the Destroyer for (3 + 1) 4 AD. EXAMPLE: A Squadron of three Veydreth Stalker Class Assault Cruisers ends its movement within 4” of two Kedorian Gai-Shar Class Destroyers and a Kedorian ZhouNor Class Carrier.BOARDING ASSAULT SEQUENCE The following summarises the sequence of events for the Boarding Segment of any Activation. the Boarding Assault was a Success and the Carrier is Destroyed. rolling 3 successes and reducing the Cruiser’s Boarding Assault Strength to 3. Each Boarding Assault may have ONE Anti-Boarding Point Defence action declared against it. Calculate the total number of Assault Points directed at each target. Both players then roll their Boarding Assault Strength as Attack Dice. 6. scoring 4 successes and reducing the Boarding Assault Strength from the Assault Cruisers to 8. and the Cruisers an unexpected 14! The Cruisers’ Boarding Assault Strength drops to 1 and the Carrier’s to 0. so it has 0 Assault Points and 1 Crew Point left. which it elects to return as a Crew Point. The Veydreth player then rolls for Sabotage. determine whether the Assault Succeeded or Failed. As such the Assault has Failed. Therefore. This is the Boarding Assault Strength. so it has NO Assault Points remaining. any model which declared a Boarding Assault has its Assault Points reduced to 0. giving them a Boarding Assault Strength of (6 + 6) 12. Both players then roll their Boarding Assault Strength as Attack Dice. The Kedorian player rolls 7 AD for the Anti-Boarding Point Defence. giving 7 AD for the Anti-Boarding Point Defence. After any Boarding Assault. The Destroyer then adds its Crew Points of 3 to its Assault Points of 1 to give a Boarding Assault Strength of 4. The Destroyer scores 2 successes and the Cruiser scores 3. The Carrier scores 7 successes. Each eligible model within the active Squadron may declare a Boarding Assault against a valid target. The Assault Cruiser’s Boarding Assault Strength is now reduced to 0. Resolve Anti-Boarding Point Defence actions. scoring a 10. combine the target model’s current Assault Points and Crew Points to determine its Boarding Assault Strength.

a Damage Repair Test MUST be made for EACH Decompression Marker on the model.end phase time to get organised The End Phase of the Turn is used to tidy up and prepare for the next Turn. DRAW GAME CARDS During the End Phase. COMPULSORY ACTIONS Move ALL of the Drifting models in the current order of Initiative. Important Note: It is not possible to repair Hull Point (HP) damage or Crew Point/Assault Point loss with a Damage Repair Test. 4. See page 52 for which Effects can be repaired. Check for End of Game. Firestorm Armada Space Combat Rules 47 Copyright © 2009-2013 Spartan Games . Players should ensure that every model has the correct Game Markers. determine who has won by calculating final Victory Points. a Damage Repair Test MUST be made for EACH Raging Fire Marker on the model. the repair has been successful and the corresponding Critical Hit effect is removed. If a model has a Decompression Marker on it. 3. and can only attempt to repair each Critical Hit Effect once per turn. If any attempt to repair a Raging Fire fails. 2. Draw new Game Cards. Perform any End Phase actions in the following order: 1. If the attempt is failed with a roll of 6. On a roll of 4. If any attempt to repair a Decompression fails. During the End Phase. Rationalise Game Markers. Make any Damage Repair Tests. the model ALSO gains +1 Raging Fire Marker. just the Critical Hit Effect. the repair attempt has failed and the Critical Hit effect remains on the model. If the attempt is failed with a roll of 6. the model immediately loses 1 Crew Point (CP)/Assault Point (AP). Players may discard any number of Game Cards and re-draw up to their maximum Hand size. DAMAGE REPAIR Players can attempt to repair certain Critical Hit Effects that have been inflicted upon their models by making a Damage Repair Test. 2 or 3. Perform any Compulsory Actions. Players resolve any repair attempts simultaneously. Some may be temporary and others permanent (loss of Hull Points). Any Game Markers that are no longer relevant should be removed. 5. If a model has a Raging Fire Marker on it. but must roll separately for each Critical Hit Effect that they are attempting to repair. the model ALSO loses 1 Hull Point. Roll 1D6 for each Damage Repair Test: • • On a roll of 1. the model immediately loses 1 Crew Point (CP)/ Assault Point (AP). REMOVE GAME MARKERS Game Markers are used to indicate both Damage and key information. 5 or 6. END OF GAME If no side has satisfied their Victory Conditions before the end of the last Turn.

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model assigned rules
A Model Assigned Rule (or MAR) represents the inherent qualities found in some models, the increased ability of certain crew or the additional effectiveness of one weapon over another. The Stat Card of a model will specify any MARs that apply to that model. AGILE This model (or Flight) can ignore the requirement to take a Manoeuvre Test if moving more than HALF its modified Movement value during any move in an Asteroid Field. ASSAULT BLITZ Any model or Flight using Anti-Boarding Point Defence fire against this model MUST re-roll ALL successes and accept the new results. BIGGER BATTERIES The Point Defence systems on this model have a Range of 8” for Point Defence Attacks and Anti-Boarding Point Defence. However, if the target lies within 4” and 8” of this model, Clear Line of Sight is required to the target. BIOHAZARD AMMO (weapon) If the number of hits from an Attack that includes at least one weapon, with the Biohazard Ammo Model Assigned Rule, equals or exceeds the Damage Rating (DR) of the target model, the target model loses 1 additional Crew Point or Assault Point, this is in addition to any Critical Hit effects that result in the loss of Crew Points or Assault Points. If no weapon is listed, the Biohazard Ammo Model Assigned Rule is applied to ALL Primary weapon systems on the model. COMBUSTIBLE CARGO If this model is Destroyed ALL models that are within 4” of the centre of the model, are attacked with a number of Attack Dice (AD) equal to DOUBLE the initial Hull Point (HP) value of the Destroyed model. If the model is affected by more than one explosion as the result of an action only resolve the effects of ONE explosion. COUNTER MEASURES During the Combat Segment of its Activation, a model with the Countermeasures MAR CAN nominate ONE enemy Squadron within 4”, the Squadron is considered Out of Command until the End Phase of the current Turn. DECK CREWS Once per game this model can take 1D3 previously Destroyed Wings and return them to a Flight that is currently on this model. The model’s maximum Fleet Wing complement and the maximum number of Wings in a Flight CANNOT be exceeded. DIRTY SECRETS Whilst this model is in play, its controlling player can look at EACH Hand of Game Cards on the opposing side, and put any ONE card into the relevant discard pile. A model can use the Dirty Secrets Model Assigned Rule a maximum of ONCE per game during the End Phase of a Turn. DISENGAGE FREIGHT This model can recover 1 Hull Point (HP) once per game, at the beginning of its Squadron Activation, but it gains the Vulnerable Model Assigned Rule for the rest of the game if it does so. DISRUPTION CANNON (weapon) If the number of hits from an Attack, that includes at least one weapon with the Disruption Cannon Model Assigned Rule, equals or exceeds the Critical Rating (CR) of the target model, perform ONE additional roll on the Critical Hit Table, ignore any roll of 2 or 12 and any Hull Point, Crew Point or Assault Point loss associated with this extra roll. If NO weapon is listed, the Disruption Cannon MAR is applied to ALL Primary weapon systems on the model. DISRUPTOR After the Combat Segment a Squadron containing models with the Disruptor MAR may make a Disruption Attack against a single enemy model. Each model contributing to this Attack MUST have Clear Line of Sight to the target. Roll a D6, adding 1 to the result for each model after the first which is contributing to the Attack. If the target is within Range Band 1, the Attack succeeds on a 4, 5 or 6. If the target is within Range Band 2, the Attack succeeds on a 5 or 6. If the target is within Range Band 3 or 4, the Attack succeeds on a 6. The Range is measured from the furthest contributing model. If the Attack is successful, roll a second D6:

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• • • •

On the result of a 1 the target suffers a Point Defence Offline Critical Hit Effect. On the result of a 2 the target suffers a Engine Failure Critical Hit Effect. On the result of a 3 the target suffers a Weapon Damage Critical Hit Effect. On the result of a 4, 5 or 6 the target suffers a Secondary Systems Offline Critical Hit Effect.

FIRING SOLUTION (weapon) This weapon CAN perform Linked Fire with any other Primary weapon system on this model, against a model that is a valid target for both weapon systems. HIDDEN KILLER This model CANNOT be targeted by ANY weapons firing at Range Band 3 or Range Band 4 if it has Cut Engines. IMPERVIOUS If this model is the target of a Boarding Assault reduce the Boarding Assault Strength by HALF after resolving any Anti-Boarding Point Defence fire. LARGE MASS Any Attack against this model receives a +1 bonus to hit on its Attack Dice (AD) rolls. LAUNCH TUBES This model can initiate a Boarding Assault against a target within 8”. LIMITED RESOURCES If this model initiates a Boarding Assault, it receives a -1 penalty to hit on its Attack Dice (AD) during that Boarding Assault. LOTS OF GUNS This model never suffers any Weapon Damage Critical Hit Effect. Any Hull Point, Crew Point or Assault Point loss associated with any Critical Hit Effect is still applied. MANOEUVERABLE This model can reduce its Turn Limit value by 1”. A model with an initial Turn Limit value of 0” has 360 degree movement. If this model has Cut Engines, it can rotate up to 90 degrees around its Flight Peg during its next Squadron Activation instead of removing its Cut Engines marker. MEDICAL SHUTTLES This model, and any friendly model within 8” of this model, can roll 1D6 in the Command Segment of its Squadron Activation and restore 1 Crew Point AND 1 Assault Point Damage marker on a roll of 5 or 6. MINEFIELDS After all models have been deployed this model can place 3 Mines, each with an AD of 5. They MUST be dropped within 12” of the centre line of the Game Board. A Mine CANNOT be dropped within 4” of a model, token or any other Mine. MINE LAUNCHERS (weapon) This model can drop its Mines within 8” of the centre of its Flight Peg anywhere in its Fixed Fore Arc of Fire. If this weapon is used to drop any Mines it CANNOT fire during the current Squadron Activation.

The target model does not take any Hull Point damage associated with taking a Critical Hit. Flight Tokens cannot be the target of a Disruption Attack. A model CANNOT make a Disruption Attack if its Cloaking Field is turned on. DRONE MINES This model can move each Mine it has dropped onto the Game Board, up to 2” in any direction, during the End Phase of each Turn. Any Mine explosion resulting from this movement is resolved immediately. If this model is Lost, any Mines dropped by the model are no longer able to move. DOUBLE MINES This model can drop 2 Mines during the Movement Segment of its Activation. ELITE CREW If this model is involved in a Boarding Assault it receives a +1 bonus to hit on its Attack Dice (AD) rolls during that Boarding Assault. ELUSIVE TARGET This model is only hit on a 6 with Primary or Torpedo weapons system Attacks from Capital Class models, and on a 5 or 6 by non-Capital Class models. ENERGY TRANSFER During the Command Segment of its Squadron Activation this model can increase the current Attack Dice (AD) value of ONE Primary weapon system by 2, and reduce the current Attack Dice (AD) value of every other Primary weapon system by 1. The Attack Dice (AD) value of any Primary weapon system on the model will return to their original value during the End Phase of the current Turn. ESPIONAGE This model increases its controlling player’s Hand of Game Cards by ONE if it has been deployed and is NOT Lost. This can increase a player’s Hand size beyond the normal maximum of 5. If Game Cards are not being used this model provides a +1 bonus to the relevant initiative roll. Multiple instances of the Espionage Model Assigned Rule are not cumulative. EXPERIENCED ENGINEERS This model’s Damage Repair Tests are successful on a 1, 2, 3 or 4.

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If NO weapon is listed, the Mine Launchers MAR is applied to ALL Primary and Torpedo weapon systems on the model with any Fore Arc of Fire. NO FSD This model CANNOT perform any Shunt move, or deploy using Shunt Deployment, during the game. PACK HUNTERS (weapon) Any Attack, that includes at least two weapons with the Pack Hunter Model Assigned Rule, will receive +1 Attack Dice (AD) for each additional weapon, after the first, which has the Pack Hunter MAR. The maximum bonus to any Attack from the Pack Hunters Model Assigned Rule is +2. If NO weapon is listed, the Pack Hunters MAR is applied to all Primary and Torpedo weapon systems on the model. A model DOES NOT gain the Pack Hunters bonus for performing Linked Fire with itself. POINT DEFENCE BARRAGE This model can use its Point Defence systems to Attack Small Class models during its Squadron Activation using the Exploding Dice Mechanic and requiring a 4, 5 or 6 to hit. Any Attack against another model using Point Defence systems can ignore the normal conditions for a Capital model firing at a Small model and the Elusive Target Model Assigned Rule. PRIDE OF THE FLEET If this model suffers a Magazine Explosion result on the Critical Hit Table it does not suffer the Critical Hit Effect, and loses 2 Hull Points instead. PROTECTED SYSTEMS If this model suffers a Critical Hit roll 1D6, on a result of 4, 5 or 6 the Critical Hit Effect is ignored but any Hull Point, Crew Point or Assault Point loss associated with the Critical Hit Effect will still be applied to the model. A model which suffers a Magazine Explosion is still Destroyed, but no other models are damaged. On a result of 1 this model must perform ONE additional roll on the Critical Hit Table, suffering the additional Critical Hit Effect, but NOT the associated damage. QUICK LAUNCH Flight Tokens that Launch from this model can be Activated in the same Turn that they Launch. A model or token cannot activate more than once per Turn. REINFORCED FORE This model receives +1 to its Critical Rating (CR) against any Attack if the Flight Peg of each FIRING model in the Attack is entirely within the TARGET model’s Fore 90 degree Arc of Fire. REINFORCED PORT/STARBOARD This model receives +1 to its Critical Rating (CR) against

any Attack if the Flight Peg of each FIRING model in the Attack is entirely within the TARGET model’s Port or Starboard 90 degree Arc of Fire. REPAIR SHUTTLES (value) A number of friendly models up to the Repair Shuttles value within 8” of this model, including this model itself, can roll 1D6 in the Command Segment of its Squadron Activation and remove ALL Critical Hit Effect markers on a roll of 5 or 6. If no value is listed, treat the value as 1. SCATTER CANNON (weapon) This weapon can Attack ONE model within Range Band 1, roll the Attack Dice (AD) ONCE and then apply the result to EVERY other model, NOT including your own, within the Firing Channel of the weapon and Range Band 1. This effect is NOT applied against Wings. When this Ship fires at a target within Range Band 2 to 4, resolve the attack normally. This weapon CANNOT use any Firing Option when it fires in Range Band 1. SCOUT The Fleet with the most models with the Scout Model Assigned Rule can Redeploy any ONE Squadron after ALL Squadrons have been deployed on the Game Board. SECURED BULKHEADS This model reduces the number of hits from any Boarding Assault against it by 2. SECTOR SHIELDING During the Command Segment of its Squadron Activation this model may nominate ONE direction, either the Fore, Aft, Port or Starboard 90 degree Arc of Fire, and increase its Shield value by 1 against any Attack from that direction. The bonus is applied if the Flight Peg of each FIRING model in the Attack is entirely within the TARGET model’s nominated 90 degree Arc of Fire. The model’s Shield value is reduced by 1 against any Attack NOT from the nominated direction. The Shield value on the model will return to its original value during the End Phase of the current Turn. SHIELD PROJECTOR A model with the Shield Projector MAR creates a Shield Sphere with a 4” radius. A model with the Shield Projector MAR rolls a number of Shield Dice equal to its Shield Value to cancel the hits of ANY (friendly or enemy) Primary or Torpedo weapon system Attack, or exploding Mine, that fires into or through the Shield Sphere. Attacks originating from within the Shield Sphere are not affected. If a model is protected by multiple Shield Systems (its own, or those of a Shield Projector), only the HIGHEST Shield Value is used. If a model with the Shield Projector MAR also has the Sector Shielding MAR, it CAN choose to use Sector Shielding on its Shield Sphere. For the remainder of the Turn, if any Attack

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The Cloaking Field must be turned on to be effective and a model can only benefit from a maximum of ONE Cloaking Field. but they MUST accept the new result. SPLIT BERTH ALL Wings on models in this model’s Squadron MUST be the same Type. Roll the chosen number of dice for the Battle Shunt. the target can use the increased Shield value. The forced re-rolls of successful dice happens BEFORE 6’s grant their extra rolls. and only ONE dice is re-rolled for each 6.originates from within this model’s designated Arc and fires into or through the Shield Sphere en route to its target. However any Attack passing through the Sphere which DOES NOT originate from within the designated Arc is affected by the reduced Shield value. whose Flight Peg is within 4” of its Flight Peg and which ALSO has the Systems Network MAR. the Critical Hit Table result CAN be re-rolled by your Opponent. SUPERIOR DESIGN If this model suffers any Critical Hit Effect. This Flight may be Deployed within 4” of ANY model that just Launched a Wing. any Boarding Assault against this model must re-roll ALL hits. TORPEDO SPOOK If a model is targeted by a Torpedo Attack by at least one model with the Torpedo Spook MAR it must re-roll all successful Point Defence rolls against this Attack and MUST accept the second result. SHUNT MATRIX When a model with the Shunt Matrix MAR activates it may declare that it is going to perform a Battle Shunt. The second result MUST be accepted. and only ONE dice is re-rolled for each 6. Once the model has moved it MUST be placed with the orientation that was declared. Only ONE dice is re-rolled for any 6’s scored. The maximum bonus to any Parent Model from the Target Resolution Model Assigned Rule is +1. It declares which direction it will move in. A Battle Shunt IGNORES the rules for intervening Terrain and Mines. The forced re-rolls of successful dice happens BEFORE 6’s grant their extra rolls. ALL Wings on the models in this model’s Squadron MUST Launch at the same time and MUST form ONE Flight containing a number of Wings equal to the number that just Launched. This model NEVER has a Raging Fire Marker placed on the model as the result of any Critical Hit Effect. TARGET RESOLUTION This model’s Parent Model receives a +1 bonus to hit on its Attack Dice (AD) rolls when firing its Primary and Torpedo weapon systems if the target model’s Flight Peg is within 8” of this model’s Flight Peg. SPECIAL FORCES This model can either re-roll ALL misses from any Boarding Assault OR. the total determines the exact distance in inches that the model MUST move in a straight line in the direction that it declared. This re-roll is performed BEFORE any extra rolls for Exploding Dice. If a model ends its move in an Asteroid Field it MUST perform a Manoeuvre Test. UNCOMMON CLASS A maximum of ONE model with the Uncommon Class Model Assigned Rule can be in any Squadron. and what its final orientation will be (this DOES NOT include pointing at a particular target). Firestorm Armada Space Combat Rules 51 Copyright © 2009-2013 Spartan Games . A model fires normally after a Battle Shunt and CAN perform a Boarding Assault. and MUST accept the second result. including any attached Escort Squadron model. STEALTH SYSTEMS Any Attack against a model with the Stealth Systems MAR must re-roll ALL successful rolls if any weapon in the Attack is firing at Range Band 3 or 4. and before Hits are discounted by Shield Systems or Point Defence. A model CAN declare that it is going to Cut Engines after a Battle Shunt. SYSTEMS NETWORK The Cloaking Field on this model will affect any friendly model from the same Squadron. VULNERABLE If this model suffers a Critical Hit. the opponent CANNOT gain additional Point Defence as a result of this MAR. The model must choose a number of D6 between 2 and 8 that determines the random distance of its Battle Shunt move. the loss of any Assault Points or Crew Points is reduced by HALF. If the model ends its move in a Planetoid it is Destroyed automatically. the opponent CANNOT gain additional dice as a result of this MAR. A Flight CANNOT Land on a model with the Split Berth MAR during a game.

and can only attempt to repair each Critical Hit Effect ONCE per Turn. 5 or 6. just the Critical Hit Effect. Then place this model. This model loses 1D3 Crew Points (CP)/Assault Points (AP). Roll 1D6 for a direction (1-2 Fore. If the attempt is failed with a roll of 6. from the model’s Flight Peg. a Damage Repair Test MUST be made for EACH Decompression Marker on the model. Systems Offline. the Repair has been successful and the corresponding Critical Hit effect is removed. If the attempt is failed with a roll of 6. the model ALSO loses 1 Hull Point. the model immediately loses 1 Crew Point (CP)/Assault Point (AP). the model immediately loses 1 Crew Point (CP)/Assault Point (AP). in that new position. Any Critical Hit effects that are marked in Red (results 2. The Movement (Mv) of this model is reduced by HALF. Firestorm Armada Space Combat Rules 52 Copyright © 2009-2013 Spartan Games . A model that is moved off the Game Board. Containment Leak and Secondary Systems Offline Critical Hit Effect on a model. Players resolve any Damage Repair Tests simultaneously. Engine Failure.CRITICAL HIT TABLE ROLL 2D6 AND CONSUL THE TABLE BELOW T DICE ROLL 2 3 4 5 6 7 8 9 10 11 12 HP LOST ALL RESULT Magazine Explosion Point Defence Offline Raging Fire Systems Offline Weapon Damage Hard Pounding Engine Failure Decompression Containment Leak Secondary Systems Offline Fold Space Rupture CRITICAL HIT EFFECT This model is Destroyed. maintaining current orientation. 3 Port. On a roll of 4. If a model has a Decompression Marker on it. A model or Flight behind any Obstructing Terrain is not affected. Roll 1D6 for each Damage Repair Test: • • On a roll of 1. 2 2 2 2 2 2 2 2 2 2 DAMAGE REPAIR TESTS Players can attempt to repair any Critical Hit Effects that have been inflicted upon their models by making a Damage Repair Test during the End Phase of each Turn. 5-6 Aft) and 2D6” for distance. ANY model or Flight within 4” of its Flight Peg is subject to an Attack using a number of Attack Dice (AD) equal to double the initial Hull Point (HP) value of the Destroyed model. Weapon Damage. This model cannot use its Shield systems and cannot Launch any Flight. Resolve any contact with Terrain as a Collision. is automatically Destroyed. This model’s Critical Rating (CR) is reduced to the same value as its Damage Rating (DR). In the Damage Repair Segment of the End Phase a Damage Repair Test can be made for each instance of a Point Defence Offline. If any attempt to repair a Decompression fails. 7 and 12) CANNOT be repaired. but ALL instances must be repaired before the system is restored. This model cannot use its Torpedo weapon systems or drop Mines. If any attempt to repair a Raging Fire fails. the model ALSO gains +1 Raging Fire Marker. 2 or 3. a Damage Repair Test MUST be made for EACH Raging Fire Marker on the model. This model loses ONE Crew Point (CP)/Assault Point (AP) (highest first) and gains a Decompression Marker. Important Note: It is not possible to remove Hull Point (HP) damage or Crew Point (CP)/Assault Point (AP) loss with a Damage Repair Test. The Attack Dice (AD) value of ALL Primary weapon systems on this model are reduced by HALF. This model loses 1 Crew Point (CP)/Assault Point (AP) and gains a Raging Fire Marker. 4 Starboard. If a model has a Raging Fire Marker on it. but must roll separately for each Critical Hit Effect that they are attempting to repair. This model cannot use its Point Defence systems. the Repair attempt has failed and the Critical Hit effect remains on the model.

Firestorm Armada Space Combat Rules 53 Copyright © 2009-2013 Spartan Games .damage mark ers Permission is given to print out the above Firestorm Armada Tokens for personal use only.

critical hit mark ers Permission is given to print out the above Firestorm Armada Tokens for personal use only. Firestorm Armada Space Combat Rules 54 Copyright © 2009-2013 Spartan Games .

Cloak Marker . Systems Offline Critical Hit Marker. Secondary Systems Offline Critical Hit Marker. Firestorm Armada Space Combat Rules 55 Copyright © 2009-2013 Spartan Games . Shunt Marker . Use these Markers to track the loss of Assault Points. Point Defence Offline Critical Hit Marker. Decompression Marker. Engine Failure Critical Hit Marker.placed next to a model when its Cloaking Field is turned on. Weapon Damage Critical Hit Marker.placed next to a model which has Cut Engines. Use these Markers to track Hull Damage. Use these Markers to track the loss of Crew Points. Raging Fire Marker.placed next to a model when it is entering Fold Space.game mark er k ey Star Admiral’s Vessel Marker. Cut Engines Marker . Containment Leak Critical Hit Marker.

AQUAN PRIME go to the aquan prime online shop page Firestorm Armada Space Combat Rules Firestorm Armada Space Combat Rules 56 Copyright © 2009-2013 Spartan Games Copyright © 2009-2013 Spartan Games .

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