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BOOK CONTENTS

WELCOME 4
THE ENEMY 5

TARGETING 32
Line of Sight 32
Arc of Fire 33
Range 33

GAME BASICS 7
MODEL TYPES 9
WEAPONS 11
SPACE TERRAIN 13

ATTACK DICE 34
Initial Attack Dice 34

Modifiers to Attack Dice
34

Attack Dice for Flights
34

GAME CARDS 15

Types of Game Card 15

Hand Size 16

Using Game Cards 16

Card Tactics 16

Multiplayer Games 16

FIRING OPTIONS 35
Linked Fire 35
Combined Fire 36
Split Fire 36

SYSTEM RATINGS 37

Point Defence To Hit Numbers
37

Primary/Torpedo To Hit Numbers
37
Shield Systems 37
Cloaking Field 37
Defensive Fire 38

GAME SETUP 17
Squadron Organisation 17
Escort Squadrons 17
Star Admiral 17
Fleet Organisation 17
Game Length 18
Battle Field Setup 18
Deployment 19
Victory Condition 19
Victory Points 20

MINES 39
Dropping a Mine 39
Cascading Mines 39
Shields and Mines 39

COHERENCY 21
Command Distance 21
Commanded Element 21
Out of Command 21

ORDER OF PLAY 22
Turn Card Phase 22
Initiative Phase 22
Squadron Activation Phase 22
Activation Sequence 22
End Phase 23

KILLING MODELS 40
Damaging a Model 40
Critical Hit Table 40
Damaging a Flight 41
Combat Sequence Summary 42
BOARDING 43
Assault Points 43
Crew Points 43
Boarding Assault 43
Boarding Procedure 43

Anti-Boarding Point Defence Range
44

Anti-Boarding Point Defence To Hit
44

Anti-Boarding Point Defence Damage
44
Resolving Boarding Assaults 44

Winning a Boarding Assault
44
Sabotage 45

Boarding Assault Sequence Summary
46

FLIGHT TOKENS 24
Carrier Models 24
Flights 24
Weapon Stats 24
Flight Formations 25
Landing Flights 25
Launching Flights 25
Rearming Flights 25
Intercept Move 25

Flight Activation Sequence Summary
26

END PHASE 47
End of Game 47
Compulsory Actions 47
Damage Repair 47
Remove Game Markers 47
Draw Game Cards 47

MOVEMENT 27
Moving a Flight 27
Moving a Squadron 27
Minimum Movement 27
Turning a Model 27
Proximity Vectoring 28
Moving Off Table 28
Fold Space Travel 28
Belly Up 28
Cut Engines 28
Drifting 28
Collision and Ramming 29

MODEL ASSIGNED RULES 48


CRITICAL HIT TABLE 52
DAMAGE MARKERS 53
CRITICAL HIT MARKERS 54
GAME MARKER KEY 55

MAKING WAR! 30
Combat Sequence 30

Declaring Point Defence Attacks
30

Declaring Primary and Torpedo Attacks
31

Resolving Primary and Torpedo Attacks
31
Defensive Actions 31
Apply Damage 31

Firestorm Armada Space Combat Rules

Copyright 2009-2013 Spartan Games

THE FIRESTORM
ARMADA Team

INTERNAL PLAYTESTING
AND PROOFING

Manufacturing
& Assembly

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

Martin Jones
Christopher Peacey
Drew Cox
Gordon Chamberlain
Jamie Allen
Jeff Henderson
George Shearn
Jack Patterson
Harriet Rhodes
Luke Martin

Digital Sculpting & Modelling


Christopher Drew
Martin Jones
Christopher Peacey
Jonny La Trobe-Lewis
Dave Kidd

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

Firestorm Armada Space Combat Rules

Business Management & Web


Frances Fawcett
Katie Bennett
Gary Bent
Lizzie Wood
Ricky Brewer
Stephen Rhodes

Copyright 2009-2013 Spartan Games

welcome
To A War-Torn
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. Vast fleets of warships, both human and alien, clash
in epic space battles with the military might of numerous
allied systems supporting them.

The FIRESTORM ARMADA setting has huge potential as


a setting for space combat, and it is a perfect platform for
using the fantastic models produced by our creative design
team in a fun game that lasts just a few hours.
The rules allow a small skirmish, involving just a few
models per side and only two players, to be played as
easily as a massive game between space armadas that
could easily contain several large Capital Class vessels,
hordes of smaller vessels and with several players per side
commanding the fleets.

At the heart of the bitter conflict are two great alliances:


the Alliance of Kurak brings together the main races of the
Terran Alliance, Aquan Prime and Sorylian Collective.
To this we add the smaller, but by no means weaker, races of
Veydreth, Terquai, Hawker, Ryushi, Xelocian and Tarakians.

In addition to the core rules we have created a mechanic


that allows for the use of Game Cards, which are designed
to add a Fog of War to the game. You never truly know what
card your opponent has in their deck of cards. But then
again, your opponent does not know what cards you are
holding!

Against them is the formidable Zenian League, a pact that


was created by the Dindrenzi Federation, Directorate
and Relthoza. As the conflict escalates so more and more
smaller allied systems have either joined, or been drafted,
into the League. These races include the BaKash, Kedorians,
Works Raptor and the Rense System Navy (RSN).

You do not have to use the game cards, but we recommend


their use as they add an exciting dimension to your game
play.

The territories of all six main factions converge in a vast


stellar region known as Fathoms Reach. This area bears
the brunt of the aggressive Dindrenzi Federation attack
on the Terran Alliance. Fathoms Reach is known more
evocatively as The Storm Zone and around this strategic
and economically vital area of space numerous lawless
Marauder Factions operates, prepared to break any
agreement to satisfy their own interest, as the two mighty
rivals clash in a struggle for survival.

If you go to our website you can see our superb range of


models for FIRESTORM ARMADA and any support
material for the game, such as downloadable tokens and
templates.

www.spartangames.co.uk

FIRESTORM ARMADA uses the same core mechanics


found in our fantasy naval game Uncharted Seas,
and further developed in our Victorian Science Fiction
game Dystopian Wars. At Spartan Games we
wanted a game that distilled complex science into simple
game mechanics to ensure that the feel of the game reflected
a cinematic version of space combat.

So Admiral, you are now ready to command the forces


of one of the great galactic powers in FIRESTORM
ARMADA. Join the Dindrenzi Federation as they invade
this region of space, hell bent on the destruction of the
Terrans, or support the Terran Alliance and conquer the
invaders. The choice is yours...

This edition of the game has allowed us to improve the game,


based on the feedback of our gaming community, and work
by our game designers. It has also given us the opportunity
to include extra material that has been produced for the
game since its release in a single hardback volume.

Firestorm Armada Space Combat Rules

Copyright 2009-2013 Spartan Games

THE ENEMY
A brief guide
to the races
Welcome to Firestorm Armada, Spartan Games exciting
and fast-paced space combat game which is set in a galaxy
far in mankinds future.

The Terran Alliance, knocked reeling by these massive


attacks, has now moved to stem the tide, mobilising great
armadas and armies of its own from both the Storm Zone
colonies and Terran Hub systems further to the galactic
west.

Although the Firestorm setting as we know it encompasses


a huge portion of the Milky Way, the game is set mostly in
a strategically vital area of space named the Storm Zone, a
title given it by early Terran explorers in recognition of the
regions volatile natural phenomena. These have long made
traversing the area a challenge.

Whole fleets have been smashed and colonies razed before


the fury of the Dindrenzi advance, but the Terran Alliance
fight-back is only just beginning. Already the whole Storm
Zone has been engulfed by the Terran-Dindrenzi War, and
now that conflict will only intensify.

Today, though, the Storm Zones name has gained much


greater significance. It is the stellar crossroads between
four great alien and human empires. To the galactic north
lie the worlds of the Aquan Sebrutan, while to the south
lies reptilian Sorylian Collective. However, to the east and
west lie the most significant players in the region. East of
the Storm Zone, and holding nominal dominance over it,
is the vast Terran Alliance, the oldest and, in the minds of
its government at least, greatest human stellar dominion.

Such is the scale of human dominion and influence in the


galaxy that several other great powers have been drawn into
the inferno.
The Dindrenzi are supported by the empire of the spiderlike
Relthoza, who fear the possibility of renewed human threats
to their prized home-worlds, and who also harbour a desire
for expansion at the expense of their Sorylian neighbours.

However, to the west lies the Terran Alliances principal rival,


the young, vigorous and aggressive Dindrenzi Federation.
Once a part of the Alliance, when their domain was
called the Terran Commonwealth, the Dindrenzi wrested
themselves away from they believed to be overbearing
Terran governance in a series of wars that lasted over a
century and climaxed with the nuclear annihilation of an
entire world.

The Federation are also backed by the shadowy corporate


plutocracy known as the Directorate. It is from the
Directorate as much as their own efforts that the Dindrenzi
derive their technological superiority over their Terran
cousins. Many on both sides believe the corporate dominion
to have even greater influence over the Federation than is
acknowledged.
For their part, the Terrans have called upon their longstanding treaties with the Aquan and Sorylian dominions,
imploring them for military and logistic aid to stem the
Dindrenzi assault, while the greater military resources of
the Hub Systems are mobilised. Both empires also have
their own reasons for committing to fight the Federation.

Although a fragile peace held for a while between the


Terrans and the Dindrenzi, today that peace has been
shattered. The Terrans, cut off from the lucrative Outer
Reach after the break with the Federation, devoted a great
deal of resources to renewed exploration elsewhere around
their domains.

The Aquans themselves have long been troubled by attacks


from Directorate raiders, culminating in the abductions of
whole colonies, with any pursuit by their own forces being
halted at the border of Federation space by Dindrenzi naval
flotillas.

But the Dindrenzi, driven by a mixture of hubris and


paranoia, spent years building up huge stellar and terrestrial
military forces. Determined to secure themselves against
any further Terran threat, they launched these mighty fleets
and armies into the Storm Zone in a powerful pre-emptive
strike. The Federations forces attacked and destroyed dozens
of Terran installations, as well as holdings belonging to the
Aquan and Sorylian empires.

Firestorm Armada Space Combat Rules

The Sorylians, meanwhile, have suffered much from


Dindrenzi-sponsored pirates and privateers assaulting
their trade routes, while Relthoza fleets have repeatedly
attempted to make inroads into Sorylian territory.

Copyright 2009-2013 Spartan Games

As well as these great powers, many smaller dominions


have been drawn into the conflict as the Terran-Dindrenzi
War intensifies. The efforts of the former Terran Alliance
President Anton Kurak, one of the few who foresaw the
Dindrenzi threat, have resulted in the creation of the
Kurak Alliance, an organisation of smaller powers who
have a vested interest in supporting the Terrans against the
Dindrenzi invasion.

For those with a liking for a more intimidating style,


there are the predatory expansion fleets of the Relthoza, a
sentient alien race that developed over thousands of years
from arachnoids. This race allies itself with the Dindrenzi
as much for convenience as loyalty, as they capitalise on the
losses of the embattled Sorylians in an attempt to extend
their own domains.
Finally, for the most conspiratorial and cunning minds,
there are the technologically advanced Security Fleets of
the Directorate. Although once a part of the Terran Alliance,
this shadowy corporate power grew wealthy from the sale of
weaponry and intelligence to the Dindrenzi Federation. But
this is only one facet of their operations. Flotillas of their
crab-like spacecraft regularly descend upon human and
alien colonies, slaughtering or abducting whole populations
for use in their sinister experimentation.

On the other side, the Zenian League was brokered by the


Dindrenzi Federation Chairman Markus Rense and the
sinister figure of Ervan Bas of the Directorate. Convened
on the Directorates hidden capital planet, Zenia, the league
has brought together a number of races keen to profit from
the Dindrenzi Federations rebalancing of the galactic order.
In the volatile Storm Zone, the strategic hub conflict,
mighty battle fleets clash to determine the fate of the galaxy.
Each of the warring factions has its own reasons for waging
war, and its own methods of doing so.

These are the great powers of the galaxy, but not the only
ones. All around them are lesser dominions; alien and
human, civilisations and marauding reaver bands both.
Many have aligned themselves with one or other of the
great power blocs of the Firestorm universe, determined to
profit from victory or share in its spoils.

Its time to choose sides; will you follow the Dindrenzi in


their war of conquest, as they seek to claim their avowed
birthright as the inheritors of human civilisation in space?
Perhaps your sympathies lie with the Terrans, the founders
of humanitys dominion among the stars, 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 fate of entire galaxy


hangs in the balance within the Storm Zone. Muster your
fleet, board your flagship, and sail forth for honour, glory,
or plunder!

Perhaps you will choose the Aquans whose liquid-filled


spacecraft have sailed the void since centuries before
mankind even reached the surface of the moon, and yet who
now find themselves major players in the wars of humans.
Or maybe the Sorylian Collective; ponderous lizard-like
beings who nonetheless have developed one of the finest
fleets in the galaxy thanks to their extraordinary grasp
of scientific and mathematical principles, and who must
now defend their ancient Collective from the encroaching
Dindrenzi and Relthoza.

Firestorm Armada Space Combat Rules

Copyright 2009-2013 Spartan Games

Game basics
how the
mEchanics work
The basic requirement for playing FIRESTORM
ARMADA is a selection of suitable models, a Game Board
to play on and a number of six-sided dice. Dice provide the
element of chance in the game, and the luck a player has
when rolling their dice could change the course of a game and the future of a galaxy!

Whenever you see the number required for successful die


roll as 6, anywhere in the rules, you know that a natural
roll of 6 will result in TWO successes AND a chance to roll
the dice again. If the required number is shown as 6, the
Exploding Dice game mechanic is NOT in effect.
With the Exploding Dice mechanic you keep going until
you stop rolling any 6s, and only when you have finished
rolling the dice do you add up the total number of successes;
so make sure that when you roll again you dont roll a dice
that is already a success, or you may lose count.

This means a lucky Frigate could withstand an assault from


a much more powerful Battleship, simulating the great
skill of its captain as it evades the enemy ships powerful
weapons, or could, with extreme good fortune, cripple a
Dreadnought with a lucky shot. Any situation is possible
in FIRESTORM ARMADA, depending on the roll of the
dice!

Some rules may alter the target number required to score a


success, or modify a dice roll by adding or subtracting from
the initial result. Regardless of this, a natural roll of 6 will
result in TWO successes AND give an extra dice roll, while
a result of 6 or better due to a dice roll modifier will result
in ONE success and NO extra dice roll.

DICE
In FIRESTORM ARMADA we use two types of dice; D6
and D3. A D6 is a standard six-sided dice. A D3 requires
the rolling of a D6, with a roll of 1 or 2 equal to a result of
1, a roll of 3 or 4 equal to a result of 2, and a roll of 5 or 6
equal to a result of 3.

EXAMPLE: A vessel rolls 8D6 against an enemy model.


Needing a 4, 5 or 6 to hit, it rolls 1, 2, 3, 3, 4, 5, 5 and a 6.
This is five hits so far (one each for the 4 and two 5s, and
two for the 6) and the natural 6 gives an extra roll.

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.

An additional roll of 5 will add one more to the total and


the dice rolling ends with six hits scored against the target.
Had the additional roll been a 6, instead of a 5, it would
have added two more hits and given another extra roll!
EXAMPLE: A vessel with +1 modifier to hit rolls 5D6
against an enemy model. Needing a 4, 5 or 6 to hit, it rolls
2, 2, 3, 5 and a 6. This is four hits so far (one each for the
3 and the 5 (which have become 4 and 6 respectively) and
two for the 6) and ONLY the natural 6 gives an extra roll.
An additional roll of 2 adds no more to the total and the
dice rolling ends with four hits scored.
ROUNDING DOWN
If, for any reason, the rules state that a value is to be
reduced by HALF, the original number is always Rounded
Down. Any value related to a number of dice can NEVER
be reduced to below 1 by Rounding Down, but any other
value can be, for example a models Movement (Mv) value.

EXPLODING DICE
Many D6 use the Exploding Dice game mechanic, where
a natural roll of 6 always results in TWO successes AND
a chance to roll the dice again and score further successes!

Firestorm Armada Space Combat Rules

Copyright 2009-2013 Spartan Games

RANGE BANDS
Range is the distance in inches between a Firing model and
its target and is measured along the Line of Sight. There
are FOUR Range Bands, each of which is eight inches and
each follows on directly from the Range Band before it. The
Range Bands are therefore 8, 16, 24 and 32, with 32
therefore the theoretical maximum Range in the game.

or using any Flight Peg on the model for any other reason,
uses the nearest Flight Peg to the target.
FLIGHT TOKENS
Tiny Space Craft, such as single seater fighters and
Assaulters carrying troops to board an enemy vessel, are
represented by a token in FIRESTORM ARMADA. Each
token represents a Flight with an adjacent dice or numbered
token used to represent how many Wings of the same type
of Tiny Space Craft are grouped together into the Flight. All
measurement TO or FROM a Flight uses the closest point
of the Token.

If the distance between the Firing model and any target is


8 or less, then the target is in Range Band 1. If the distance
is greater than 8, but not further than 16, the target is in
Range Band 2. This then follows for Range Band 3 and
Range Band 4.

TURNING TEMPLATE
In FIRESTORM ARMADA all models use a 45 degree
Turning Template when they turn. When using the
Turning Template its Flat Edge should be flush with the
models Flight Stand, and its Navigation Point should be
aligned with the Front Edge (Port or Starboard) of the
models Flight Stand appropriate to the direction of any
turn.

HEIGHT LEVELS
There are no height levels in FIRESTORM ARMADA for
models. However, certain terrain features can impact line of
sight. See the Terrain Section on Page 13.
FLIGHT STAND
All models should be mounted on a Flight Stand. Each
Flight Stand has one Port and one Starboard Front Edge
and at least one Flight Peg.

TURN LIMIT
In FIRESTORM ARMADA all models have a Turn Limit.
This is the minimum distance a model must move directly
forwards between each turn. In general this is 0 for Small
models, 1 for Medium models and 2 for Large or Massive
models.

MEASUREMENT
All measurement in FIRESTORM ARMADA is in Inches
() and you can pre-measure ANY distance at ANY time.
TERRAIN
When measuring TO, or FROM, Terrain use the closest
part of the Terrain feature.

Important Note: A Flight does not use a Turning Template


or Turn Limit as it has 360 degree movement.

MODELS
When measuring TO or FROM a model use the appropriate
part of the models Flight Stand:

NOTE: Measurements are made in inches () in this game.


The 45 degree Turning Template is easy to use, and remember
that some models, such as Flights of Small Space Craft DO
NOT use a Template.

Use the Flight Peg for Movement, and the appropriate


Front Edge for Turning.
Use the Flight Peg for Line of Sight and Range.

Important Note: If a model has more than one Flight Peg


on its Flight Stand the player performing any measurement,

Firestorm Armada Space Combat Rules

And finally, you can pre-measure enemy models to help you


destroy them!

Copyright 2009-2013 Spartan Games

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,
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.

Many also act as a static Carrier model for fighter and


bomber squadrons in forward combat areas.
Battleships (Large, Capital Class)
Battleships are the main strike force in most Fleets, often
they act as command centres with the Fleet Admiral on
board, They have some of the most powerful weaponry
available and are often in the thick of any battle.

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.

Carriers (Large, Capital Class)


Carrier models provide a platform for Tiny Space Craft
such as fighters and bombers to deploy with the main Fleet
far from any home base. They are vital to a Fleet for long
range scouting and picket duties. Another key role is to
defend a Fleet against enemy bombers and to provide a
potentially devastating strike capability against an enemy
force. They are deployed with care, as they are vulnerable
to attack and are often a Fleets most valuable asset. The
Carrier Designation also contains the sub-Designation of
Battle Carrier.

A Stat Card specifies the Size (Small, Medium, Large or


Massive) of a model and where relevant whether it is a
Capital Class model or an Installation. This information
can affect how a model interacts with Terrain and/or other
models in the game.
EXAMPLE: The Terran Razorthorn Class Battleship is
identified as belonging to the Terran Alliance, it belongs
to the Razorthorn Class and its Designation is a Battleship.
The Stat Card for the Razorthorn also indicates that its Size
is Large and that it is a Capital Class model.

Dreadnoughts (Large, Capital Class)


Dreadnoughts are massive up-gunned and up-armoured
Battleships. They are rarely seen in peacetime, but are often
used as the spearhead of any major naval campaign.

MODEL TITLE
The following is a list of the Designations available in
FIRESTORM ARMADA, including information on their
Size and whether they are a Capital Class model or an
Installation.

Satellites (Medium, Installation)


A Satellite may have a civilian or military purpose and
can either orbit a planet or be free standing in Space. They
may function as research facilities, intelligence gathering
centres, communication relays or even as supply depots.

Leviathans (Massive, Capital Class)


Leviathans are rare models that are used as Headquarters
for large Fleets or an Armada. Often used as mobile logistics
bases, massive army transports or as giant Carrier models.
They are not generally risked in battle, but often make an
appearance when an Armada arrives within a system as
part of any planetary invasion force.

Civilian Ships (Small, Medium or Large)


Civilian Ship models vary in Size and support commerce
and trade across the galaxy. Multiple sub-classes of Civilian
Ship exist such as Merchants, Traders, Liners and Shuttles.
Cruisers (Medium, Capital Class)
Cruisers are the mainstay and workhorses of most
Fleets, with enough weaponry to take on bigger models
when in Squadron strength, and destroy weaker models
with relative ease. They are frequently used to maintain
authority over troublesome planetary systems and guard
supply convoys. Multiple sub-classes of Cruiser exist such

Space Stations (Large, Capital Class, Installation)


A Space Station can be orbiting a planet or free standing.
They may be used as a forward base or as a barracks or
shipyard where Fleets can dock to repair and re-supply.
They often house thousands of personnel and are important
for trade and commerce as well as military operations.

Firestorm Armada Space Combat Rules

Copyright 2009-2013 Spartan Games

Escorts (Small)
Escorts are one of the smallest models found in a Fleet.
Deployed in large numbers they are normally used as close
protection and extra Point Defence for larger models.

as Battle Cruisers, Heavy or Light Cruisers and specialised


R&D (Research and Development) Cruisers.
Gunships (Medium, Capital Class)
Gunships are often developed by a specific race or faction
and are designed to fight above their type, often having the
hull of a Cruiser and the weaponry of a Battleship. Usually
not as well protected as a normal design but containing
powerful weapon systems they are deployed for a particular
mission or in support of a specific fleet.

Frigates (Small)
Frigates are used in large numbers as decoys in a similar
way to Destroyers except they are usually smaller in size
and cheaper to produce. Like Destroyers they make up
for any shortcomings by forming large Squadrons, giving
them a chance of taking down larger models.

Transports (Small, Medium or Large)


Military Transports can vary in Size. They can carry a large
number of military personnel but normally have limited
offensive or defensive capability. Tankers are a sub-class
of Transport that can carry supplies such as fuel or even
ammunition in support of a Fleet, especially if the Fleet is
operating far from its normal base.

Weapon Platforms (Small, Installation)


A Weapon Platform is normally an automated weapon
system deployed in large numbers near important
installations. They are easy to maintain and have simple
control systems. They can contain powerful weapons but
any firing arcs may be easy to avoid if you are not committed
to capturing the objective that they protect.

Corvettes (Small)
Corvettes are fast models and often have very limited
weapons available, preferring to rely on their speed and
agility. They normally operate as scouts in advance of their
Fleet.

FLIGHT TOKENS
Tiny Space Craft are not treated as models in FIRESTORM
ARMADA. Instead they are they are referred to as a Flight
of Wings and are represented by a Token and treated
differently in the rules. Wings are classed as Fighters,
Bombers, Interceptors and Assaulters.

Destroyers (Medium, Capital Class)


Destroyers are often deployed in support of a Fleet and they
can provide an effective distraction for larger models. They
usually have limited weapons available but if deployed in
strength they can still pack a powerful punch.

10
Firestorm Armada Space Combat Rules

10

Copyright 2009-2013 Spartan Games

weapons
devastating space
arsenals
In FIRESTORM ARMADA a model can be armed with
Primary and/or Torpedo weapon systems, Mines and Point
Defence systems.

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.

A Wing can be armed with Point Defence systems and short


range Torpedo weapon systems.

GUN RACK
A Gun Rack is a gallery of small turrets built into the
superstructure of the model. A Gun Rack can simultaneously
fire into both the Port AND Starboard Arc of Fire.

PRIMARY WEAPON SYSTEMS


The possible types of Primary weapon system are Broadside,
Turret or Gun Rack.

Beam weapons include light (photons), particle, 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.

TORPEDO WEAPON SYSTEMS


Torpedo weapon systems are in effect powerful missiles.
Often with a limited Arc of Fire and with variable payloads
that include traditional explosives, small nuclear warheads
and even localized photon beams, cheap to produce but
relatively slow they can pack a fearsome punch against a
model that has taken Damage and is unable to use its Point
Defence systems effectively to counter their threat.

Kinetic weapons are massive, highly advanced guns.


Examples include; Rail Guns, Coil Guns or Mass Drivers.
These weapons fire projectiles at incredible speeds and
effectively smash through their intended target.

Torpedo weapon systems that represent short range


torpedoes and similar ordnance can be found on a Wing,
their relative strength is indicated by an Attack Dice value
on the relevant entry for the Wing in the table on Page 24.

BROADSIDE
A Broadside is any weapon system indicated in the Weapon
Stats section of a models Stat Card that is NOT a Torpedo
weapon system and is NOT a Turret or Gun Rack Primary
weapon system.

MINES
Mines represent a range of different technologies from
traditional passive munitions to heat seeking projectiles or
clouds of micro explosives and can be deployed by specific
models in game. Fitted with sophisticated Friend or Foe
recognition they are generally only a threat to an enemy
Fleet and can be a useful device to restrict enemy movement
and channel models into a pre-defined kill zone.

Primary weapon systems provide the majority of a models


combat power and in FIRESTORM ARMADA normally
use either Beam or Kinetic energy technology.

Important Note: A Broadside weapon can be listed on a


Stat Card with a Fore and Aft orientation as well as a Port
or Starboard Arc of Fire. Each Broadside weapon system
on a model could be a collection of smaller weapons, firing
from fixed gun ports or with a limited Arc of Fire and
collectively making a single Broadside, or may be a single
more powerful Rail Gun or Beam weapon. A Broadside
weapon could also include several advanced weapon types
such as Tier 2 weapon systems and Disruption Cannons.

POINT DEFENCE SYSTEMS


Point Defence systems are normally passive in nature but
can be used as a weapon in specific circumstances. They
include a combination of coordinated high speed cannon
and sophisticated decoys designed to confuse and deflect
any threat.

Important Note: A Broadside weapon listed as a Starboard/


Port Weapon Type is two separate weapon systems on the
same model, one Port and one Starboard, both weapon
systems use the initial Attack Dice value listed in the
Weapon Stats section of a Stat Card.

Firestorm Armada Space Combat Rules

11

Point Defence systems can be used to Attack a Flight.


Point Defence systems can be used to perform
Defensive Fire against Torpedo weapon systems.
Point Defence systems can be used to perform AntiBoarding Fire against a Boarding Assault.

Copyright 2009-2013 Spartan Games

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 models Stat Card. The possible Arcs of
Fire are 90 degree or Fixed with a Fore, Aft, Port or
Starboard orientation or a 360 degree Arc of Fire.
A Broadside has a Fore, Aft, Port or Starboard
orientation, and either a 90 degree or Fixed Arc of
Fire, a Gun Rack has both a Port AND Starboard
orientation and a 90 degree Arc of Fire and a Turret
has a 360 degree Arc of Fire.
Any Torpedo weapon system on a model has a Fore,
Aft, Port or Starboard orientation, and either a 90
degree or Fixed Arc of Fire but can have a 360 degree
Arc of Fire. A Torpedo weapon system on a Wing has
360 degree Arc of Fire.
Any Point Defence system on a model or Wing has a
360 degree Arc of Fire.
Important Note: Fore is the front, Aft the rear, Port
the left and Starboard the right facing relative to a
models Flight Stand.
90 DEGREE
A 90 degree Arc of Fire is centred on a models Flight
Peg, with the correct orientation (Fore, Aft, Port or
Starboard).
FIXED
A Fixed Arc of Fire is the entire width or length of a
models Flight Stand, and extends directly out from
the Flight Stand, with the correct orientation (Fore,
Aft, Port or Starboard).
360 DEGREE
A 360 degree Arc of Fire for a model is centred on
a models Flight Peg, and extends all around the
model and for a Wing extends from any point on the
relevant Flight.
Important Note: If a model has more than one Flight
Peg any 90 degree or 360 degree Arc of Fire must be
centred on the closest Flight Peg to the target on the
models Flight Stand.

Firestorm Armada Space Combat Rules

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space terrain
spicing up a
gaming table
FIRESTORM ARMADA is best played on a Game Board
at least 6 x 4, varying the size of the Game Board will allow
an appropriate sized game to be played. A black cloth or
similar background also enhances the look of any game.

A model or flight moving more than HALF its modified


Movement value during any move MUST perform a
Manoeuvre Test under the following circumstances:

Several companies provide prepared cloths commercially


for dressing any Game Board with an appropriate star
field, but an airbrushed black felt cloth that has a simple
nebula effect sprayed on it and stars flicked on using an
old toothbrush and white and yellow paint can be very
effective!

Asteroids can be painted rocks mounted on a small Flight


Stand or a lava rock, commonly used in gas barbecues and
available from your local hardware store, makes a fantastic
asteroid.

TERRAIN
Terrain in FIRESTORM ARMADA is highly stylized due
to the scale of the game. No Terrain has any defined orbit
and there is no requirement to move it during a game.
The four possible types of Terrain found in a game are a
Planetoid, Asteroid Field, Nebula or Gravity Well.

Roll 1D3+3 Attack Dice against each model that suffers a


Collision using the Exploding Dice Mechanic and requiring
a 4, 5 or 6 to hit.

Any Line of Sight through a Planetoid is Blocked

Collision Damage
The number of hits from any Collision is compared to the
Damage Rating (DR) and Critical Rating (CR) of a model.

If the Flight Stand of a model, or any Flight token, makes


contact with a Planetoid the model or Flight is Destroyed
and removed from the Game Board.

ASTEROID FIELD
An Asteroid Field has a diameter of 1D6+6 when created
and represents pieces of rock and/or metal or debris from a
Fleet or Planetoid. An Asteroid Field represents an area of
space debris which could damage or destroy a model.

If the number of hits equals, or exceeds, a models DR,


and does NOT equal, or exceed its CR, it loses 1 Hull
Point.
If the number of hits equals, or exceeds, a models CR
it will roll on the Critical Hit Table.

A model reduced to 0 Hull Points is Destroyed and removed


from the Game Board.

Any Line of Sight through, or into, an Asteroid


Field is Partially Blocked if the distance through the
Asteroid Field is less than or equal to 8

Firestorm Armada Space Combat Rules

On the roll of a 1 a Flight will suffer a Collision


On a roll of 1 or 2, a Small model will suffer a
Collision
On a roll of 1, 2 or 3, a Medium model will suffer a
Collision
On a roll of 1, 2, 3 or 4, a Large or Massive model will
suffer a Collision

1D3 Wings in any Flight that suffers a Collision are


immediately Destroyed.

PLANETOID
A Planetoid has a diameter of 1D6+6 when created and
represents a small planet, moon or lump of rock and/or ice.

At the start of the Movement Segment of its


Activation if a models Flight Stand, or any part of a
Flight, is inside an Asteroid Field at the start of the
Movement Segment
As soon as a models Flight Stand, or any part of a
Flight, makes contact with an Asteroid Field

Manoeuvre Test
Roll 1D6 for each model performing any Manoeuvre Test.

Your scenery can be as complex as required, it is a simple


process to take that rock and add a military base, launch
bay or gun turret.

Any Line of Sight through, or in, an Asteroid Field is


Blocked if the distance through the Asteroid Field is
greater than 8

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Important Note: A model with a starting Hull Point value


of 2 is not affected by any Critical Hit. If the CR of such a
model is equalled or exceeded the model is Destroyed and
removed from the Game Board with no roll on the Critical
Hit Table.

Important Note: A Mine is automatically affected by a


Gravity Well in the Compulsory Actions stage of the End
Phase of each Turn.

Important Note: It may be that any hits against a model


not only equal or exceed its CR but double or treble the
value. Roll ONCE on the Critical Hit Table for each FULL
multiple of a models CR and always roll on the Critical Hit
Table even if any Hull Point Damage has already Destroyed
a model to check for a Catastrophic result.

Gravity Well Effect


A Mine, model or Flight affected by a Gravity Well MUST
move 1D6 directly towards the centre of the Gravity Well
marker, retaining its current orientation. A Mine, model or
Flight affected by more than one Gravity Well can resolve
their effects in any order required.

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.

A Mine, model or Flight affected by a Gravity Well and


moved into contact with a Gravity Well marker is Destroyed
and removed from the Game Board. A Mine does NOT
explode.

Any Line of Sight through, or in, a Nebula is Impeded.

GRAVITY WELL
A Gravity Well has a radius of 12 when created and
represents the gravitational force of a mass large enough to
exert an influence on the movement of a model or Flight.
The centre of any Gravity Well is shown using a Gravity
Well marker.

Important Note: A model or Flight moving through the


centre of a Gravity Well during the Movement Segment of
its Activation is NOT Destroyed and is only in danger from
a Gravity Well if it fails a Gravity Test.
DISTORTION FIELD
A Distortion Field is represented by a Distortion Field
template and simulates any natural, or artificial, anomaly
capable of disrupting the sensors and targeting arrays of a
model or Flight.

Any Line of Sight through, or in, a Distortion Field is
Impeded.

A model or Flight within 12 of a Gravity Well


marker after completing the Movement Segment of its
Activation must perform an immediate Gravity Test.

Gravity Test
Roll 1D6 for each model, or Flight, performing any
Gravity Test.

On a roll of 1 or 2, a Medium model is affected by a


Gravity Well.
On a roll of 1, a Large or Massive model is affected by
a Gravity Well.

On a roll of 1, 2 or 3, a Flight or a Tiny or Small model


is affected by a Gravity Well.

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Firestorm Armada Space Combat Rules

Copyright 2009-2013 Spartan Games

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. These
Game Cards introduce new tactics, elements of chance and
a simple way of modelling movie style space battles.

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

TYPES OF GAME CARD


Game Cards use the STAR mechanic. Each card is marked
with an appropriate S, T, A or R symbol to indicate whether
it is a Squadron, Turn, Action or Reaction card. Some cards
are also marked with a Counter or Wing symbol.

Only one Reaction Card can be played per action but


more than one can be played on the same model per Turn.
An action is any single event during an enemy Squadrons
Activation that has an effect on a model.

Important Note: A Game Card may allow you to perform


an action with, or against, a model that is otherwise not
allowed. The text on a Game Card always takes precedence
over the rule book.

A Reaction Card will only affect a single action, so the


effect of a card that increases your Damage Rating (DR)
is temporary, and only lasts for the duration of the action it
was played against.

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
Squadrons Activation
Squadron Cards can affect some, all or none of the
models in a Squadron
If a Squadron is split, a Squadron Card can only affect
the models in the Commanded Element

Wing Card
Game Cards with a Wing symbol on them can only be
played on a Flight and CANNOT be played to directly
affect any model.
Counter Card
Game Cards with a Counter symbol on them can be
played normally or can be used to cancel a card played by
an opponent.

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

A card with a Counter symbol CANNOT be


cancelled
Only a Turn Card with a Counter symbol can be used
to attempt to cancel a Turn Card
The normal effects of a card used to cancel another
card, and of any card successfully cancelled, are
ignored

Important Note: To cancel a Turn Card a Turn Card with


a Counter symbol must be placed face down as the one
Turn Card allowed for the Turn. If the Turn Card cannot be
cancelled due to the order of activation, or the presence of a
Counter symbol on the targeted Turn Card, the cancelling
card is discarded without causing any effect.

Important Note: On the first Turn, where Initiative has


not yet been determined, players roll 2D6 and resolve their
Turn Card in order; highest first to lowest last.
A Card (Action Card)
A maximum of one Action Card can be played on a
Squadron per Turn
An Action Card can be played on a model at ANY
time during the Squadrons Activation

Firestorm Armada Space Combat Rules

An Action Card cannot be played on a model if its


Squadron has had a Squadron Card played on it this
Turn

EXAMPLE: Adam plays a Jinking card, which cannot be


countered because it has a Counter symbol. Later in the
Turn he plays a Practiced Gunnery card and Donald cancels

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CARD TACTICS
How and when you choose to play a Game Card is very
important, and players should be careful not to tell another
player what cards they have until they are forced to do so.
A great tactical advantage can be gained by keeping your
Hand a secret.

it by playing the Rough Ride card which has the required


Counter symbol. Both of these cards are discarded without
any of their normal effects being resolved.
HAND SIZE
The maximum number of cards a player can hold at any
one time is equal to the number of Squadrons they have in
their Fleet, up to a maximum of 5. This is called the players
Hand.

MULTIPLAYER GAMES
Although it is preferable for everyone to have their own
deck of Game Cards, it is possible share a deck. Each player
will need to draw from a shared deck and discard to a
shared Discard Pile.

Important Note: Models that have been Lost, Flights,


Escort Squadrons or Installation models do not count as a
Squadron for the purposes of generating a Hand of cards.
At the start of a game, after Deployment but before Initiative
is rolled for the first Turn, each player draws cards from
their shuffled deck of Game Cards up to their maximum
Hand size.

Important Note: If a deck is used by more than one player,


where possible, allies, rather than opponents, should use a
shared deck.
You may not play cards on your allies models unless the
card text specifically allows you to. In games with more than
two players per side you may ONLY play cards to benefit
models you control or to hinder enemy models. You may
NOT use a card with a Cancel symbol to cancel a card used
against a model belonging to an ally, unless it also affects
one of your own models..

In the End Phase of each Turn players must ensure that they
do not have more cards in their Hand than they are allowed.
If a player does have too many cards in their Hand, or if
they simply wish to replace some of the cards they have,
they can discard any number of Game Cards to the Discard
Pile and draw new Game Cards from their deck up to their
maximum Hand size.

Important Note: Any dispute about the order of the


implementation of Game Card effects should be resolved
using the current Initiative order.

If a player gets to the end of their deck of Game Cards they


must reshuffle their Discard Pile into a fresh Game Card
deck.
USING GAME CARDS
Use the Symbols and text on the various cards as a guide to
when, and on what models or Wings, a Game Card can be
played. The text on each card will explain the effects of each
card and how it is used in the game.


A Game Card that has been played CANNOT be


retracted unless it was played incorrectly
If a Game Card specifies that it is only for use on a
model, it CANNOT be used on a token
If a Game Card specifies that you must trash a card,
it is permanently removed from the current game

Firestorm Armada Space Combat Rules

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game setup
organising your
forces
When building a Fleet for a FIRESTORM ARMADA game,
it is important to choose a Maximum Fleet Value and
decide the Game Type, either an Open Game, a Friendly
Game, or a Tournament Game.

If its Parent Model is Lost, and there is another eligible


Parent Model in the same Fleet, an Escort Squadron
MUST select a new Parent Model and move, as quickly as
possible, towards it. When within Command Distance of
its new Parent Model the Escort Squadron is automatically
attached.

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, deploying each Fleet by performing Deployment and
deciding the Orders and Victory Condition for each Fleet.
SQUADRON ORGANISATION
A FIRESTORM ARMADA Fleet contains a number
Squadrons. The minimum and maximum number of
models per Squadron, and the Points Cost per model are
detailed on the relevant Stat Card. From this information
the number of points required to field a particular Squadron
can be calculated.

An Escort Squadron that is not attached to a Parent Model


can use its Point Defence systems, and if appropriate drop
Mines, but CANNOT use Primary or Torpedo weapon
systems and CANNOT initiate any Boarding Assault.
STAR ADMIRAL
The Star Admiral is in charge of your Fleet and must be
stationed accordingly. A player can place one Star Admiral
on any friendly Large or Massive Capital Class model in
their Fleet. This model is the Star Admirals Vessel. If a Fleet
does not have any eligible models upon which to place a
Star Admiral, then it cannot have one.

Squadrons can normally only contain one Class of model.


The exception to this is that Cruisers, Heavy Cruisers and
Variant Cruisers CAN be mixed within the same Squadron.
R&D Cruisers however CANNOT.

The Star Admirals Vessel is declared when it is Deployed.


Each Turn a player can have their Star Admiral perform
ONE of the following options:

If the Cruisers forming a mixed Squadron have different


maximum Squadron sizes, use the LOWEST maximum.
Otherwise, suitable Cruisers can be fielded in any ratio, as
long as all Fleet wide restrictions are adhered to.

ESCORT SQUADRONS
Escort models are designed to protect larger models from
Torpedo weapon systems, enemy Flights and Boarding
Assaults and are organised into Escort Squadrons.

An Escort Squadron MUST be attached to another


Squadron in the same Fleet before the start of the game
which contains ONE Large or Massive Parent Model.
ALL models in any attached Escort Squadron are part of
the Parent Models Squadron while the Escort Squadron is
attached.

Re-roll one Manoeuvre Test roll OR one Gravity Test


roll for a model or Flight in the Fleet within 8 of the
Star Admirals Vessel.
Re-roll one Critical Hit Table roll against an enemy
model fired on by a model in the Fleet within 8 of the
Star Admirals Vessel.
Re-roll one Critical Hit Table roll against the Star
Admirals Vessel.
Re-roll one Damage Repair roll for a model in the
Fleet within 8 of the Star Admirals Vessel.

Important Note: All of the above options can be performed


on the Star Admirals Vessel itself.

An Escort model CANNOT perform Linked Fire with


its Parent Model using Primary or Torpedo weapon
systems but can perform Linked Fire with other
Escort models in the same Squadron.
An Escort model CAN perform Combined Fire with
its Parent model, and other Escort models in the same

Firestorm Armada Space Combat Rules

Squadron, using Point Defence systems.


A maximum of ONE Escort Squadron can be attached
per Parent Model.

FLEET ORGANISATION
All models MUST be organised into valid Squadrons and
MUST adhere to the Squadron size limits specified on the
appropriate Stat Card.

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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.

However in a Tournament Game the Maximum Percentage


Value for each possible Designation of model indicated in
the Fleet Information section of a models Stat Card should
be used when building a Fleet.

With a Starter Fleet MFV players create their Fleet from


the models found in the appropriate Starter Fleet Boxed set,
including any preferred upgrades or options.

A Sub-Designation is considered a separate Designation


from its parent Designation for Maximum Percentage
Value purposes, but both will always share the same value.

With a Points Value MFV, players select models from the


appropriate Fleet List, organised as Squadrons and the total
Points Cost of all models in the Fleet CANNOT exceed the
chosen Maximum Fleet Value.

Example: The Carrier Designation also contains the subDesignation of Battle Carrier. As such, an Aquan Prime
Fleet can contain 30% Carriers AND 30% Battle Carriers.
GAME LENGTH
Game Length is defined as Fixed, Variable or Timed and all
three options are suitable for any Game Type. Regardless
of the actual Game Length all games end immediately any
side satisfies their specific Victory Conditions.

GAME TYPE
The Game Type defines any restrictions on the composition
of a Fleet; the more casual the game, the less rigid any
restrictions are likely to be.
Open Game
If you are building a Fleet for an Open Game there are no
restrictions on the models you can field; just agree an MFV
with your opponent and assemble Squadrons to the agreed
MFV from any Fleet List using the cost of each model from
its Stat Card.

In a Fixed game players agree upon a set number of Turns


for the game.
In a Variable game players agree a set number of Turns for
the game. However, during the End Phase of the last Turn,
one player rolls 1D6, subtracting 1 from the die roll for each
extra Turn that has been completed.

The specific Fleet List that provides the majority of any


models relative to the chosen MFV will determine the
relevant Core Fleet in an Open Game.

Friendly Game
If you are building a Fleet for a Friendly Game agree an
MFV with your opponent and choose a specific faction. The
faction indicates the Fleet List that the following Minimum
Squadron Restrictions MUST be taken from.


In a Timed game players agree a set amount of time for the


game, when this period of time has elapsed the current
Turn is completed and the game is over.
BATTLE FIELD SETUP
There are three options for randomly setting up a Game
Board with Terrain and all three options are suitable for
any Game Type. In FIRESTORM ARMADA Terrain is
generally a Planetoid, Asteroid Field, Nebula or Gravity
Well.

Each Fleet MUST contain at least 1 Squadron of Small


models.
Each Fleet MUST contain at least 1 Squadron of
Medium models.
Each Fleet MUST contain at least 1 Squadron of Large
or Massive models.

Method 1: Divide the Game Board into four areas of equal


size. Each side takes it in turn to choose one area and MAY
place any ONE piece of Terrain anywhere completely in
that area. Randomly determine which side chooses the first
area, once a particular area has been chosen it cannot be
chosen again by any side.

In addition the Maximum Percentage Value for each


possible Size of model is 50% in any Friendly Game. This
means that no more than 50% of the MFV for the Fleet
can be spent on a single Size of model. Large and Massive
models count as a single Size for this purpose.

Method 2: Divide the Game Board into a number of areas


of equal size, each area should be approximately 2 x 2 in
size and border at least one edge of the Game Board.

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.

Each side will roll 1D6 for EACH area and on a result of
5 or 6 MAY either place ONE piece of Terrain OR remove
ONE piece of Terrain from that area. Both sides must have
rolled for an area before moving onto the next. Randomly
determine once at the beginning of Battlefield Set-up which
side will roll first in each area.

Tournament Game
If you are building a Fleet for a Tournament Game agree
an MFV with your opponent, choose a Core Fleet and use
the same Minimum Squadron Restrictions as for a Friendly
Game.

Firestorm Armada Space Combat Rules

On a roll of 1, 2 or 3, the game is over.


On a roll of 4, 5 or 6, another Turn is played.

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Method 3: Use Method 2, but roll 1D6 to determine what


type of Terrain is placed in an area:



Squadron CAN attempt to arrive in a subsequent End


Phase.

On a 1 place a Planetoid.
On a 2 or 3 place an Asteroid Field.
On a 4 or 5 place a Nebula.
On a 6 place a Gravity Well.

Squadrons using Shunt Deployment CANNOT be placed


on the Game Board within 8 of ANY other model, Flight
or Terrain. Any model in the Squadron that cannot be
placed on the Game Board during Shunt Deployment are not
Destroyed but CANNOT attempt to arrive in a subsequent
End Phase.

DEPLOYMENT
Regardless of Game Type each side rolls 2D6, modified
by the relevant Fleet Tactic Bonus, the side that gets the
highest total chooses ANY edge of the Game Board as their
Deployment Edge, the opposing player MUST take the
opposite edge as their Deployment Edge.

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.

The Deployment Zone for each side is the length of their


Deployment Edge, and extends 8 into the Game Board.
Each side alternates Deploying ONE Squadron from their
Fleet, either directly on the Game Board anywhere in
the relevant Deployment Zone, or by declaring that the
Squadron will use Shunt Deployment. The side that chose
the first Deployment Edge MAY Deploy the first Squadron.

A Fleet wins any game with a Major Triumph if it satisfies


its Victory Condition during the game. If neither side wins
before the end of the game the total number of Victory
Points scored by each Fleet is calculated during the End
Phase of the last Turn to determine the winner.

Important Note: If a Squadron cannot be Deployed in the


Deployment Zone due to space, or any other restriction,
they enter from the appropriate Deployment Edge on the
first turn of the game.

SHUNT DEPLOYMENT
Each side can attempt to use their Fold Space Drives for
Shunt Deployment with any number of Squadrons up to
a maximum of HALF of the number of Squadrons in any
Fleet.

ORDERS
Orders are the Victory Conditions for a Fleet. Immediately
after Deployment, each Fleet should roll 1D6 to get their
Orders.

Important Note: If both sides use Shunt Deployment in the


same End Phase, the side that won Initiative for the current
Turn can choose to perform Shunt Deployment for ALL
relevant Squadrons, either first or second.
If the total is 2; the Squadron suffers a navigational error
while using Shunt Deployment and fails to arrive, the
models are not Destroyed but the Squadron CANNOT
attempt to arrive in a subsequent End Phase.

If the total is 6, 7, or 8; the Squadron arrives


successfully, all models in the Squadron are placed
within Command Distance of each other, anywhere
from the relevant Deployment Edge to the Centre Line
of the Game Board.

If the total is 3, 4, or 5, or 9, 10, or 11; the Squadron


suffers an error while using Shunt Deployment and
fails to arrive, the models are not Destroyed and the

Firestorm Armada Space Combat Rules

A Fleet that scores 50% more Victory Points than an


opponent wins the game with a Major Triumph.
A Fleet that scores 30% more Victory Points than an
opponent wins the game with a Minor Victory.
A Fleet that scores 10% more Victory Points than an
opponent wins the game with a Marginal Success.

Any other Victory Point margin will result in a Draw.

Any Squadron that wishes to Deploy on the Game Board


using Shunt Deployment can attempt to Deploy in the
Compulsory Actions stage of the End Phase of ANY Turn
during the game, including the first, by rolling 2D6.

If the total is 12; the Squadron suffers a catastrophic


error while using Shunt Deployment and all models in
the Squadron have been Destroyed.

1. Destroy at least 70% of the Maximum Fleet Value of


any opposing Fleet in Victory Points.
2. Destroy all Large and Massive models in any opposing
Fleet.
3. Destroy at least 50% of the Maximum Fleet Value of
any opposing Fleet in Victory Points, including all
Medium models.
4. Destroy 50% of any opposing Fleets Maximum Fleet
Value, including 1 Squadron of Large, 1 Squadron of
Medium and 1 Squadron of Small models.
5. Destroy at least 50% of the Maximum Fleet Value of
any opposing Fleet in Victory Points, including all
Small models.
6. Destroy the Star Admirals Vessel of any opposing Fleet
in a Boarding Assault.
The default Order is Destroy at least 70% of the Maximum
Fleet Value of any opposing Fleet in Victory Points.

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It can ALWAYS be chosen by a player instead of their


randomly generated Order. This is also used in any game
without Orders, or without any specific scenario Victory
Conditions.

of any enemy models that are Lost. 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, scoring a Crushing Triumph. If neither side wins
before the end of the game the total number of Victory
Points scored by each Fleet is used to determine who has
won.

Important Note: The number of Victory Points a model


contributes will change during the game, both up and
down, as models take Damage or are Destroyed, and when
specific Scenario conditions are met. Wings never award
Victory Points and their Points Cost is NOT added to the
Victory Points that a Carrier awards.

Important Note: Orders are public knowledge by default,


but players can agree to keep them secret in any non
Tournament Game.
VICTORY POINTS
During the End Phase of each Turn calculate the current
Victory Point total for each Fleet using the Points Cost

Firestorm Armada Space Combat Rules

FULL Points Cost for each enemy model that has


been Lost (HALF Points Cost if the model moved off
the Game Board using a Shunt).
HALF the Points Cost for each Large or Massive
enemy model with HALF or less of its Initial Hull
Point value remaining.

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coherency
k eeping squadrons
together
OUT OF COMMAND
Models that are Out of Command CANNOT use Linked
Fire or Combined Fire, CANNOT have Game Cards
played on them and CANNOT initiate a Boarding Assault.

During the Command Segment of a Squadron Activation


players determine whether the models in a Squadron are
close enough together to effectively coordinate their actions.
COMMAND DISTANCE
All models in the same Squadron should remain within
Command Distance of at least one other model in their
Squadron to perform at their effective best. In FIRESTORM
ARMADA Command Distance is defined in the Command
Distance section of a models Stat Card, and is measured
from the Flight Peg of one model to the Flight Peg of another.

Important Note: Squadrons of just one model, models that


ignore Command Distance and Wings are NEVER part of
a Split Squadron and are NEVER Out of Command.

COMMANDED ELEMENT
A Squadron with all models within Command Distance
of at least one other model from the same Squadron is
considered to be a single Element.
When any model in the Squadron is NOT within
Command Distance of at least one other model from the
same Squadron, the Squadron is Split and is considered to
contain more than one Element. If there is more than one
model in a proposed Element, all models must be within
Command Distance of at least one other model from the
same proposed Element.

SUMMARY
A Squadron can be Split into Elements. An Element is any
model or group of models which are within Command
Distance of one another. ONE Element MUST be
designated as the Commanded Element (if there is only one
Element, it MUST be the Commanded Element).

During the Command Segment of its Squadron Activation,


a Squadron MUST designate ONE Element as its current
Commanded Element.
SPLIT SQUADRON
Any Element from a Split Squadron that is NOT the
Commanded Element OR any model that, for any reason,
is no longer within Command Distance of at least one other
model from the Commanded Element, is deemed Out of
Command.

Any Element which is NOT the Commanded Element is


Out of Command and as such CANNOT use Linked Fire
or Combined Fire, CANNOT have Game Cards played on
it and CANNOT initiate a Boarding Assault.
Unless otherwise noted, if an Element moves back into
Command Distance of a model in the Commanded
Element, it IMMEDIATELY becomes part of the
Commanded Element and is no longer Out of Command.

An Out of Command Element, or model, that returns to


within Command Distance of the Commanded Element,
for ANY reason, is no longer Out of Command.
An Escort model MUST remain within Command Distance
of its Parent Model at all times and the Parent Model of
any attached Escort Squadron MUST be the Commanded
Element of any Split Squadron.

The only other effect for being Out of Command is that the
Commanded Element MUST perform their movement
BEFORE any other Elements are moved.

Important Note: The Commanded Element DOES NOT


have to be the largest Element.

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order of play
making it all
happen
A game of FIRESTORM ARMADA consists of a number
of Turns, with each Turn broken down into the following
four main phases:

The following are a single Squadron for the purposes of


performing any Squadron Activation in FIRESTORM
ARMADA:

1.
2.
3.
4.

Turn Card Phase


Initiative Phase
Squadron Activation Phase
End Phase

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.

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. Possible actions include those related to
movement, combat and boarding and the use of Game
Cards.

INITIATIVE PHASE
Players must determine the order of Initiative for the
current Turn. The order of Initiative is used when activating
Squadrons, or Flights, during the Squadron Activation
Phase and, if required, determines the order in which
Game Cards are played and/or resolved during the game.

DOING NOTHING
A Player can choose to do nothing with some or all of the
models in a Squadron. Models that do nothing CANNOT
move and CANNOT use Primary or Torpedo weapon
systems, drop Mines or use the models Point Defence
systems during their Squadron Activation. They CANNOT
initiate a Boarding Assault, but can defend against one.
Models that do nothing and have not Cut Engines, MUST
perform a Drift move during the Movement Segment of
their Squadron Activation.

Roll 2D6 for each Fleet, adding the relevant Fleet Tactic
Bonus. The player with the highest total has the Initiative
for the current Turn. If the game involves more than two
players, the order of Initiative goes from the highest to
lowest total. If players have the same total, keep rolling until
one player has a higher total, and a clear order of Initiative
has been identified for the Turn.

ACTIVATION SEQUENCE
The Activation Sequence provides the order for performing
ALL of the possible actions available during a Squadron
Activation. Within each Segment of the Activation
Sequence perform the actions in the order listed, before
moving on to the next Segment.

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. Each player on a side will alternate
performing their sides Squadron Activation when it is the
turn of their side to activate a Squadron or Flight.
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, and the current Turn enters the End Phase.

The Activation Sequence details ALL possible actions


for the currently Active Squadron or Flight, and also
any actions available to an enemy Squadron or Flight in
response to these.
Important Note: A Squadron or Flight never has to
perform all of the listed actions - only the relevant ones, for
example Wings ignore Command Distance and therefore a
Flight will never perform any Command Segment actions.

If one side has more Squadrons than another, players should


activate any remaining Squadrons consecutively, without
play returning to the opposing side.

Firestorm Armada Space Combat Rules

Each Squadron of models.


Each Squadron of models with any attached Escort
Squadron.
Each Flight currently Deployed on the Game Board.

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END PHASE
The End Phase of the Turn is an opportunity
to tidy up the Game Board and prepare for the
next Turn. The End Phase allows players to:

Command Segment
1. Declare the Commanded Element for the active
Squadron.
Movement Segment
1. Perform ALL movement for the active Squadron.
Immediately resolve any Point Defence Attack from
any model resulting from movement.
Simultaneously resolve Point Defence fire between any
Flights resulting from any Intercept Move.
Immediately resolve Collisions resulting from any
move.

Check for End of Game.


Perform any Compulsory Actions.
Make any Damage Repair Tests.
Rationalise Game Markers.
Draw new Game Cards.

Combat Segment
1. Resolve ALL firing from Point Defence systems from
the active Squadron or Flight.
2. Resolve ALL firing from Primary or Torpedo weapon
systems from the active Squadron or Flight.
Boarding Segment
1. Resolve ALL Boarding Assaults for the active
Squadron or Flight, in any order required.

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flight tok ens


swarms of
tIny craft
The possible types of Wing in FIRESTORM ARMADA are
Fighters, Bombers, Interceptors or Assaulters. Each Wing
represents several single pilot tiny space craft.

Important Note: A Flight performs all movement or


combat related actions when deployed on the Game Board,
not the individual Wings in a Flight.

A Fighter Wing represents various multi-purpose craft,


a Bomber Wing is designed to target enemy models, an
Interceptor Wing is designed to dogfight against other
Wings and an Assaulter Wing is intended to perform
Boarding Assaults against an enemy model.

EXAMPLE: A Carrier model with a Fleet Wing value of 6


could have one Flight of 6 Wings, it could have a Flight of
1 Wing and a Flight of 3 Wings, 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.

CARRIER MODELS
Any model with a Fleet Wing value greater than 0 on their
Stat Card is a Carrier model. At the start of any game a
Carrier model can contain a compliment of Wings up to
but not exceeding its Fleet Wing value, purchased when
building the Fleet.

A Flight can either be deployed on the Game Board using


the standard Deployment rules or can be deployed with
their Carrier model, either within 4 of their Carrier model,
or on their Carrier model waiting to Launch.

The Points Cost of a Carrier model DOES NOT include


the Points Cost of any complement of Wings. 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.

WEAPON STATS
The current Point Defence (PD) value, 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.

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.

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.

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.

Torpedo weapon Attacks from Flights CANNOT be reduced


by Defensive Fire. However, the Flight itself may lose Wings
from Point Defence Attacks when it moves within 4 a
model.

TYPE
Movement TORPEDOES
OF WING
15
0
Assaulters
12
3
Bombers
15
1
Fighters
18
0
Interceptors
Firestorm Armada Space Combat Rules

Each Wing in a Flight MUST be the same type.


The maximum number of Flights per Carrier model
is 2.
The maximum number of Wings in a Flight is 6.

24

Point
Defence

Assault
Points

Cost

Copyright 2009-2013 Spartan Games

Example: An Aquan Bomber Flight contains 3 Wings


and each Wing has 3 AD. 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.

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.

FLIGHT FORMATIONS
A Flight is indicated using a single Wing marker of the
relevant type. 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.

A Flight can only perform an Intercept Move ONCE


per Turn, but can perform an Intercept Move after its
own Squadron Activation.

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.

A Flight can declare an Intercept Move at any point that


it is eligible to do so.

After declaring an Intercept Move the active Flight is


immediately halted, and the intercepting Flight is moved
directly into contact. Both the intercepting and intercepted
Flight can SIMULTANEOUSLY resolve ONE Attack using
their Point Defence systems against the opposing Flight.

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. The Flight is immediately removed
from the Game Board and the relevant Wings are considered
to be on the Carrier model. A Flight CANNOT Launch and
Land in the same Turn.

After resolving any Attack resulting from an Intercept Move


the active Flight MAY complete their remaining movement
and perform any remaining combat related actions.

The maximum number of Wings on a Carrier model


CANNOT exceed its designated complement of Wings.
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.
LAUNCHING FLIGHTS
A Carrier model can Launch ONE Flight during the
Command Segment of its Squadron Activation. A Flight
is deployed on the Game Board within 4 of the Carrier
models Flight Peg and CANNOT activate as a discrete
Squadron in the same Turn that they Launch. A Flight
CANNOT Land and Launch in the same Turn.
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.
After an Assaulter Flight performs a Boarding Assault its
marines are fully committed, and the Flight is removed
form the Game Board.

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FLIGHT Activation Sequence

3. Boarding Segment: An Assaulter Flight may initiate a


Boarding Assault against a model it is in contact with. This
is resolved as follows:

The following summarises the sequence of events for a


Flights Activation.

1. The total number of Assault Points directed at the


target is equal to the number of Wings in the Assaulter
Flight, multiplied by the number of Assault Points
in each Wing. This is the Flights Boarding Assault
Strength.

1. Movement Segment: perform ALL movement for the


active Flight:

If, at any point during this movement, an eligible


model wishes to perform a Point Defence Attack, pause
the Flights movement, resolve the Attack, then resume
the Flights movement.
If, at any point during this movement, an eligible Flight
wishes to perform an Intercept Move, pause the active
Flights movement, resolve the Intercept Move and
subsequent Point Defence Attacks, then resume the
Flights movement.

2. Combine the target models current Assault Points


and Crew Points to determine its Boarding Assault
Strength.
3. Both sides SIMULTANEOUSLY roll a number of
Attack Dice equal to their Boarding Assault Strength.
4. Calculate the total number of hits caused by each
side and reduce each sides Boarding Assault Strength
appropriately.

2. Combat Segment: A Bomber or Fighter Flight may


perform a Torpedo Attack against a model it is in contact
with. For this Attack:

5. By comparing the remaining Boarding Assault


Strengths, determine whether the Assault Succeeded or
Failed.

1. Roll Attack Dice equal to the number of Wings in


the Flight, multiplied by the Attack Dice rating of one
Wing.

6. If the Boarding Assault Succeeded, the target is


Destroyed.

2. Roll Shield Dice and perform other relevant actions


(this Torpedo Attack is NOT affected by Defensive Fire)

7. If the Boarding Assault Failed:


i. If the target rolled fewer hits than the Flight, the
target may be Sabotaged
ii. Otherwise, no further action is taken

3. Calculate the total number of hits, after Shields and


so forth are applied
4. Apply damage, make Critical Hit rolls and apply
effects, remove any Destroyed models

8. The Assaulter Flight is removed from the Game


Board and the target models remaining Boarding
Assault Strength reverts to Assault Points and Crew
Points (losses divided as evenly as possible). Destroyed
models are then removed and Sabotage damage is
applied.

More detailed information on each of these stages is covered


in the following Chapters of this book (Pages 30 to 42).

More detailed information on each of these stages is covered


in the Boarding Chapter of this book (Pages 43 to 46).

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movement
getting from
point A to point b
During the Movement Segment of a Squadron Activation
players move the models in a Squadron, one model at a
time, or move an entire Flight.
MOVING A FLIGHT
A Flight has 360 degree movement and can move in ANY
direction and change facing as required.
Important Note: A Flight CANNOT exceed the maximum
movement allowance of the relevant type of Wing in the
Flight during the Movement Segment; however there is no
minimum movement requirement for a Flight.
MOVING A SQUADRON
The models in a Squadron are moved individually. Each
model MUST fully complete all movement BEFORE
any other model is moved as part of the same Squadron
Activation.

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. Each turn
a model makes is the equivalent of 1 of Movement by the
model.

Different models in a Squadron CAN move different


distances and make different turns during the same
Squadron Activation.

Important Note: A model can turn LESS than the 45


degree angle between two Navigation Points but a turn
is always 1 of Movement, no matter the actual angle the
model turns.

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.

TURN LIMIT
A model MUST move directly ahead a distance equal to the
models Turn Limit, before performing ANY Turn.

MINIMUM MOVEMENT
Unless a model is forced to perform Proximity Vectoring or
has already Cut Engines, it MUST move a distance equal to
HALF its modified Movement value in inches during the
Movement Segment of its Squadron Activation.

Example: A model with a Turn Limit of 0 can make


consecutive turns without moving directly ahead between
each turn, however a model with a Turn Limit of 1 MUST
move 1 directly ahead BEFORE each turn.

TURNING A MODEL
When a model turns it uses a 45 degree Turning Template
and the Turn Limit indicated on the models Stat Card.
TURNING TEMPLATE
When using a Turning Template it is important that a
models Flight Stand is aligned correctly, 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.

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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. They are assumed to pass each
other on the vertical axis using complex guidance systems
and sensors to avoid collisions!

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.
For the remainder of its current Activation and its entire
next Squadron Activation the model is in the process of
entering Fold Space. During the Command Segment of the
following Squadron Activation it has entered Fold Space
and is removed from the Game Board.

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.

Whilst in the process of entering Fold Space a model is


subject to the following conditions:

If a model has NO option but to end its move with its


Flight Stand on top of another Flight Stand, or is unable
to complete its move due to the size of any model, the
MOVING model should be readjusted until clear using
Proximity Vectoring.
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, as required. A model MUST
maintain its current orientation during any readjustment.

The model is automatically regarded as having Cut


Engines.

The model cannot use any Primary or Torpedo weapon


systems.

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.

Any readjustment cannot move a model more than 3


and does not count towards a models maximum modified
Movement value during the Movement Segment of its
Squadron Activation.

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.

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, ignoring any Minimum
Movement requirement the model may have if necessary.

In any subsequent Activation a model can remove any Belly


Up marker at the start of the Movement Segment of its
current Squadron Activation.

Important Note: Any Flight is automatically moved the


minimum distance out of the way in preference to the
readjustment of a model.

CUT ENGINES
A model that has Cut Engines is completely stationary and
CANNOT move or turn, preventing it from having to make
any Minimum Move.

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. It is perfectly acceptable to
make a minor adjustment to avoid contact. Remember fair
play and never use it to increase a models turn capability or
maximum modified Movement value.

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.
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.

MOVING OFF TABLE


Unless a specific Victory Condition allows it, if any part of
a Flight Stand or Flight leaves the Game Board, it is Lost and
removed from the game.

Important Note: Unless specifically stated otherwise a


model CANNOT begin a game with Cut Engines.

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.
Unless a specific Victory Condition allows it a model that
performs a Shunt move during the game CANNOT return.

Firestorm Armada Space Combat Rules

DRIFTING
Models that declare they are doing nothing during their
Squadron Activation will Drift during the Movement
Segment of their Activation.

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Permission is given to print out the above Movement and Arc of Fire Template for personal use only.

Models that Drift MUST move 2in a straight line directly


ahead and do nothing else.

It is an easy enough situation to resolve when one accepts


that the models are merely a representation and its much
more fun to play a game using the large, impressive range
of Firestorm Armada models!

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, is always
going to be catastrophic.

COMBAT CONTACT
A Flight can contact the Flight Stand of a model or another
Flight without causing a Collision.

In Firestorm Armada the vastness of space and the


array of sophisticated sensor suites available will ensure
that deliberate ramming, and even
any accidental Collision
between models, is not
possible. Ramming
is not allowed under
any circumstances in
the game its just too silly
so dont go there!
Models CANNOT Collide with one another, ONLY with
certain Terrain features, as detailed in the Terrain Section,
see Page 13.
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 its assumed they are actually
much further apart than the models or markers
would actually indicate.

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making war!
destroying enemy
models
The Point Defence systems on a model can be used to Attack
an enemy Flight during a Squadron Activation as follows.

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.

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:



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, as required.

Immediately resolve ALL Attacks from any Point


Defence systems declared during the Movement
Segment in the order that they occur.
Simultaneously resolve ALL remaining Attacks using
Point Defence systems declared at the start of the
Combat Segment.
Declare ALL Attacks using Primary or Torpedo
weapon systems from the currently active Squadron.
Resolve ALL Attacks from Primary or Torpedo
weapon systems from the currently active Squadron,
in ANY order required.

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.

Important Note: Any Attacks are resolved simultaneously


between any intercepting and intercepted Flight.

DECLARING POINT DEFENCE ATTACKS


The Point Defence systems on any model or Flight can
declare an Attack with the following limitations.

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.

A Point Defence system CANNOT target a model.


A Point Defence system CANNOT target a Flight from
the same Fleet.
A Point Defence system on a model or flight can
only declare an Attack a maximum of ONCE in any
Squadron Activation.

Important Note: Only an Escort Squadron and its attached


Parent Model can use Combined Fire when targeting an
enemy Flight with Point Defence systems, any other Point
Defence Attack from a model or Flight is resolved as a
separate Attack immediately they are declared.

Firestorm Armada Space Combat Rules

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.

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
required.

Important Note: Any Attack by Primary or Torpedo weapon


systems may be subject to Defensive Actions, including
Defensive Fire and Shield systems, following which any
Damage is applied where relevant.

Anytime during its Movement Segment that a Flight


is within 4 of any enemy model.
Anytime during its Movement Segment that a model
is within 4 of any enemy Flight.

Anytime during its Combat Segment a Flight is in


contact with an enemy Flight AFTER the completion
of ALL movement, and NOT as the result of an
Intercept Move BOTH Flights MAY resolve an Attack
against each other using their Point Defence systems.

Important Note: Any Attacks are resolved simultaneously


between any Flights.

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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 models Stat
Card. Any Torpedo weapon systems on a Flight have a 360
degree Arc of Fire and a Range of 0. A Flight MUST be in
contact with the Flight Stand of a model to use its Torpedo
weapon systems against the model.
RESOLVING PRIMARY AND TORPEDO ATTACKS
Any Attacks using Primary or Torpedo weapon systems may
be resolved in any order required. Any Line of Sight and Arc
of Fire is applied again for any Attack as they are resolved.
Important Note: If the target for a particular Attack is no
longer valid for any reason a weapon CANNOT change its
declared target.
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.

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 Flight MUST be in contact with any
target Flight to use its Point Defence systems against the
Flight.

Shields operate in a 360 degree arc around a model and are


assumed to always be on, unless disabled by a Critical Hit
Effect. 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.

DECLARING PRIMARY AND TORPEDO ATTACKS


ALL models in the currently active Squadron, and any
Flight, MUST declare ALL targets for ALL Primary or
Torpedo weapon systems on the model or Flight, including
the use of any Linked Fire or Split Fire, BEFORE rolling
ANY dice and AFTER the completion of ALL movement.


A model or Flight can perform Defensive Fire with


its Point Defence systems ONCE in any Squadron
Activation.
A model CAN use its Shield systems against ALL
applicable Attacks during a Turn.

Torpedo weapon Attacks from Flights CANNOT be


reduced by Defensive Fire. However, the Flight itself may
lose Wings from Point Defence Attacks when it moves
within 4 a model.

Each Primary or Torpedo weapon system on a


model or Flight can fire ONCE during its Squadron
Activation.
A Primary or Torpedo weapon system CANNOT
target a Flight.
A model or Flight CANNOT target a model from the
same Fleet.

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.
Damage to a Flight is applied by removing any Wings that
have been Destroyed, any hits that have not Destroyed any
Wings may cause the Flight to be Driven Off.

Important Note: A Flight can only target ONE model in


a single Activation, regardless of how many models it is in
contact with.
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. In both cases you
CAN pre-measure the range and choose a target that is at a
more favourable Range Band.

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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. 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.
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, within the weapons Arc of Fire.
A Primary or Torpedo weapon system will require a
Clear Line of Sight and an Open Arc of Fire to fire at
full effect.
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.
A model or Wing is NEVER an obstruction to Line of
Sight between a firing model and a target model but a
Planetoid, Asteroid Field or Nebula, could cause the
Line of Sight to be Impeded, Partially Blocked or Blocked.

A Planetoid will cause any Line of Sight passing


through the Planetoid to be Blocked.
An Asteroid Field will cause any Line of Sight
passing through, or into, the Asteroid Field to be
Partially Blocked if the distance passing through
the Asteroid Field is less than or equal to 8.
An Asteroid Field will cause any Line of Sight
passing through, or into, the Asteroid Field to
be Blocked if the distance passing through the
Asteroid Field is greater than 8.
A Nebula or Distortion Field will cause any Line
of Sight passing through, or into, the Nebula to be
Impeded.

The Line of Sight then affects the number of Attack Dice


that are available:

If a weapons Line of Sight is Clear, it can fire at


FULL effect, rolling the FULL amount of Attack
Dice.
If a weapons Line of Sight is Impeded, this will
affect its accuracy, causing it to hit on a 5 or 6 only.

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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.

If a weapons Line of Sight is Partially Blocked, the


amount of Attack Dice available is reduced by HALF.
If a weapons Line of Sight is Blocked, it will NOT be
able fire at the target.

Important Note: Line of Sight for any Point Defence system


is always Clear and never Blocked by models, Flight or
Terrain.

Limited Arc of Fire


A weapons Arc of Fire is Limited if the Flight Peg of the
target model is partly in the weapons Arc of Fire or on the
line between two different Arcs of Fire.

ARC OF FIRE
The Stat Card for a model lists the Arc of Fire for any
Primary or Torpedo weapon systems on the model.



If the Flight Peg of the target model is on the line between


two different Broadside weapons Arc of Fire, only one of
the weapons can fire at it.

Broadsides have a 90 degree Arc of Fire unless stated


otherwise on the models Stat Card.
Turrets have a 360 degree arc of fire unless stated
otherwise on the models Stat Card.
Point Defence Systems have a 360 degree Arc of Fire.
Wings have a 360 degree Arc of Fire.

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. This is because the miniatures
represent Ships that are a few millimetres long at most
given the scale of the game.

Some models use weapons with a Fixed arc of fire, for


example the Dindrenzi, these can only fire in a channel
equal to the width of the Flight Stand of the firing model
in the appropriate direction, Fore, Aft, Port or Starboard.
See Page 12 for diagrams illustrating the various Arcs of
Fire.
In addition to requiring Line of Sight, 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 weapons Arc of Fire will contribute to
whether that weapon fires at FULL or HALF effect.


If a weapons Arc of Fire is Open, it can fire at FULL


effect, rolling the FULL amount of Attack Dice.
If a weapons Arc of Fire is Limited, it can fire at HALF
effect, rolling HALF the amount of Attack Dice.
If a weapons Arc of Fire is Closed, it will NOT be able
to fire.

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attack dice
how many d6
do you roll?
The number of dice rolled when Mines, Primary or Torpedo
weapon systems and Point Defence systems are used in
Firestorm Armada is referred to as their Attack Dice (AD)

A Primary weapon system or Point Defence system is never


reduced to less than 1 AD by damage.
Important Note: Hull Point and Crew Killed damage
markers on a model do NOT affect Torpedo weapon
systems, Mines or Shields.

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.

EXAMPLE: A Sorylian Battleship is firing at a Dindrenzi


Cruiser with an 8 AD Broadside Primary weapon system.
The model has 3 Hull Point damage markers and 1 Crew
Killed damage marker. The 8 AD Broadside is modified to
5 AD, but its Torpedo weapon systems are NOT reduced.

The number of D6 is modified by Range, 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. The limit of Range Band 4 is 32 - it is assumed that
targeting systems are unreliable beyond this, and that the
distances are too great for accurate firing.

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.

Most weapon systems have higher AD at Range Band


2 than at Range Band 1. This is because electronic
countermeasures used by models have an adverse effect on
enemy targeting at Range Band 1.

ASTEROID FIELD
The initial Point Defence value of any model is reduced by
HALF if a models Flight Peg is in an Asteroid Field.
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.

The Attack Dice value of any Mines is listed in the Mine


value on the relevant models Stat Card.
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 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.

MODIFIERS TO ATTACK DICE


The Damage inflicted on a model will impact the
effectiveness of its firing. This simulates crew being killed,
wreckage and damage to any weapons systems.

EXAMPLE: An Aquan Interceptor Flight contains 3 Wings


and each Wing has 2 PD. A Point Defence Attack from the
Interceptor Flight would have 6 AD.

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.

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firing options
effective use of
your weapons
Firing Options allow a model or Squadron to make better
use of the resources they have available, allowing models in
the same Squadron or Wings in the same Flight to combine
their fire into a single attack.

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.

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.

One model (usually the most effective) acts as the focus of


the Attack. This model uses its FULL modified Attack Dice
value from a single weapon. Add HALF the modified Attack
Dice value from each ADDITIONAL weapon involved in
any Linked Fire Attack.

Point Defence systems can perform Linked Fire with


other Point Defence systems in the same Squadron to
perform an Attack, Defensive Fire and Anti-Boarding
Point Defence fire.
The Primary weapon systems on a model can perform
Linked Fire with any other Primary weapon systems
in the same Squadron.
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.
Torpedo weapon systems can only perform Linked
Fire with other Torpedo weapon systems on the same
model and/or in the same Squadron.

Firestorm Armada Space Combat Rules

A model MUST perform Linked Fire with its own


weapons before performing Linked Fire with other
models.
A model does NOT use any lost Attack Dice on other
targets if it performs Linked Fire.
Models can perform Linked Fire at the same target if
at different Range Bands.
Linked Fire is not compulsory for models in a
Squadron.

EXAMPLE: Two Terran Cruisers have moved to within


Range Band 3 of a Dindrenzi Carrier. Each undamaged
model would receive 4 AD. Electing to perform Linked
Fire the player will roll 6D6 (4+2).

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EXAMPLE: Two Terran Cruisers fire at a Dindrenzi Carrier


at Range Band 1. The first Cruiser uses its Fore Broadside
with 5 AD. The second Cruiser adds half of its Fore
Broadside, 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.
Example: A Squadron of three Cruisers wishes to Attack
a Flight of 4 Assaulter Wings with its Point Defence systems.
It moves the first two Cruisers, making sure to finish their
movement within 4 of the Flight. The third Cruiser then
moves up to within 4 of the Flight and declares a Point
Defence Attack.
As the other models in its Squadron are also in range,
they may Link their Point Defence with the third Cruiser.
Once the Attack has been resolved, the third Cruiser may
complete its movement, however the other two Cruisers
CANNOT move any further.
COMBINED FIRE
Combined Fire follows the same basic rules as Linked Fire.
However models do not reduce the Attack Dice value or
Point Defence value by HALF when calculating the available
number of Attack Dice.

An Escort model can perform Combined Fire with its


Parent model, and any other Escort models from the
same Squadron, when using Point Defence systems for
an Attack, Defensive Fire or Anti-Boarding Point Defence
fire.

Firestorm Armada Space Combat Rules

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. The total amount
of AD used MUST equal the total amount of AD available
in any Attack or Defensive Fire.

A weapon CANNOT Split Fire against the same target,
only against multiple valid targets.
A weapon CANNOT Split Fire against targets at
different Range Bands.
A model CAN Split Fire a Turret between multiple
valid targets anywhere in its 360 degree Arc of Fire.
A model CAN Split Fire a Gun Rack between multiple
valid targets in the Port AND Starboard Arc of Fire.
A weapon CANNOT combine Linked Fire and Split Fire
in any Primary or Torpedo weapon system Attack, or in any
Point Defence system Attack. 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 weapon CANNOT use Combined Fire AND Split Fire
in any single Primary or Torpedo weapon system Attack, but
can do so in any Point Defence system Attack, any Defensive
Fire against any Torpedo Attack and any Anti-Boarding Point
Defence fire.
EXAMPLE: A Dindrenzi Battleship attacks two Frigates
at Range Band 2, one in the Port Arc of Fire and one in
the Starboard Arc of Fire of its Gun Rack Primary weapon
system. The Gun Rack has 9 AD and chooses to Split Fire,
with 6 AD on one Frigate and 3 AD on the other.

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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, taking into account any Combined
Fire from any Escort Squadron.

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 models Stat Card using the Exploding
Dice Mechanic and requiring a 4, 5 or 6 to cancel a hit
unless a specific condition or Model Assigned Rule (MAR)
applies.

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, taking into account
any Linked Fire, Split Fire, Range and other modifiers to
the Attack Dice total, including any Line of Sight and Arc
of Fire restrictions.

EXAMPLE: A Terran Battleship receives 13 Hits, it has a


Shield value of 3 and rolls 3D6, getting a 2, 4 and 6 (plus an
extra roll of 4). This cancels out 4 Hits and the Battleship
only receives 9 Hits.

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.


EXAMPLE: The Terran Battleship receives another 10 Hits


in the same Turn from a different Attack. The Terran player
gets to roll 3D6 for its Shields, getting 2, 5 and 6 (plus an
extra roll of 1). This cancels out 3 Hits and the Battleship
only receives 7 Hits.

Models require 5 or 6 to hit a Flight.


Fighter or Interceptor Flights require a 3, 4, 5 or 6 to
hit a Flight.
Bomber or Assaulter Flights require a 4, 5 or 6 to hit
a Flight.

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. A Cloaking Field is power hungry and reduces
the rate of fire of any weapons on a model.

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, 5 or 6 to Hit unless a
specific condition or Model Assigned Rule (MAR) applies.

During the Command Segment of its Squadron Activation


a model with a Cloaking Field MUST declare whether the
Cloak is turned on or off. Place or Remove a Cloak marker
on/from the model.

If any of the following conditions apply, the Attack will


require a 5 or 6 to Hit.

If a weapons Line of Sight is Impeded.


If a Capital Class model fires at a Small Class model.

Important Note: If more than one condition or Model


Assigned Rule applies, always use the option most
beneficial to the target model.

Important Note: Cloaking Fields DO NOT affect the to


Hit numbers of a Flight, as Flights use Torpedo weapons,
NOT Primary weapons.

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.

Any Attack using Primary weapon systems


automatically has an Impeded Line of Sight to any
target model with a Cloak marker.
Any model currently using a Cloaking Field reduces
the initial Attack Dice value for ALL Primary weapon
systems on the model by HALF.

A model CAN use its Shield systems against ALL


applicable Attacks during a Turn.

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DEFENSIVE FIRE
Once all Attacks by the Active Squadron have been declared,
eligible models/Flights may declare Defensive Fire against
Torpedo Attacks.

If a model is the target of more than one Torpedo Attack


in a single Activation, the Defensive Fire pool defending it
is Split evenly between all incoming Torpedo Attacks (any
remainder is assigned by the controlling player).

Any model targeted by one or more Torpedo Attack may


declare Defensive Fire against the Attacks. Any models
in the target models Squadron and within Command
Distance of the target, may Link their Defensive Fire with
the target model.

The total number of hits from the Torpedo Attack is then


calculated as normal, then the Defensive Fire pool against
that Attack is rolled, using the Exploding Dice mechanic,
with each roll of 4, 5 and 6 cancelling hits.
TORPEDO ATTACKS FROM FLIGHTS
Torpedo weapon Attacks from Flights CANNOT be reduced
by Defensive Fire. However, the Flight itself may lose Wings
from Point Defence Attacks when it moves within 4 a
model.

Escort models in the target models Squadron, and any


Flights within 4 of the target, may Combine their Defensive
Fire with the target model.
A model/Flight may only declare Defensive Fire ONCE
per Activation. A model/Flight that is eligible to declare
Defensive Fire in defence of more than one model must
CHOOSE which target to defend.

Example: A Flight of 5 Torpedo Bomber Wings moves to


Attack a Cruiser, when it moves within 4 of the first model
in the Squadron it suffers a Point Defence Attack and loses
a Wing, it then moves within 4 of the model it wishes to
Attack, and suffers another Point Defence Attack, this time
emerging unscathed. 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.

Once all Defensive Fire has been declared, calculate the


Defensive Fire pool for each target model, using the current
Point Defence value of all contributing models, Linking and
Combining as appropriate.

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MINES
harassing enemy
models
Mines represent a whole range of different weapon systems.
In addition to traditional passive munitions Mines can
be heat seeking projectiles, high powered one shot drone
systems or clouds of micro explosives. Models are assumed
to have an indefinite supply of any Mines.

EXAMPLE 2: A Bomber Flight is within 4 of a Mine


marker that detonates with a Mine value of 4. The Mine
gets 4D6 Attack Dice and applies the total number of hits
against EACH Flight in Range, rolling 4, 5 and 6 will score
3 Hits against the Flight.

DROPPING A MINE
Only models with a Mine value greater than 0 can use
Mines. The Mine value determines the number of Attack
Dice used when a Mine detonates, NOT the number of
Mines that are dropped.

CASCADING MINES
If a Mine explodes, roll 1D6 for each additional Mine
marker within the 4 radius of the Explosion Template. On
a roll of 5 or 6 that Mine also explodes, regardless of which
Fleet dropped it, potentially causing a cascade of explosions.

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, ONCE per Turn at any point during the Movement
Segment of its Squadron Activation. This marker represents
a spread of Mines rather than a single Mine.

Important Note: Each exploding Mine is resolved


separately.
SHIELDS AND MINES
A model may be able to use Shield systems against an Attack
by an exploding Mine.

MINES (MN)
A Mine will explode immediately a model or Wing moves
within 4 of the centre of an ENEMY Mine marker. 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, including any Friendly model or
Flight.

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.
A Cloaking Field is NOT effective against an
exploding Mine.

Against a model a Mine will use the Exploding Dice


mechanic and require a 4, 5 or 6 to hit, unless a specific
condition or Model Assigned Rule (MAR) applies.

Important Note: An exploding mine interrupts a


Squadrons movement, as it happens IMMEDIATELY
when a model moves within 4 of an enemy Mine.

Against a Flight a Mine will require a 4, 5 or 6 to hit, unless a


specific condition or Model Assigned Rule (MAR) applies.

You DO NOT complete the rest of the models movement


until AFTER resolving the Attack.

A Mine marker is removed from the Game Board once it


has detonated.
EXAMPLE 1: Two Cruisers are within 4 of a Mine marker
that detonates with a Mine value of 4. The Mine rolls 4D6
Attack Dice and applies the total number of Hits against
EACH model in Range of the explosion, scoring 4 Hits
against each Cruiser.

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killing models
turning hits
into damage
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. It could be that bridge
was destroyed or the engine room was wrecked. Certain
Critical Hit Effects require some record keeping and several
markers are available. Some Critical Hit Effects can be
repaired and or removed. Some of the Game Cards in the
core deck are useful for dealing with Critical Hits.

When a model or Flight takes hits there is a chance they


will cause Damage, if enough hits are inflicted on a model
in a single Attack they may cause a Critical Hit to a model.
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.

If the number of hits equals, or exceeds, a models DR,


and does NOT equal, or exceed its CR, it loses 1 Hull
Point.
If the number of hits equals, or exceeds, a models CR
the player who made the attack rolls on the Critical
Hit Table found on Page 52.

It may be that when calculating the hits against a Ship its


CR rating is not only equalled or exceeded, but it is doubled
or trebled. For each multiple above the Ships CR rating you
will be able to roll on the Critical Hit Table again. Always
roll on the Critical Hit Table even if the Hull Point damage
has Destroyed the model to check for any Catastrophic
result.

A model reduced to 0 Hull Points is Destroyed and removed


from the Game Board.

The Point Defence Offline, Systems Offline, Weapon


Damage, Engine Failure, Containment Leak and
Secondary Systems Offline Critical Hit Effects DO NOT
have cumulative effects, however, if a model receives this
Effect more than once, ALL instances must be repaired
before the system is restored.

Important Note: A model with a starting Hull Point value


of 2 is not affected by any Critical Hit. If the CR of such a
model is equalled or exceeded the model is Destroyed and
removed from the Game Board with no roll on the Critical
Hit Table.

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Each natural roll of a 6 will result in ONE Wing in the


Flight being Destroyed.

EXAMPLE: A Terran Cruiser has a CR rating of 6. If it takes


12 hits, TWO rolls would be made on the Critical Hit Table.

Important Note: If any damage results in the loss of Crew


Points/Assault Points, the number that is given is the total
CP and/or AP that is lost.

If the total number of other hits against a Flight equals, or


exceeds, the remaining number of Wings in the Flight, the
Flight has been Driven Off.

The loss is spread evenly between CP and AP; if either


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

A Driven Off result simulates evasive action by the various


Wings in a Flight.

FIXING CRITICAL HITS


Some of the Critical Hit Effects can be repaired by
performing a Damage Repair Test in the End Phase of the
Turn. Roll 1D6 for EACH Critical Hit Effect that can be
repaired and refer to the Critical Hit Table, which explains
the various options for repairing a Critical Hit.
Important Note: Some Game Cards allow you to repair
certain Critical Hit Effects automatically, or with an
additional dice roll.
DAMAGING A FLIGHT
The total number of hits from any Point Defence Attack, or
any other source, is applied across the entire Flight.

Firestorm Armada Space Combat Rules

A Driven Off result causes a player to move their Flight


5 directly away from the cause of being Driven Off,
a Flight CANNOT move into contact with an enemy
model or Flight when Driven Off.
A Flight that has been Driven Off CANNOT perform
any further voluntary movement until the End Phase
of the current Turn, if relevant; even during the Flights
own Squadron Activation.

EXAMPLE: A Flight of three Fighter Wings, each with a


Point Defence value of 2, Attacks a Flight of four Bomber
Wings. The Fighter Flight rolls 1, 1, 3, 3, 4 and 6, resulting
in one Bomber Wing being Destroyed, and the remaining
three are Driven Off. If the Fighter Planes had rolled 1, 1, 2,
3, 4 and 6, one Bomber Wing would have been Destroyed,
but the remaining Hits would not have been enough to have
Driven Off the remainder of the Flight.
When a Flight is Driven Off, flip the Wing marker over until
the End Phase of the current Turn as a reminder that the
Flight CANNOT perform any voluntary move until the next
Turn.

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

4. The active Squadron resolves any Attacks with its Torpedo


weapon systems SIMULTANEOUSLY. For each Attack:
a. Roll Attack Dice.
b. Roll Defensive Fire Dice.

1. The active Squadron declares ALL Attacks from its


Primary and Torpedo weapon systems.
2. The active Squadron resolves any Attacks with its Primary
weapon systems, in any order decided by the controlling
player. For each Attack:
a. Roll Attack Dice.
b. Roll Shield Dice and perform other relevant actions.
c. Calculate the total number of hits.
d. Apply damage, make Critical Hit rolls and apply
effects, remove any Destroyed models.

c. Roll Shield Dice and perform other relevant actions.


d. Calculate the total number of hits, after Shields,
Defensive Fire and so forth are applied.
5. Apply damage from ALL Torpedo weapon systems, make
Critical Hit rolls and apply effects, remove any Destroyed
models.
Important Note: As
Torpedo
Attacks
occur
SIMULTANEOUSLY available Point Defence DOES NOT
need to be recalculated between each Torpedo Attack.

3. Any Squadrons targeted by Torpedo Attacks declare ALL


Defensive Fire, including how the Defensive Fire pool will be
allocated between the incoming Attacks.

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

ASSAULT POINTS
A models 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.

Line of Sight to the target model is not required to initiate


a Boarding Assault. Measurement for a Boarding Assault
for a model is to or from its Flight Peg and for an Assaulter
Flight is from the closest point of the Flight.
Each Boarding Assault has ONE target model but may
have multiple models attempting a Boarding Assault. If
more than one Boarding Assault is initiated in the current
Squadron Activation, the active player resolves them in any
order required and the total amount of AP allocated to a
Boarding Assault is the Boarding Assault Strength.

Important Note: Only models with an Assault Point value,


even if its 0, can be the target of a Boarding Assault.
The Stat Card for an Assaulter Wing lists the Assault Point
value for 1 Wing in any Flight. The number of AP for a
Flight is calculated by multiplying the current number of
Wings in a Flight by the relevant value for 1 Wing.

A Boarding Assault CANNOT be attempted in the


following circumstances:

EXAMPLE: An Aquan Assaulter Flight contains 3 Wings


and each Wing has 1 AP. A Boarding Assault from the
Assaulter Flight would have 3 AP.

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

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.

Each Boarding Assault may have ONE Anti-Boarding Point


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

A Boarding Assault can only be made by a model


against an enemy model within 4.
A Boarding Assault can only be made by a Flight if it
is in contact with the Flight Stand of the target model.
A model or Flight MUST allocate ALL of its current

Firestorm Armada Space Combat Rules

The model, or flight, attempting the Boarding Assault


has fired ANY Primary or Torpedo weapon systems
at the target model during the current Squadron
Activation.
The model, or flight, attempting the Boarding Assault
was involved in any Collision during the current
Squadron Activation.

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

Regardless of what assault tactic is used, Boarding Assaults


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

AP value when initiating a Boarding Assault.


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

Each eligible model can only perform Anti-Boarding Point


Defence fire ONCE during a single Activation.

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Important Note: Only ONE Anti-Boarding Point Defence


action can be declared against each Boarding Assault, and
only models in the same Squadron may Link or Combine
their fire (Page 35).

Each natural roll of a 6 will result in ONE Wing in the


Flight being Destroyed.
If the total number of other hits against a Flight equals, or
exceeds, the remaining number of Wings in the Flight, the
Flight has been Driven Off, no Boarding Assault is then
resolved.

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. Normally this will just be the
target models Squadron, however in some instances (say a
Battleship and Escorts positioned near a Cruiser Squadron)
it may be beneficial to use a different Squadron.

EXAMPLE: Three Sorylian Scythe Class Frigates with


an AP value of 2, initiate a Boarding Assault against two
Relthoza Swarm Class Cruisers. The Squadron of two
Swarm Class Cruisers, which are within 4 of one another
with a Point Defence value of 3, and can perform Linked
Fire with their Point Defence systems against the Boarding
Assault, rolling 4D6 against the incoming Boarding Assault
Strength of 6. Scoring 3 Hits reduces the Boarding Assault
Strength to 3.

Important Note: A Parent model and its attached Escort


Squadron may use Combined Fire for any Anti-Boarding
Point Defence action.
Boarding Assaults from Flights are not affected by AntiBoarding Point Defence like Boarding Assaults from models.
Instead, they may be subject to Point Defence Attacks
during their movement, whenever they move within 4 of
an enemy model. This damages the Assaulter Flight itself,
rather than just its Boarding Assault Strength.

RESOLVING BOARDING ASSAULTS


For the attacking models the current Boarding Assault
Strength is the remaining total after Anti-Boarding Point
Defence fire. For a Flight the Boarding Assault Strength is the
current number of Assault Points in the Flight after Point
Defence Attacks.

Important Note: Flights CANNOT perform or assist in


Anti-Boarding Point Defence.

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 total is the
target models Boarding Assault Strength.

Example: A Flight of 4 Assaulter Wings moves to initiate


a Boarding Assault against a Cruiser. When it moves within
4 of the first model in the Squadron it suffers a Point
Defence Attack and loses a Wing. It then moves within
4 of the model it wishes to initiate a Boarding Assault
against, and suffers another Point Defence Attack, this time
emerging unscathed.

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. If they do add their AP
the Assaulter Flight CANNOT Launch during the current
Turn. A Carrier CANNOT use the AP from its onboard
Assaulter Wings when it initiates a Boarding Assault
however.

It then moves into base contact with its target and declares
its Boarding Assault. Its Boarding Assault Strength is now
3 and the Boarding Assault is resolved as normal, but no
models can declare Anti-Boarding Point Defence against it.

Each sides current Boarding Assault Strength is the number


of Attack Dice they roll against the opposing side in any
Boarding Assault. Both sides roll their Attack Dice and
cause casualties SIMULTANEOUSLY.

ANTI-BOARDING POINT DEFENCE TO HIT


Once all Anti-Boarding Point Defence fire has been declared,
roll a number of D6 equal to the number of Attack Dice in
each Anti-Boarding Point Defence fire.

All Boarding Assault Attack Dice will require a 4, 5 or 6


to hit.
Each hit by the target model will reduce the attackers
Boarding Assault Strength by 1.
Each hit by the attackers will reduce the targets Boarding
Assault Strength by 1.

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.
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. Any lost Assault Points are removed
IMMEDIATELY, and are no longer involved in the
Boarding Assault.

WINNING A BOARDING ASSAULT


Once both sides have rolled their Attack Dice and
calculated their casualties, compare the remaining Boarding
Assault Strength of the attacking model/s to the remaining
Boarding Assault Strength of the target model.

Against a Flight, the total number of Hits from any AntiBoarding Point Defence fire is applied across the entire
Flight.

Firestorm Armada Space Combat Rules

If the attackers Boarding Assault Strength is greater than


0, and the Boarding Assault Strength of the target model

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is reduced to 0, the target model is Destroyed, and the


remainder of the attackers Boarding Assault Strength is lost.

The Carrier (having taken critical damage earlier in the


battle) has a current AP of 3 and CP of 2. As such it has a
Boarding Assault Strength of 5 and rolls 5D6, scoring 3 hits.

If BOTH the attackers AND the targets Boarding Assault


Strength are greater than 0 the Assault has Failed and no
further action is taken (unless eligible for Sabotage as
below).

As a result, the Carriers Boarding Assault Strength is


reduced to 0, and the Battleships Boarding Assault Strength
is reduced to 1.

If the attackers Boarding Assault Strength is reduced to 0,


regardless of the number of casualties caused, the Boarding
Assault has Failed and no further action is taken.

As the Carriers Boarding Assault Strength is reduced to 0,


and the Battleships Boarding Assault Strength is GREATER
than 0, the Carrier is Destroyed.

Once the Success or Failure of the Boarding Assault has


been determined, the remainder of the attackers Boarding
Assault Strength is reduced to 0 and the attacking model/s
DO NOT regain any Assault Points. The target models
remaining Boarding Assault Strength returns to being its
Crew Points and Assault Points. Any losses from the
Boarding Assault Strength are split as evenly as possible
between the two, starting with whichever is highest. Lost CP
and AP are indicated by the appropriate Damage markers.

EXAMPLE: If instead the Battleship had caused 4 hits,


the Carrier would still have Boarding Assault Strength
remaining, and the Assault would have Failed. The
Battleships remaining AP would be lost and the Carrier is
left with 1 Crew Point but, as the Battleship caused more
hits, the Carrier would be Sabotaged (See Below).
EXAMPLE: If instead both the Battleship and the Carrier
caused 5 hits, both sides would lose ALL of their Boarding
Assault Strength, the Carrier would have no CP or AP left,
but it would be otherwise unaffected.

Important Note: Even if a Boarding Assault has Failed, any


loss of CP or AP from the target model still stands, and may
affect the models capabilities (see Modifiers to Attack Dice
on Page 34).

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, the target model CAN be
Sabotaged.

Important Note: A Boarding Assault is ALWAYS resolved


within a single round, even if no casualties are caused by
either side, the attacking model always loses any remaining
Assault Points and the Boarding Assault ends.

A Sabotaged model suffers a Critical Hit and a roll must


be made on the Critical Hit Table by the sabotaging player.

EXAMPLE: A Sorylian Carrier is boarded by a Dindrenzi


Battleship. The Battleship has a current AP of 4 giving it a
Boarding Assault Strength of 4 and so it rolls 4D6, getting 2,
4, 6 and 6 (and an extra roll of 2 and 5) for 6 hits.

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Boarding Assault Sequence

to use its Point Defence systems in place of the Carriers,


giving 7 AD for the Anti-Boarding Point Defence.

The following summarises the sequence of events for the


Boarding Segment of any Activation. This takes place after
the active Squadron completes ALL of its combat.

The Veydreth player chooses to resolve the Assault against


the Destroyer first. The Kedorian player rolls the 4 AntiBoarding Point Defence AD, rolling 3 successes and reducing
the Cruisers Boarding Assault Strength to 3. The Destroyer
then adds its Crew Points of 3 to its Assault Points of 1 to
give a Boarding Assault Strength of 4.

1. Each eligible model within the active Squadron may


declare a Boarding Assault against a valid target.
2. Calculate the total number of Assault Points directed at
each target. This is the Boarding Assault Strength.

4. Resolve Anti-Boarding Point Defence actions, and reduce


the Boarding Assault Strength of each Boarding Assault as
necessary.

Both players then roll their Boarding Assault Strength as


Attack Dice. The Destroyer scores 2 successes and the
Cruiser scores 3, neither enough to reduce the opponents
Boarding Assault Strength to 0. As such the Assault has
Failed, BUT as the Veydreth scored more successes they can
Sabotage the Capital Class Destroyer. The Assault Cruisers
Boarding Assault Strength is now reduced to 0, so it has NO
Assault Points remaining.

5. For each Boarding Assault, combine the target models


current Assault Points and Crew Points to determine its
Boarding Assault Strength.

The Destroyer has 1 remaining, which it elects to return as


a Crew Point, so it has 0 Assault Points and 1 Crew Point
left.

6. For each Boarding Assault, both sides


SIMULTANEOUSLY roll a number of Attack Dice equal
to their Boarding Assault Strength.

The Veydreth player then rolls for Sabotage, scoring a 10,


or Containment Leak on the Critical Hit Table, causing the
effect and TWO points of Hull Damage.

7. Calculate the total number of hits caused by each side and


reduce each sides Boarding Assault Strength appropriately.

The Assault against the Carrier is then resolved. The


Kedorian player rolls 7 AD for the Anti-Boarding Point
Defence, scoring 4 successes and reducing the Boarding
Assault Strength from the Assault Cruisers to 8. The Carrier
then adds its Crew Points of 8 to its Assault Points of 4 to
give a Boarding Assault Strength of 12.

3. Each Boarding Assault may have ONE Anti-Boarding


Point Defence action declared against it.

8. By comparing the remaining Boarding Assault Strengths,


determine whether the Assault Succeeded or Failed.
9. After any Boarding Assault, any model which declared
a Boarding Assault has its Assault Points reduced to 0.
The target models remaining Boarding Assault Strength
reverts to Assault Points and Crew Points (losses divided
as evenly as possible). Destroyed models are then removed
and Sabotage damage is applied.

Both players then roll their Boarding Assault Strength


as Attack Dice. The Carrier scores 7 successes, and the
Cruisers an unexpected 14!
The Cruisers Boarding Assault Strength drops to 1 and the
Carriers to 0. Therefore, the Boarding Assault was a Success
and the Carrier is Destroyed. The Cruisers remaining
Boarding Assault Strength is lost, leaving them with 0
Assault Points on each model, and the Carrier is removed
from the Game Board.

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.

To Summarise: at the end of the Boarding Segment all


three Veydreth Assault Cruisers have 0 Assault Points
remaining, one Kedorian Destroyer has 0 Assault Points,
1 Crew Point, 2 Hull Damage and the Containment Leak
Critical Effect and the Kedorian Carrier is Destroyed.

Upon entering the Boarding Segment of their Activation,


the Assault Cruisers declare their Boarding Assaults. TWO
of the Cruisers initiate an Assault against the Carrier,
giving them a Boarding Assault Strength of (6 + 6) 12. The
remaining Assault Cruiser targets one of the Destroyers,
having a Boarding Assault Strength of 6.
The Destroyer Squadron declares its Anti-Boarding Point
Defence, Linking their Point Defence values against the
incoming Assault against the Destroyer for (3 + 1) 4 AD.
As there is a Kedorian Dei-Nak Class Battleship Squadron
within 4 of the target Carrier, the Kedorian player elects

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end phase
time to get
organised
If a model has a Raging Fire Marker on it, a Damage
Repair Test MUST be made for EACH Raging Fire
Marker on the model. If any attempt to repair a Raging
Fire fails, the model immediately loses 1 Crew Point (CP)/
Assault Point (AP). If the attempt is failed with a roll of 6,
the model ALSO gains +1 Raging Fire Marker.

The End Phase of the Turn is used to tidy up and prepare


for the next Turn. Perform any End Phase actions in the
following order:
1.
2.
3.
4.
5.

Check for End of Game.


Perform any Compulsory Actions.
Make any Damage Repair Tests.
Rationalise Game Markers.
Draw new Game Cards.

If a model has a Decompression Marker on it, a Damage


Repair Test MUST be made for EACH Decompression
Marker on the model. If any attempt to repair a
Decompression fails, the model immediately loses 1 Crew
Point (CP)/Assault Point (AP). If the attempt is failed with
a roll of 6, the model ALSO loses 1 Hull Point.

END OF GAME
If no side has satisfied their Victory Conditions before the
end of the last Turn, determine who has won by calculating
final Victory Points.

REMOVE GAME MARKERS


Game Markers are used to indicate both Damage and
key information. Some may be temporary and others
permanent (loss of Hull Points). During the End Phase,
Players should ensure that every model has the correct
Game Markers. Any Game Markers that are no longer
relevant should be removed.

COMPULSORY ACTIONS
Move ALL of the Drifting models in the current order of
Initiative.
DAMAGE REPAIR
Players can attempt to repair certain Critical Hit Effects
that have been inflicted upon their models by making a
Damage Repair Test. Players resolve any repair attempts
simultaneously, but must roll separately for each Critical
Hit Effect that they are attempting to repair, and can only
attempt to repair each Critical Hit Effect once per turn. See
page 52 for which Effects can be repaired.

DRAW GAME CARDS


During the End Phase, Players may discard any number of
Game Cards and re-draw up to their maximum Hand size.

Roll 1D6 for each Damage Repair Test:



On a roll of 1, 2 or 3, the repair has been successful and
the corresponding Critical Hit effect is removed.
On a roll of 4, 5 or 6, the repair attempt has failed and
the Critical Hit effect remains on the model.
Important Note: It is not possible to repair Hull Point
(HP) damage or Crew Point/Assault Point loss with a
Damage Repair Test, just the Critical Hit Effect.

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s
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.

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 models maximum Fleet Wing complement and
the maximum number of Wings in a Flight CANNOT be
exceeded.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Firestorm Armada Space Combat Rules

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.

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.

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.

HIDDEN KILLER
This model CANNOT be targeted by ANY weapons firing
at Range Band 3 or Range Band 4 if it has Cut Engines.

A model CANNOT make a Disruption Attack if its Cloaking


Field is turned on.

LARGE MASS
Any Attack against this model receives a +1 bonus to hit on
its Attack Dice (AD) rolls.

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.

LAUNCH TUBES
This model can initiate a Boarding Assault against a target
within 8.

DOUBLE MINES
This model can drop 2 Mines during the Movement
Segment of its Activation.

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.

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.

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.

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.

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.

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.

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.

ESPIONAGE
This model increases its controlling players Hand of Game
Cards by ONE if it has been deployed and is NOT Lost.
This can increase a players 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.

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.

EXPERIENCED ENGINEERS
This models 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.

any Attack if the Flight Peg of each FIRING model in the


Attack is entirely within the TARGET models Port or
Starboard 90 degree Arc of Fire.

NO FSD
This model CANNOT perform any Shunt move, or deploy
using Shunt Deployment, during the game.

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.

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.

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.

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.

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.

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.

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.

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.

The bonus is applied if the Flight Peg of each FIRING


model in the Attack is entirely within the TARGET models
nominated 90 degree Arc of Fire. The models 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.

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 models Fore 90
degree Arc of Fire.

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

REINFORCED PORT/STARBOARD
This model receives +1 to its Critical Rating (CR) against

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originates from within this models designated Arc and


fires into or through the Shield Sphere en route to its target,
the target can use the increased Shield value. However
any Attack passing through the Sphere which DOES NOT
originate from within the designated Arc is affected by the
reduced Shield value.
SHUNT MATRIX
When a model with the Shunt Matrix MAR activates it
may declare that it is going to perform a Battle Shunt. The
model must choose a number of D6 between 2 and 8 that
determines the random distance of its Battle Shunt move. It
declares which direction it will move in, and what its final
orientation will be (this DOES NOT include pointing at a
particular target).
Roll the chosen number of dice for the Battle Shunt; the
total determines the exact distance in inches that the
model MUST move in a straight line in the direction that
it declared. Once the model has moved it MUST be placed
with the orientation that was declared.
A Battle Shunt IGNORES the rules for intervening Terrain
and Mines. A model CAN declare that it is going to Cut
Engines after a Battle Shunt. A model fires normally after
a Battle Shunt and CAN perform a Boarding Assault. If a
model ends its move in an Asteroid Field it MUST perform
a Manoeuvre Test. If the model ends its move in a Planetoid
it is Destroyed automatically.
SPECIAL FORCES
This model can either re-roll ALL misses from any Boarding
Assault OR, any Boarding Assault against this model must
re-roll ALL hits, and MUST accept the second result.
The forced re-rolls of successful dice happens BEFORE 6s
grant their extra rolls, and only ONE dice is re-rolled for
each 6, the opponent CANNOT gain additional dice as a
result of this MAR.
SPLIT BERTH
ALL Wings on models in this models Squadron MUST be
the same Type. ALL Wings on the models in this models
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 Flight may be Deployed
within 4 of ANY model that just Launched a Wing.

SUPERIOR DESIGN
If this model suffers any Critical Hit Effect, the loss of any
Assault Points or Crew Points is reduced by HALF. This
model NEVER has a Raging Fire Marker placed on the
model as the result of any Critical Hit Effect.
SYSTEMS NETWORK
The Cloaking Field on this model will affect any friendly
model from the same Squadron, including any attached
Escort Squadron model, whose Flight Peg is within 4 of its
Flight Peg and which ALSO has the Systems Network MAR.
The Cloaking Field must be turned on to be effective and a
model can only benefit from a maximum of ONE Cloaking
Field.
TARGET RESOLUTION
This models 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 models Flight Peg is within
8 of this models Flight Peg. The maximum bonus to any
Parent Model from the Target Resolution Model Assigned
Rule is +1.
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.
The forced re-rolls of successful dice happens BEFORE
6s grant their extra rolls, and only ONE dice is re-rolled
for each 6, the opponent CANNOT gain additional Point
Defence as a result of this MAR.
UNCOMMON CLASS
A maximum of ONE model with the Uncommon Class
Model Assigned Rule can be in any Squadron.
VULNERABLE
If this model suffers a Critical Hit, the Critical Hit Table
result CAN be re-rolled by your Opponent, but they MUST
accept the new result.

A Flight CANNOT Land on a model with the Split Berth


MAR during a game.
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. This re-roll is performed
BEFORE any extra rolls for Exploding Dice, and before Hits
are discounted by Shield Systems or Point Defence. Only
ONE dice is re-rolled for any 6s scored. The second result
MUST be accepted.

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CRITICAL HIT TABLE


ROLL 2D6 AND CONSULT THE TABLE BELOW

DICE
ROLL

RESULT

HP
LOST

CRITICAL HIT EFFECT

Magazine
Explosion

ALL

This model is Destroyed. 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. A model or Flight behind any
Obstructing Terrain is not affected.

Point Defence
Offline

This model cannot use its Point Defence systems.

Raging Fire

This model loses 1 Crew Point (CP)/Assault Point (AP) and gains a Raging Fire
Marker.

Systems Offline

This model cannot use its Shield systems and cannot Launch any Flight.

Weapon Damage

The Attack Dice (AD) value of ALL Primary weapon systems on this model are
reduced by HALF.

7
8

Hard Pounding

This model loses 1D3 Crew Points (CP)/Assault Points (AP).

Engine Failure

The Movement (Mv) of this model is reduced by HALF.

Decompression

This model loses ONE Crew Point (CP)/Assault Point (AP) (highest first) and
gains a Decompression Marker.

10

Containment
Leak

This models Critical Rating (CR) is reduced to the same value as its Damage
Rating (DR).

11

Secondary
Systems Offline

This model cannot use its Torpedo weapon systems or drop Mines.

12

Fold Space
Rupture

Roll 1D6 for a direction (1-2 Fore, 3 Port, 4 Starboard, 5-6 Aft) and 2D6 for
distance, from the models Flight Peg. Then place this model, maintaining current
orientation, in that new position. Resolve any contact with Terrain as a Collision. A
model that is moved off the Game Board, is automatically Destroyed.

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. Players resolve any Damage Repair Tests simultaneously, but must roll separately for each Critical Hit Effect
that they are attempting to repair, and can only attempt to repair each Critical Hit Effect ONCE per Turn.
Roll 1D6 for each Damage Repair Test:

On a roll of 1, 2 or 3, the Repair has been successful and the corresponding Critical Hit effect is removed.
On a roll of 4, 5 or 6, the Repair attempt has failed and the Critical Hit effect remains on the model.
Any Critical Hit effects that are marked in Red (results 2, 7 and 12) CANNOT be repaired.
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, just the Critical Hit Effect.
In the Damage Repair Segment of the End Phase a Damage Repair Test can be made for each instance of a Point Defence Offline,
Systems Offline, Weapon Damage, Engine Failure, Containment Leak and Secondary Systems Offline Critical Hit Effect on a model,
but ALL instances must be repaired before the system is restored.
If a model has a Raging Fire Marker on it, a Damage Repair Test MUST be made for EACH Raging Fire Marker on the model. If any
attempt to repair a Raging Fire fails, the model immediately loses 1 Crew Point (CP)/Assault Point (AP). If the attempt is failed with a
roll of 6, the model ALSO gains +1 Raging Fire Marker.
If a model has a Decompression Marker on it, a Damage Repair Test MUST be made for EACH Decompression Marker on the model.
If any attempt to repair a Decompression fails, the model immediately loses 1 Crew Point (CP)/Assault Point (AP). If the attempt is
failed with a roll of 6, the model ALSO loses 1 Hull Point.

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damage mark ers

Permission is given to print out the above Firestorm Armada Tokens for personal use only.

Firestorm Armada Space Combat Rules

53

Copyright 2009-2013 Spartan Games

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

game mark er k ey
Star Admirals Vessel Marker.

Shunt Marker - placed next to a model


when it is entering Fold Space.

Decompression Marker.

Cloak Marker - placed next to a model


when its Cloaking Field is turned on.

Point Defence Offline Critical Hit


Marker.

Containment Leak Critical Hit


Marker.

Raging Fire Marker.

Cut Engines Marker - placed next


to a model which has Cut Engines.

Secondary Systems Offline Critical


Hit Marker.

Systems Offline Critical Hit


Marker.

Weapon Damage Critical Hit


Marker.

Engine Failure Critical Hit Marker.

Use these Markers to track the loss


of Assault Points.

Use these Markers to track Hull


Damage.

Use these Markers to track the loss


of Crew Points.

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AQUAN PRIME
go to the aquan prime
online shop page

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Firestorm Armada Space Combat Rules

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Copyright 2009-2013 Spartan Games

dindrenzi federation
go to the dindrenzi federation
online shop page

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Firestorm Armada Space Combat Rules

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Copyright 2009-2013 Spartan Games

sorylian collective
go to the sorylian collective
online shop page

Firestorm Armada Space Combat Rules


Firestorm Armada Space Combat Rules

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Copyright 2009-2013 Spartan Games

terran alliance
go to the terran alliance
online shop page

Firestorm Armada Space Combat Rules


Firestorm Armada Space Combat Rules

59

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Copyright 2009-2013 Spartan Games

the directorate
go to the directorate
online shop page

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Firestorm Armada Space Combat Rules

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Copyright 2009-2013 Spartan Games

the relthoza
go to the relthoza
online shop page

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Firestorm Armada Space Combat Rules

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Copyright 2009-2013 Spartan Games

alliance of kurak
go to the kurak alliance
online shop page

Firestorm Armada Space Combat Rules


Firestorm Armada Space Combat Rules

62

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Copyright 2009-2013 Spartan Games

zenian league
go to the zenian league
online shop page

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Firestorm Armada Space Combat Rules

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Copyright 2009-2013 Spartan Games

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