Professional Documents
Culture Documents
Firestorm Rulebook
Firestorm Rulebook
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
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
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
Franco Sammarco
Giovanni Bosio
Ben MacIntyre
Jonny La Trobe-Lewis
Andrew Jones
Primary WRITERS
Andy Walpole & Christopher Worth
Initial GAME Concept
Neil Fawcett
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.
www.spartangames.co.uk
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.
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.
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!
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.
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!
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.
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.
MODELS
When measuring TO or FROM a model use the appropriate
part of the models Flight Stand:
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.
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.
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.
Escorts (Small)
Escorts are one of the smallest models found in a Fleet.
Deployed in large numbers they are normally used as close
protection and extra Point Defence for larger models.
Frigates (Small)
Frigates are used in large numbers as decoys in a similar
way to Destroyers except they are usually smaller in size
and cheaper to produce. Like Destroyers they make up
for any shortcomings by forming large Squadrons, giving
them a chance of taking down larger models.
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.
10
Firestorm Armada Space Combat Rules
10
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.
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.
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.
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.
11
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.
12
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.
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.
Collision Damage
The number of hits from any Collision is compared to the
Damage Rating (DR) and Critical Rating (CR) of a model.
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.
PLANETOID
A Planetoid has a diameter of 1D6+6 when created and
represents a small planet, moon or lump of rock and/or ice.
Manoeuvre Test
Roll 1D6 for each model performing any Manoeuvre Test.
13
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.
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.
Gravity Test
Roll 1D6 for each model, or Flight, performing any
Gravity Test.
14
Firestorm Armada Space Combat Rules
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.
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.
15
CARD TACTICS
How and when you choose to play a Game Card is very
important, and players should be careful not to tell another
player what cards they have until they are forced to do so.
A great tactical advantage can be gained by keeping your
Hand a secret.
MULTIPLAYER GAMES
Although it is preferable for everyone to have their own
deck of Game Cards, it is possible share a deck. Each player
will need to draw from a shared deck and discard to a
shared Discard Pile.
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.
16
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.
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.
FLEET ORGANISATION
All models MUST be organised into valid Squadrons and
MUST adhere to the Squadron size limits specified on the
appropriate Stat Card.
17
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.
Friendly Game
If you are building a Fleet for a Friendly Game agree an
MFV with your opponent and choose a specific faction. The
faction indicates the Fleet List that the following Minimum
Squadron Restrictions MUST be taken from.
Each 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.
18
On a 1 place a Planetoid.
On a 2 or 3 place an Asteroid Field.
On a 4 or 5 place a Nebula.
On a 6 place a Gravity Well.
DEPLOYMENT
Regardless of Game Type each side rolls 2D6, modified
by the relevant Fleet Tactic Bonus, the side that gets the
highest total chooses ANY edge of the Game Board as their
Deployment Edge, the opposing player MUST take the
opposite edge as their Deployment Edge.
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.
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.
19
20
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.
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).
The only other effect for being Out of Command is that the
Commanded Element MUST perform their movement
BEFORE any other Elements are moved.
21
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:
1.
2.
3.
4.
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.
22
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.
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.
23
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.
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.
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.
TYPE
Movement TORPEDOES
OF WING
15
0
Assaulters
12
3
Bombers
15
1
Fighters
18
0
Interceptors
Firestorm Armada Space Combat Rules
24
Point
Defence
Assault
Points
Cost
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.
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.
25
26
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.
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.
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.
27
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!
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.
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.
DRIFTING
Models that declare they are doing nothing during their
Squadron Activation will Drift during the Movement
Segment of their Activation.
28
Permission is given to print out the above Movement and Arc of Fire Template for personal use only.
COMBAT CONTACT
A Flight can contact the Flight Stand of a model or another
Flight without causing a Collision.
29
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.
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:
30
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.
31
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.
32
ARC OF FIRE
The Stat Card for a model lists the Arc of Fire for any
Primary or Torpedo weapon systems on the model.
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.
33
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)
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.
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.
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.
34
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.
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.
35
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.
36
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.
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.
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.
37
DEFENSIVE FIRE
Once all Attacks by the Active Squadron have been declared,
eligible models/Flights may declare Defensive Fire against
Torpedo Attacks.
38
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.
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.
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.
39
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.
40
41
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.
42
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.
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.
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.
43
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.
Against a Flight, the total number of Hits from any AntiBoarding Point Defence fire is applied across the entire
Flight.
44
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.
45
46
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.
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.
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.
47
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.
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.
48
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.
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.
EXPERIENCED ENGINEERS
This models Damage Repair Tests are successful on a 1,
2, 3 or 4.
49
NO FSD
This model CANNOT perform any Shunt move, or deploy
using Shunt Deployment, during the game.
SCOUT
The Fleet with the most models with the Scout Model
Assigned Rule can Redeploy any ONE Squadron after ALL
Squadrons have been deployed on the Game Board.
SECURED BULKHEADS
This model reduces the number of hits from any Boarding
Assault against it by 2.
SECTOR SHIELDING
During the Command Segment of its Squadron Activation
this model may nominate ONE direction, either the Fore,
Aft, Port or Starboard 90 degree Arc of Fire, and increase
its Shield value by 1 against any Attack from that direction.
PROTECTED SYSTEMS
If this model suffers a Critical Hit roll 1D6, on a result
of 4, 5 or 6 the Critical Hit Effect is ignored but any Hull
Point, Crew Point or Assault Point loss associated with the
Critical Hit Effect will still be applied to the model. A model
which suffers a Magazine Explosion is still Destroyed, but
no other models are damaged. On a result of 1 this model
must perform ONE additional roll on the Critical Hit Table,
suffering the additional Critical Hit Effect, but NOT the
associated damage.
Quick Launch
Flight Tokens that Launch from this model can be Activated
in the same Turn that they Launch. A model or token
cannot activate more than once per Turn.
REINFORCED FORE
This model receives +1 to its Critical Rating (CR) against
any Attack if the Flight Peg of each FIRING model in the
Attack is entirely within the TARGET models Fore 90
degree Arc of Fire.
REINFORCED PORT/STARBOARD
This model receives +1 to its Critical Rating (CR) against
50
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.
51
DICE
ROLL
RESULT
HP
LOST
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
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
Engine Failure
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.
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.
52
Permission is given to print out the above Firestorm Armada Tokens for personal use only.
53
Permission is given to print out the above Firestorm Armada Tokens for personal use only.
54
game mark er k ey
Star Admirals Vessel Marker.
Decompression Marker.
55
AQUAN PRIME
go to the aquan prime
online shop page
56
dindrenzi federation
go to the dindrenzi federation
online shop page
57
sorylian collective
go to the sorylian collective
online shop page
58
terran alliance
go to the terran alliance
online shop page
59
the directorate
go to the directorate
online shop page
60
the relthoza
go to the relthoza
online shop page
61
alliance of kurak
go to the kurak alliance
online shop page
62
zenian league
go to the zenian league
online shop page
63