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05/11/2023, 14:57 Armada Rules | Mantic Companion

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The Turn
The Turn

a. Turn Sequence

 i. Crew Level and Skill Tests


Games of Armada recreate the constant flow and action of a naval battle. To
b. 1. Roll for Wind
represent this in a manageable way, the game breaks the action down into
c. 2. Initiative distinct Turns and each Turn is resolved by following a number of phases as
d. 3. Activations described below
e. 4. End Phase

a. Turn Sequence P12

Each Turn of the game uses the following sequence. Once the End Phase is
complete, and if the game is not finished, the next Turn commences, beginning
with Roll for Wind.

1. Roll for Wind


2. Initiative
3. Activations (repeated for each ship)
a. Movement
b. Shooting
c. Boarding Actions

4. End Phase

By continuing to use i. Crew Level and Skill Tests P12


this website, you agree Throughout a game of Armada, there will be occasions in which the skill of
to our use of necessary
the crew needs to be tested. This is called a Skill Test and the more
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(/cookies/) experienced the crew, the easier it will be to pass the test. A Veteran Crew
OK is the most experienced. Whenever a Skill Test is required, roll a D6 and
consult the following table. If you roll the target number (or higher), the
test is passed. A natural, unmodified roll of 1 is always considered a failure.
Unless specified otherwise, all ships come with Regular crew by default
(see page 42 for more on changing Crew Levels).

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Crew Level Required Score to Pass

Inexperienced 6

Regular 5+

Veteran 4+

b. 1. Roll for Wind P12

At the start of each Turn after the first (i.e. from Turn 2 onwards), one player (or a
neutral party) must roll 2D6 on the following table to see if the wind changes
direction. There are eight directions the wind can come from: the four outer
table edges and the four corners.

2D6
Effect
Score

Winds of Change. Move the Wind Rose one step clockwise, e.g. from
2-4
East to South East

5-9 No change in wind direction this Turn

Winds of Change. Move the Wind Rose one step anti-clockwise. e.g,
10 - 12
from East to North East

Note that some scenarios change how the wind behaves and this will be
detailed in the scenario special rules.

c. 2. Initiative P13

Tactical positioning in Armada is very important. Being in the right place at the
right time will give you the initiative and a great advantage in combat between
ships. To represent this, the ships closest to the point where the wind starts,
Byactivate
continuing
and to use first, while those ships furthest away move last. We call this
move
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“activating in Initiative order”.
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To find the order in which ships activate, imagine a line running perpendicular
to the point of origin of the wind, then move that line in the direction the wind is
blowing.

Players then get the Initiative and Activate in the order that this line contacts
their ships, first to last, with each ship Moving, Shooting and finally resolving

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any Boarding Actions, before progressing to the next ship. Where the line
contacts two or more ships at the same time, the ship with the more
experienced crew goes first. If the crews have the same experience, decide
randomly which goes first. A tape measure or laser line pen can be a good tool
to use to draw the line.

When the wind is coming from a corner point of the table, run the line directly
towards the opposite diagonal corner. This gives you a reference point to move
to, regardless of the size and shape of your table.

An example showing the order ships activate with the wind blowing from the East.

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An example showing the order the same ships activate


with the wind blowing from the North-East.

d. 3. Activations P14

Movement
When activating and moving a ship, follow these steps in order:

1. Declare the Speed of the ship (see page 16).


2. Move the number of times indicated by the Speed (Move Steps).
a. At the end of each Move Step, a ship may make a single turn.
b. At the end of each Move Step, after turning, a ship may Shoot (with
some or all its weapons).
c. At the end of the final Move Step, after turning and any Shooting, a
By continuing to use
ship may make a Boarding Action.
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Shooting
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Shooting (page 22) and Damage (page 26).

Boarding Actions
Including Repelling Boarders! See Boarding Actions on page 32.

Once a ship has completed this sequence, the ship is marked as Activated with
an Activation Marker, and the Initiative passes to the next ship in Initiative order

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for it to Activate. Repeat the sequence above for each ship, in Initiative order,
until all ships have been Activated.

e. 4. End Phase P15

After every ship has Activated, the Turn ends. Remove all Activation Markers and
any other markers and tokens which should be cleared in the End Phase. Check
the scenario end and victory conditions to see if the game has ended, and then
commence the next Turn, starting with the Roll for Wind phase. Some special
rules or effects may occur in the End Phase. If they do, and the order they
happen is important, resolve them in Initiative order unless specified otherwise.

Next Chapter: Movement (?chapter=3)

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