Firestorm-Armada-Rulebook.pdf

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BOOK CONTENTS
WELCOME
4
TARGETING
32
THE ENEMY
5
Line of Sight
32
Arc of Fire
33
GAME BASICS
7
Range
33
MODEL TYPES
9
WEAPONS
11
ATTACK DICE
34
SPACE TERRAIN
13
Initial Attack Dice
34
Modiiers to Attack Dice
34
GAME CARDS
15
Attack Dice for Flights
34
Types of Game Card
15
Hand Size
16
FIRING OPTIONS
35
Using Game Cards
16
Linked Fire
35
Card Tactics
16
Combined Fire
36
Multiplayer Games
16
Split Fire
36
GAME SETUP
17
SYSTEM RATINGS
37
Squadron Organisation
17
Point Defence To Hit Numbers
37
Escort Squadrons
17
Primary/Torpedo To Hit Numbers
37
Star Admiral
17
Shield Systems
37
Fleet Organisation
17
Cloaking Field
37
Game Length
18
Defensive Fire
38
Battle Field Setup
18
Deployment
19
MINES
39
Victory Condition
19
Dropping a Mine
39
Victory Points
20
Cascading Mines
39
Shields and Mines
39
COHERENCY
21
Command Distance
21
KILLING MODELS
40
Commanded Element
21
Damaging a Model
40
Out of Command
21
Critical Hit Table
40
Damaging a Flight
41
ORDER OF PLAY
22
Combat Sequence Summary
42
Turn Card Phase
22
Initiative Phase
22
BOARDING
43
Squadron Activation Phase
22
Assault Points
43
Activation Sequence
22
Crew Points
43
End Phase
23
Boarding Assault
43
Boarding Procedure
43
FLIGHT TOKENS
24
Anti-Boarding Point Defence Range
44
Carrier Models
24
Anti-Boarding Point Defence To Hit
44
Flights
24
Anti-Boarding Point Defence Damage
44
Weapon Stats
24
Resolving Boarding Assaults
44
Flight Formations
25
Winning a Boarding Assault
44
Landing Flights
25
Sabotage
45
Launching Flights
25
Boarding Assault Sequence Summary
46
Rearming Flights
25
Intercept Move
25
END PHASE
47
Flight Activation Sequence Summary
26
End of Game
47
Compulsory Actions
47
MOVEMENT
27
Damage Repair
47
Moving a Flight
27
Remove Game Markers
47
Moving a Squadron
27
Draw Game Cards
47
Minimum Movement
27
Turning a Model
27
MODEL ASSIGNED RULES
48
Proximity Vectoring
28
Moving Of Table
28
CRITICAL HIT TABLE
52
Fold Space Travel
28
Belly Up
28
DAMAGE MARKERS
53
Cut Engines
28
CRITICAL HIT MARKERS
54
Driting
28
GAME MARKER KEY
55
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
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Firestorm Armada Space Combat Rules
Copyright © 2009-2013 Spartan Games
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THE FIRESTORM
ARMADA TEAM
INTERNAL PLAYTESTING
AND PROOFING
MANuFAcTuRING
& ASSeMbly
Marin Jones
Christopher Peacey
Drew Cox
Gordon Chamberlain
Jamie Allen
Jef Henderson
George Shearn
Jack Paterson
Harriet Rhodes
Luke Marin
Andy Walpole
Neil Fawcet
Christopher Worth
Franco Sammarco
Jonny La Trobe-Lewis
Gary Bent
Ben MacIntyre
Kaie Bennet
Ricky Brewer
Stephen Rhodes
Christopher Drew
Andrew Jones
Digital Sculping & Modelling
Christopher Drew
Marin Jones
Christopher Peacey
Jonny La Trobe-Lewis
Dave Kidd
Graphics, Paining & Ficion
Paul Kime
Sally Taylor
Christopher Worth
Neil Fawcet
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 beter game.
PRIMARY WRITERS
Andy Walpole & Christopher Worth
INITIAL GAME cONcEPT
Neil Fawcet
THE SPARTAN GAMES TEAM
The contents of this book are
Copyright © Spartan Games
2009-2013.
All rights reserved.
January 2013 - PDF ediion
business Management & Web
Frances Fawcet
Kaie Bennet
Gary Bent
Lizzie Wood
Ricky Brewer
Stephen Rhodes
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Firestorm Armada Space Combat Rules
Copyright © 2009-2013 Spartan Games
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WELCOME
TO A WAR-TORN
GALAXY
THE RACES
he FIRESTORM ARMADA game is set far in the future
of mankind where several great races are locked in a brutal
war. Vast leets of warships, both human and alien, clash
in epic space battles with the military might of numerous
allied systems supporting them.
he 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.
he 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 leets.
At the heart of the bitter conlict 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 conlict escalates so more and more
smaller allied systems have either joined, or been drated,
into the League . hese races include the Ba’Kash, 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
pl ay.
he territories of all six main factions converge in a vast
stellar region known as Fathoms Reach . his area bears
the brunt of the aggressive Dindrenzi Federation attack
on the Terran Alliance . Fathoms Reach is known more
evocatively as he 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 relected
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. he choice is yours...
his 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.
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Firestorm Armada Space Combat Rules
Copyright © 2009-2013 Spartan Games
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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 mankind’s future.
he 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
region’s volatile natural phenomena. hese have long made
traversing the area a challenge.
Whole leets have been smashed and colonies razed before
the fury of the Dindrenzi advance, but the Terran Alliance
ight-back is only just beginning. Already the whole Storm
Zone has been engulfed by the Terran-Dindrenzi War , and
now that conlict will only intensify.
Today, though, the Storm Zone’s name has gained much
greater signiicance. 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 signiicant 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 inluence in the
galaxy that several other great powers have been drawn into
the inferno.
he 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 Alliance’s 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
Te r r a n governance in a series of wars that lasted over a
century and climaxed with the nuclear annihilation of an
entire world.
he Federation are also backed by the shadowy corporate
plutocracy known as the Directorate . It is from the
Directorate as much as their own eforts that the Dindrenzi
derive their technological superiority over their Te r r a n
cousins. Many on both sides believe the corporate dominion
to have even greater inluence over the Federation than is
acknowledged.
For their part, the Terrans have called upon their long-
standing 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 ight the Federation .
Although a fragile peace held for a while between the
Terrans and the Dindrenzi , today that peace has been
shattered. he Terrans , cut of from the lucrative Outer
Reach ater the break with the Federation , devoted a great
deal of resources to renewed exploration elsewhere around
their domains.
he 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
lotillas.
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 Te r r a n threat, they launched these mighty leets
and armies into the Storm Zone in a powerful pre-emptive
strike. he Federation’s forces attacked and destroyed dozens
of Te r r a n installations, as well as holdings belonging to the
Aquan and Sorylian empires.
he Sorylians , meanwhile, have sufered much from
Dindrenzi -sponsored pirates and privateers assaulting
their trade routes, while Relthoza leets have repeatedly
attempted to make inroads into Sorylian territory.
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Firestorm Armada Space Combat Rules
Copyright © 2009-2013 Spartan Games
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