The Black Ocean's Firestorm Armada Tournament Rules
The Black Ocean's Firestorm Armada Tournament Rules
The Black Ocean's Firestorm Armada Tournament Rules
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Points: 750<br />
<strong>The</strong> <strong>Black</strong> Ocean’s<br />
<strong>Firestorm</strong> <strong>Armada</strong> <strong>Tournament</strong><br />
<strong>Rules</strong><br />
Fleets: Core Fleets (Aquan Prime, Dindrenzi Federation, Sorylian<br />
Collective, Terran Alliance, <strong>The</strong> Directorate, <strong>The</strong> Relthoza) Alliance<br />
Fleets (Alliance of Kurak and Zenian League including support fleets<br />
for both) as detailed in the fleet construction documents located<br />
here: Alliance of Kurak and Zenian League<br />
Model Assigned <strong>Rules</strong> (MARS): All MARS will be allowed as detailed in<br />
the Fleet Construction documents located here: Alliance of Kurak<br />
and Zenian League<br />
Rounds: 4<br />
Turns: 6<br />
Table Setup<br />
Each Table will have a one planet of varying size and an asteroid<br />
field of up to 10” x 10” or a single installation. Table dimensions are 4’<br />
x 4’ for a quick and challenging Battle<br />
Deployment<br />
Players select one Squadron at a time and deploy it with the players<br />
alternating until ALL Squadrons are on the table (unless you use the<br />
Sneak Attack secondary objective below). <strong>The</strong> deployment area for<br />
both players is 8" from the base line.<br />
Revised 3/6/2012
Game Cards: 1 Standard deck drawn from by each player. Please<br />
bring your own cards and show them to the tournament organizer at<br />
check in. I card per squadron up to 4 per fleet.<br />
This tournament will be run as a Swiss <strong>Tournament</strong> in a simple<br />
win/loss/draw format. That means that players play other players<br />
with the same record. Pairings will be randomly determined within<br />
those brackets.<br />
<strong>The</strong> secondary objectives will be used to determine bracketing of<br />
players with otherwise equal scores and in the case of a tie in the<br />
end of the event to determine overall winner. <strong>The</strong> secondary<br />
objective points do not affect the game otherwise. For bracketing,<br />
secondary objectives will be used to determine who plays up or<br />
down in the case of an odd number of players in a given bracket.<br />
Painting: All Fleets should be painted to a three color standard.<br />
Composition and Sportsmanship: <strong>The</strong>re will be no composition or<br />
sportsmanship scores in this tournament as we at the <strong>Black</strong> ocean<br />
feel that Spartan Games has done a great job of balancing their<br />
game system. Sportsmanship will be done on the honor system with<br />
the tournament organizer as the final judge. <strong>The</strong>re is a zero tolerance<br />
policy for cheating at our events. You will be asked to leave if found<br />
cheating. In other words have fun and be good gamers to each<br />
other.<br />
Revised 3/6/2012
Pick one primary objective below and mark it on your sheet. Keep<br />
the choice secret till end of game.<br />
Primary Objectives<br />
Annihilation: Your orders are simple. Destroy the enemy fleet. Completely.<br />
You must destroy at least 90% of the enemy fleet, by points value, in order<br />
to achieve this objective. Ships that enter fold space or move off the table<br />
edge (for whatever reason) count as destroyed for this objective. 1 point<br />
Blitzkrieg: Like lightning you must strike hard and fast, before disappearing<br />
into the void. You have half of the total turns in which to destroy at least<br />
half the enemy fleet by points value. If you succeed in doing so, you<br />
achieve this objective. 2 points<br />
Blockade Run: Your forces are running critically low on supplies in other<br />
sectors, but first you must create a distraction to get vital cargo through a<br />
blockade. For every 500 points, or part thereof, in your fleet, you may<br />
nominate a single squadron as carrying the vital cargo. If at least half of<br />
the ships carrying the vital cargo, rounding up, can move off the table via<br />
a table edge your opponent's deployment zone, then you achieve this<br />
objective. 2 points<br />
Bombardment: <strong>The</strong> inhabitants of this planet or orbital facility have raised<br />
the ire of your fleet commander for the last time. A Planet or Abandoned<br />
Station must be present. If more than one is present, randomize which one<br />
is the target of the bombardment. A Planet has DR 10, CR 14, and HP 16. It<br />
is also assumed to have 1 PD per 2 AD attacking it. A planet is only<br />
affected by a 2, 5 or 12 on the critical table (although other results will still<br />
inflict additional damage as normal). This represents the destruction of<br />
major population centers and military assets rather than the planet itself.<br />
In order to achieve this objective, the target of the bombardment must<br />
be destroyed by the end of the game. 3 points<br />
Revised 3/6/2012
Combat Patrol: Your fleet must make the area safe for their tenders and<br />
supply ships in order to re-stock. You must have more HP in both your own<br />
and your opponent's deployment zone than your opponent does in order<br />
to achieve this objective. 2 points<br />
Destroy Key Ship: It has been a long time, but your analysts have finally<br />
found the flagship of the enemy commander, and it is time to exact<br />
revenge. To achieve this objective you must destroy the most expensive<br />
ship in the enemy fleet. If the fleet contains multiples of the most<br />
expensive ship, randomize which ship is the key ship. 1 point<br />
Hold the Line: <strong>The</strong> enemy fleet absolutely cannot be allowed past this<br />
point. At the end of the game, you must have more HP in your own<br />
deployment zone than your opponent does in order to achieve this<br />
objective. 1 point<br />
Hot Pursuit: Your ships are chasing a fleeing enemy, and have to ensure<br />
they remain on the run rather than try to fight. At least half of your fleet, by<br />
points value, must be within 4" of an enemy ship at the end of the game in<br />
order to achieve this objective. 2 points<br />
Invasion: This planet or facility does not yet belong to your fleet, but it<br />
soon will. <strong>The</strong> enemy fleet cannot stand in your way. A Planet or<br />
Abandoned Station must be present. If more than one is present,<br />
randomize which is the target of the invasion. If you have more AP within<br />
4" of the invasion target at the end of the game than your opponent does<br />
at the end of the game, then you achieve this objective. 2 points<br />
Seize Control: <strong>The</strong> enemy fleet currently sits at a crossroads of foldspace<br />
waypoints, and your fleet requires that this area be clear for future<br />
operations in the sector. At the end of the game, you must have more HP<br />
in your opponent's deployment zone than your opponent does in order to<br />
achieve this objective. 2 points<br />
Vital Objective: <strong>The</strong> enemy fleet is currently unaware of the fact, but a<br />
vital piece of technology or intelligence lies within a nearby celestial<br />
Revised 3/6/2012
phenomena. A Planet or Asteroid Field must be present. If more than one<br />
is present, randomize which one is the vital objective. If you have more HP<br />
within 4" of the vital objective at the end of the game than your opponent<br />
does at the end of the game, then you achieve this objective. 2 point<br />
Revised 3/6/2012
Choose one secondary objective. Keep the choice secret till end of<br />
game. All secondary objectives are worth one point.<br />
Advance Scouts: Your fleet is ranging ahead as the lead element of a<br />
much larger force, and must report all contacts. You must successfully<br />
Shunt a captured enemy capital ship in order to bring vital intelligence to<br />
your superiors in order to achieve this objective.<br />
High Commanders: Grand Admirals, Reachmasters, Brood-Kings, all of<br />
these commanders will make their presence known when it is vital the<br />
battle be won. <strong>The</strong> most expensive ship in your fleet has the High<br />
Commander aboard. If you have multiples of the most expensive ship,<br />
you may choose which ship they are stationed on. In order to achieve this<br />
objective, the High Commander's ship MUST survive the battle with at least<br />
2 HP remaining.<br />
Rearguard: <strong>The</strong> enemy fleet is pressing forward with frightening speed,<br />
and your battlegroup has been tasked with covering the main fleet's<br />
retreat. Your fleet must survive half of the total turns +1 while holding off<br />
the enemy.<br />
Sneak Attack: You battlegroup lies in wait for the unsuspecting enemy.<br />
Half of you fleet or more must arrive to the battlefield via Fold Space Entry<br />
(page 64 <strong>Firestorm</strong> <strong>Armada</strong> Rulebook)<br />
To the Last: Your fleet is cut off, fighting just to survive. If they must go<br />
down, they will take as many of the enemy with them as possible. Your<br />
fleet must not survive half of the total turns +1.<br />
Vendetta: Over time bitter enmities are created between certain ships,<br />
and other crews know well not to interfere when they meet. Nominate a<br />
ship of the large, capital class in your fleet and one of the large, capital<br />
class in the enemy fleet. Only your nominated ship can be used to destroy<br />
the enemy’s marked ship. Your nominated ship must use its starting wings<br />
to achieve this goal. You achieve this objective if you destroy your<br />
opponent's marked ship before yours is destroyed. Your ship can act as<br />
normal after this objective has been achieved.<br />
Revised 3/6/2012
Margin of Victory<br />
If you achieve your objective mark the points given in the description on the<br />
sheet below. <strong>The</strong> winner is whoever has the most points accumulated over 4<br />
games.<br />
Name<br />
Opponent’s<br />
Name<br />
Table<br />
Number<br />
Round<br />
Number<br />
Win Loss Secondary<br />
Points<br />
Primary Objectives<br />
Attempt Complete Attempt Complete<br />
Annihilation 1 Hold the<br />
Line<br />
1<br />
Blitzkrieg 2 Hot Pursuit 2<br />
Blockade Run 2 Invasion 2<br />
Bombardment 3 Seize<br />
Control<br />
2<br />
Combat 2 Vital 2<br />
Patrol<br />
Objective<br />
Destroy Key<br />
Ship<br />
1<br />
Secondary Objectives<br />
Advance<br />
Scouts<br />
1<br />
High<br />
Commanders<br />
1<br />
Rearguard 1<br />
Sneak Attack 1<br />
To the Last 1<br />
Vendetta 1<br />
Revised 3/6/2012