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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

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