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The possible types of Wing in FIRESTORM ARMADA are Fighters, Bombers, Interceptors or Assaulters.

Each Wing represents several single pilot tiny space craft. A Fighter Wing represents various multi-purpose craft, a Bomber Wing is designed to target enemy models, an Interceptor Wing is designed to dogfight against other Wings and an Assaulter Wing is intended to perform Boarding Assaults against an enemy model.

Each Wing in a Flight MUST be the same type. The maximum number of Flights per Carrier model is 2. The maximum number of Wings in a Flight is 6.

Important Note: If the Wings on a Carrier model are organised as 2 Flights, the number of Wings in each Flight MUST be as equal as possible across both Flights. EXAMPLE: A Carrier model with a Fleet Wing value of 6 could have 1 Flight of 6 Wings, or 2 Flights of 3 Wings. A Flight can either be deployed on the Game Board using the standard Deployment rules or can be deployed with their Carrier model, either within 4 of their Carrier model, or on their Carrier model waiting to Launch.

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 either has a complement of Wings equal to its Fleet Wing value OR has 0 Wings on the model. The Points Cost of a Carrier model DOES NOT include the Points Cost of any complement of Wings. The number AND type of any Wings on a Carrier model MUST be determined when building a Fleet and CANNOT be changed during a game. Important Note: The Points Cost of each Wing on a Carrier model is added to the basic Points Cost of the Carrier model transporting the Wing and the TOTAL Points Cost of the Carrier model is used for the relevant Maximum Percentage Value when building a 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 Stat Card for one Wing by the number of Wings currently in the Flight. Important Note: Any Attack Dice listed on a Wing are Torpedo weapon systems. Important Note: In effect each Wing can perform Combined Fire with other Wings in the same Flight when using their Point Defence systems AND Torpedo weapon systems. EXAMPLE: An Aquan Bomber Flight contains 3 Wings and each Wing has 3 AD. An Attack by the Flight using the Torpedo weapon systems on the Wings in the Flight would have a current Attack Dice value of 9 AD.

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. Important Note: A Flight performs all movement or combat related actions when deployed on the Game Board, not the individual Wings in a Flight.

TYPE Movement TORPEDOES OF WING 15 0 AssaULters 12 3 Bombers 15 1 FigHters 18 0 Interceptors

Point Defence
1 1 1 2

AssaULt Points
1 0 0 0

Cost
5 5 5 5

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.

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. A Flight in contact with any enemy model or Flight CANNOT perform an Intercept Move. A Flight can only perform an Intercept Move ONCE per Turn, but can perform an Intercept Move after its own Squadron Activation. A Flight can only declare an Intercept Move if the active Flight is within 4 of it during the Movement Segment of their Squadron Activation. A Flight can declare an Intercept Move at any point that it is eligible to do so.

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. The maximum number of Wings on a Carrier model CANNOT exceed its designated complement of Wings. Any excess in a Flight attempting to Land on a Carrier model are Destroyed. Important Note: Wings on a Carrier model CANNOT use weapons and CANNOT be targeted by weapons and unless specifically stated otherwise do not suffer the effects of any Critical Hit on a Carrier model.

LANDING FLIGHTS

After declaring an Intercept Move the active Flight is immediately halted, and the intercepting Flight is moved directly into contact. Both the intercepting and intercepted Flight can SIMULTANEOUSLY resolve ONE Attack using their Point Defence systems against the opposing Flight. After resolving any Attack resulting from an Intercept Move the active Flight MAY complete their remaining movement and perform any remaining combat related actions.

A Carrier model can Launch ONE Flight during the Command Segment of its Squadron Activation. A Flight is deployed on the Game Board within 4 of the Carrier models Flight Peg and CANNOTactivate as a discrete Squadron in the same Turn that they Launch. A Flight CANNOT Land and Launch in the same Turn.

LAUNCHING FLIGHTS

If a Flight makes an Attack using any Torpedo weapon systems it MUST Land on a Carrier model from the same Fleet to rearm before it performing another Attack using Torpedoes. After an Assaulter Flight performs a Boarding Assault its marines are fully commited, and the Flight is removed form the Game Board.

REARMING FLIGHTS

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