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What is : Taskforce? 03 Game Basics 04 Anatomy of a Statistic Card 08 How to Build a Fleet 10 Terrain 12 The Sequence of Play 14 Movement Segment 16 Attack Segment - Weapon Attacks 17 The Damage Table 19 Attack Segment - Boarding Assaults 20 Attack Segment - Short Range Spacecraft (SRS) 22 End Phase 23 Model Assigned Rules (MARs) 25 Scenarios 27 Examples of Game Play 36

Primary Writers: Neil Fawcett Derek Sinclair

Photography & Layout: Neil Fawcett

From an original game idea by Neil Fawcett

Special thanks must go to: Josh Le Cheminant Christopher Peacey Giles Pritchard Dan Bird Daniel Fawcett Neil Parry

The contents of this book are Copyright © Spartan Games 2016-2017. All rights reserved. April 2017 - Digital Download Edition www.spartangames.co.uk WHAT IS FIRESTORM: TASKFORCE..?

WELCOME TO OUR GALAXY

Firestorm: Taskforce is an exciting Smooth gaming mechanics, simplified new addition to the Firestorm movement, easy to master combat rules Galaxy. Players first experienced the and intuitive dice mechanics all add to the Firestorm Galaxy on gaming tables in excitement of the game. 2009, and it has, over the years, grown in The key thing to remember about terms of models, rules and background. Firestorm: Taskforce that it is not designed Numerous races populate this fictional to be a replacement for the Firestorm Spartan Games galaxy, divided into what Armada 2.0 rules. It is a companion are classed as the Core Races and a product that is designed to fit the needs number of lesser Alliance Races. The races of a gamer's budget and available free of the Firestorm Galaxy are united against gaming time. one another in two vast interstellar If players are looking for lots of flexibility, alliances: the Zenian League and the Kurak and the ability to customise their ships Alliance. and fleets, then the Firestorm Armada 2.0 At the heart of this expansive galaxy is core rules are an ideal choice for them. Firestorm Armada 2.0, a set of wargames New players looking to enter the rules that has matured to deliver in-depth, Firestorm Galaxy, or those looking to play granular and compelling game play. You a fast and simple 30 minute plus game can can download these rules as a free PDF do so with Firestorm: Taskforce. Based from www.spartangames.co.uk. around a common set of highly detailed Over the years, Spartan has been asked spaceship models, gamers can switch many times by fans of Firestorm Armada between both games without the need for to develop an entry level, fast play game any costly reinvestment in models. that could provide gamers with a cost- Taskforce model statistics can be effective way for new players to begin downloaded from the Spartan Games playing in the Firestorm Galaxy. website for free. Check out www. The result is Firestorm: Taskforce: a fast, spartangames.co.uk for more details. simple and bloody set of rules designed to We are hugely excited by the arrival of let gamers rapidly assemble their forces Firestorm: Taskforce and we look forward on the table top, roll some dice and then to seeing images of your exciting space watch them be destroyed in a devastating battles, and hearing about your victories! of laser ! FIRESTORM: TASKFORCE is designed MEASURING AND PRE-MEASURING to be a fast and furious game of interstellar All measurement in Firestorm: Taskforce is spaceship combat. The game mechanics have done in inches, often shortened to “. been kept simple and easy to learn, allowing A tape measure is the easiest way to measure players to rapidly get to grips with the tactical distances. If you don’t have access to a tape use and deployment of their key military assets measure marked in inches, use the conversion: to achieve victory over their opponents. The core mechanics are explained in this 1 Inch = 2.5 centimeters 1” = 2.5 cm chapter, and describe the basics of this fast paced and dynamic game. Pre-measuring is allowed at any time, for any reason you like – this is a game of tactical skill,

GAME BASICS GAME WHAT YOU NEED TO PLAY not who is best at guessing ranges! When playing Firestorm: Taskforce you will require the following: THE BATTLEFIELD Firestorm: Taskforce is played on a Battlefield. • Spartan Games models to represent The easiest way to make a Battlefield is to the forces of the Firestorm Galaxy. place a black cloth on a table. You may also • A tape measure, preferably marked in want to use some terrain that you have in your inches (”). collection, such as asteroid fields. SeePage 12 • A Battlefield or other suitable gaming for descriptions of Terrain Types. area. The size of the area being used will Many shops, clubs and gaming venues will be dependent on how many points of often have boards and terrain already prepared. models you are planning to play with. • Game Markers to identify the various THE GRAVEYARD effects and conditions that can apply in The Graveyard is a place off-table where you the game. can put your destroyed models and ‘spent’ Short • Several 6-sided Dice. Range Spacecraft (SRS) Tokens. • A Fleet List that shows the Squadrons We recommend players use this off-table and Battle Groups you are taking into Graveyard, as it helps keep clutter off the battle. This will have been chosen to a battlefield and makes a game look more Maximum Fleet Value (referred to as cinematic. It also makes it easier to assess how a the MFV), which will be decided upon game is progressing. beforehand by the players. • A copy of your race’s Order of Battle GAME MARKERS (often referred to as an ORBAT) with To keep track of in-game effects, Firestorm: the rules for your models. Taskforce makes use of several on-table Game Markers, summarised ass follows: MODELS AND BASING The game uses highly detailed models created ACTIVATION MARKERS by Spartan Games - available from www. This Marker denotes a Squadron spartangames.co.uk and other retailers. that has been Activated. Only one All models are supplied with a precision Activation Marker can be applied to a laser-cut acrylic base. The models will all have at Squadron. A Squadron with an Activated Marker least one Flight Peg that are used to determine may not take any further part in a Game Turn a model’s distance from a target, with the base (other than to defend itself). itself used to determine Line of Sight, weapon arcs and a model’s ‘footprint’ on the table. It is essential that all models MUST use the base 4 that they are provided with. DAMAGE MARKERS A Squadron that has not yet Activated in This Marker is used to denote a single a Game Turn and has no Activation Marker is level of Damage that has been applied considered ‘Ready to Activate’. There are also to a model within a Squadron. Once a model has some circumstances in which a Squadron may the same number of Damage Markers applied acquire an Activation Marker without having to it as it has Hull Rating points it is removed been Activated, in which case it will not get to from play. Activate at all that Game Turn. Models with Damage Markers reduce their total of Attack Successes by the number of BOMBERS AND INTERCEPTORS Damage Markers present. Here is an image of two Terran Alliance SRS This applies to Successes generated when Tokens. To the left you can see a larger Bomber

attacking using Weapon Attacks, Bomber Sorties Token and to the left an Interceptor Token. BASICS GAME and when initiating Boarding Assaults.

DISORDER MARKERS This Game Marker is used to denote a Squadron suffering a negative morale effect known as Disorder. Models with Disorder Markers reduce their Defensive Successes by the number of Disorder Markers present. This applies to Successes generated when defending against Weapon Attacks, Bomber Sorties and when defending against Boarding Assaults. As you can see, at the rear of the Token, there OBSCURED MARKERS is a space for a Micro Dice – this is not used in This Game Marker is used to denote a Squadron Firestorm: Taskforce, but is an essential part that has become particularly difficult of the Firestorm Armada Game. Players who to target with weaponry. This Marker elect to move on to playing Firestorm Armada might be applied to a model that has should keep their Micro-dice safe, as they will a Cloaking Field, or when a Scenario condition need them in the future. is in play. More information about the use of these Tokens in Firestorm Taskforce can be found on USING ACTIVATION MARKERS Page 22. In every Game Turn, you get to Activate each of your Squadrons in an alternating fashion, and as such it can sometimes be difficult to keep track of what Squadrons have been Activated, and which Squadrons have yet to Activate. To help keep track of which Squadrons have been activated in a Game Turn, at the end of a Squadron's Activation, place an Activation Marker by the Squadron to show it cannot Activate again that Game Turn.

5 to be made. THE GENERAL PRINCIPLES OF DICE 5. Count up the total number of Initial Dice Successes from all Dice rolled. Each There are many effects in the game that 6 counts as TWO Successes instead determine the number of Dice that are to be of one. rolled. Whenever the rules mention Initial Dice, we are referring to your total number Heavy Dice of Dice BEFORE adding any extra Dice from There will be occasions in-game where the rules other sources or effects, such as the Exploding will note that a dice roll must use the Heavy Dice. Dice Mechanic. The Heavy Dice Mechanic is less powerful than the Exploding Dice Mechanic as it

GAME BASICS GAME Rolling a D3 will generate less hits on average. If the dice roll In some cases (such as when performing a is listed as a Heavy, a roll of 6 results in TWO Boarding Assault), players will be called upon to Successes and no re-roll is permitted for that perform a Basic Dice roll using a D3. Rolling 6. a D3 can be achieved by rolling a D6 and using the following values: 1or 2 = 1, 3 or 4 = 2 and Basic Dice 5 or 6 = 3. There will be occasions in-game where the rules will note that a dice roll must use the Rolling to Hit Basic Dice mechanic. The use of this mechanic All rolls to hit in a game of Firestorm: is kept for simple dice rolls. If the dice roll is Taskforce require a 4, 5 or 6 to generate a listed as a Basic Roll, neither the Heavy Dice success (or successes depending on the Type of Mechanic nor the Exploding Dice Mechanic is to Dice Roll). be used, and a roll of a 6 only ever results in ONE Success. TYPES OF DICE ROLL Exploding Dice Mechanic XD6 Rolls Most Dice Rolls in Firestorm: Taskforce will With some rules, you may be asked to use the Exploding Dice Mechanic as a means of roll a number of dice in one go to generate a generating hits. Unless otherwise stated, the combined result. Unless otherwise stated, the Exploding Dice Mechanic is always in use. term XD6 means rolling the number of dice The Exploding Dice Mechanic works as listed in the X using Basic Dice Mechanic, follows: and adding the scores (or in some cases the 1. Roll your Initial Dice number of hits) of these dice together, to give 2. Set aside all Dice that resulted in a hit a result. This is most commonly done during an and count the total number of 6s Opposed Tactics Test. that were rolled. 3. The Exploding Step: Roll an additional RE-ROLLS AND ‘INITIAL DICE’ Die for each 6 in exactly the same way In some situations, a player may be permitted as before, subject to the same To Hit (or even forced) to re-roll a certain number of modifiers. dice from their Initial Dice roll. This simply 4. Repeat the process in Steps 2 and 3 means you pick them up and roll them again, until there are no more additional rolls discounting what had previously been rolled.

NOTE: A re-rolled die may NEVER be re-rolled again under any circumstances.

6 ROUNDING DOWN ALTERNATING ACTIVATIONS If, for any reason, the rules state that a value Firestorm: Taskforce uses an Alternating is to be reduced by HALF, the original number Activation mechanism. This means a player will is always Rounded Down to the nearest whole activate a single Squadron, resolve the various number. in-game actions (move, attack, board etc.) that For example, a Dice Pool numbering 13 result from the Activation, before play then Attack Dice (AD) is halved, taking the number passes to the other player. to 6.5. This is Rounded Down to 6 AD. Should a player have activations remaining after the opponent has completed activating all MEASURING TO AND FROM MODELS their Squadrons, the player may activate these You will often have to measure to models, as normal, one following the other until they

such as when moving or when determining too have activated all the Squadrons in their BASICS GAME what range a weapon is firing at. In Firestorm: force. Often this will lead to the demise of an Taskforce, all models are provided with a base outnumbered enemy – having more activations and at least one Flight Peg. All measurement is than the other player is often highly beneficial. done to and from the nearest Flight Peg to the target Flight Peg (and vice versa). If a model does OPPOSED TACTICS TEST not have a single Flight Peg, measure from the These are most often used when determining centre of the model instead. important matters, such as the Game Turn Initiative (see PAGE 15). The number of Dice RANGES required to be rolled in an Opposed Tactics Range is the distance (in inches) between the Test is normally two per player, but this can Flight Peg of an Attacking model and the closest vary depending on circumstance. Both players Flight Peg of its target, along which Line of roll using the XD6 method and the Basic Dice Sight is also determined. mechanic, adding any racial modifiers from their Fleet Tactics Bonus (see below) and then ARCS OF FIRE & LINE OF SIGHT compare the results. During a game, the majority of models are If two players roll the same result, they re-roll considered to be able to see any target that they all their dice, and, unless otherwise specified, will can draw a line of sight to – in effect, they have apply the same modifiers to the roll. Note that a 360-degree Arc of Fire. This represents the a tie is not a possible outcome for such rolls - highly advanced tracking and targeting systems someone must always win! present on spaceships. However, some models have specifically listed FLEET weapon mountings, allowing them to only fire in RACE TACTICS a pre-determined Arc of Fire. BONUS Marked on a model’s base are four 90-degree Directorate 1 Arcs of Fire: Fore, Aft, Port, and Starboard. Sorylian Collective 1 A model's weapon will list which of these arcs it can fire into clearly. Some models will have Terran Alliance 2 weapons with the ability to fire in any direction, Relthoza 2 these are noted as 360° in a weapon’s profile. This means that they are not restricted by Arcs Aquan Prime 2 of Fire at all. Dindrenzi Federation 3 Arcs of Fire become important when Attacks are being planned and then executed, see PAGES 17 & 18 for more details. 7 ANATOMY OF A STATISTIC CARD 8 with certain Model with certain Assigned Rules. role toplay whendeterminingitsinteraction the model B) the modelbelongs. A) you canseeontheoppositepage: over printedmaterials. that downloads willalways take precedence from Gameswebsite. theSpartan Pleasenote 2-player sets, starter or as free PDF downloads the sheetsincludedinFirestorm: Taskforce two ways: eitherasprintedoutitems, suchas the modelsinaFleet. Statisticswillbemadein Firestorm: Taskforce.differentiate help They ofagame Statistics arepart animportant placed inthe Points, the model is removed from play and a number of G) order toroll ontheDamage Table. hits the opponent must score when attacking in F) the modelcanmove inasingleactivation. E) purposes. in thechoosingofFleetsandfor Points Victory as belonging to a Tier, which is used to assist be includedinagame. Modelswillalsobenoted counted towards the also have anindividualpointcost, whichis orRequisitionRules.Escort Eachmodelwill Squadrons can becreated usingthe Attachment, more modelsofthesametype, inothersmixed into Squadrons. Insomecasesthiswillbe3or model – D) gameplay. everyone to reference it specifically during C)

The following text explain the statistic card

Movement (M”)– Race Logo – Hull Points (HP)– Damage Rating (DR) – Name – Designation – Squadron Size, Tier andPoints per All models in the game are organised TYPE EachmodelhasaName, allowing Damage Graveyard This logo oftheracetowhich , andcanhave animportant The Designation refers to Markers equaltoitsHull MFV . The maximum distance Ifamodelever accrues shouldthatmodel The number of MAR L) = Any Arc.) Starboard Arcs,360° = Port AND Starboard Arcs, P/S=Port OR F/P/S =Fore ORPort ORStarboard Arcs, P+S that theweapon canfire into (F= Fore Arc only, BLUE in classified asbeingeither linked tothem(seebelow). All weapons are normally have commonModel Assigned Rules These are usedaspointsofreference andwill Classification K) (namely Lasers, RailGunsandsoon). against incomingattacksfrom value of a model denotes its ability to defend J) Assaults andBombers). BLUE ability todefend againstincomingattacksfrom Value (shown in I) Assaults anddefend itselffrom invaders! with whichamodelcaninitiateBoarding H) more details. model Seethe in this box are any P) (any range effectiveness ofaweapon atextreme long range O) range (greater than the effectiveness ofaweapon atitsoperating N) to effectiveness ofaweapon range ( atshort M) 25 here. Seethe Weapon

Point Defence (PD)– for more details.

8” RED

Shield Rating (SH) –

Model Assigned Rules(MARs) – Weapon Model Assigned Rules – Crew Points (CP)– Effective Range (EF)– Long Range (LR)– Point Blank(PB)– Weapon – ). ). thatapplies toaweapon willbelisted text). You willalsoseethe Arcs ofFire Weapons (namely Torpedoes, Boarding Text)or >24” : Lasers, Cannons, RailGuns, MARs ). BLUE All Weapons willhave a BLUE 8+” MARs listedon MARs ) ofamodeldenotesits andupto RED

This box shows the This box shows the Shows thestrength Weapons (shown in The Point Defence The Shield Rating that apply to the

listedon Weapons (shown This box shows RED PAGE 25 24”

Weapons ). ). Listed PAGE 0” Any for up etc . Aquan Prime... The graceful, deadly, yet very shipsofthe E K A F B G L H P C M D I N J O 9 ANATOMY OF A STATISTIC CARD Fleets in Firestorm Taskforce are made up Groups is always a Requisite and any other of one or more Battle Groups, which are in Requisite Squadrons are indicated with a Black turn made up of one or more Squadrons, each Arrow in the Battle Group chart (see below). containing one or more models. A Fleet can be as small as only one Battle BATTLE GROUP OPTIONAL ASSETS Group if a player prefers, or it can be as Most Battle Groups will have access to many Battle Groups as can be fitted into the additional forces beyond their Requisites – Maximum Fleet Value (MFV). named Optional Assets. These will be noted in We recommend that when you first start the Battle Group chart with a white arrow (see playing you keep the number of Battle Groups below). Think of these as your personal choices to 1 or 2 until you have a full grasp of the game for a Battle Group. rules, after which... feel free to go crazy with your gaming! BATTLE GROUP SPECIAL RULES The initial Firestorm: Taskforce 2-player Some Battle Groups will have interesting starter sets come with the Requisites for two Special Rules that apply to them. To make best opposing Recon Battle Groups (see below for use of these rules, we recommend that players details on this type of Battle Group) which identify the models belonging to each Battle will allow players to start playing quickly, and Group in some way (by painting them differently provides enormous scope for the future or marking them with acrylic tags).

NOW TO BUILD A FLEET TO NOW expansion of their Fleets. TASKFORCE BATTLE GROUP MAXIMUM FLEET VALUE Battle Groups divide into a number of types, This is the maximum amount of points a some of which may have special rules attached player can spend on the models in their Fleet. to them. Battle Groups may vary considerably in Often, players will find they are unable to spend the number of models they contain. all their points, but so long as they do not spend At the heart of a Fleet are what we refer more than their MFV it is fine to be a few to as Taskforce Battle Groups. Task Force points short! Battle Groups are the mainstay building blocks of most fleets in Firestorm: Taskforce, and we LEAD SQUADRON recommend this be primarily used by those All Battle Groups must nominate a Squadron players who are looking to build balanced fleets to act as the Command & Control centre of a with a variety of structured options available to Battle Group - this is referred to as the Lead them. Squadron. These Squadrons tend to be larger or A Taskforce Battle Group is closest to the more impressive models, whose permanence Tier Structure you will find when assembling a on the Battlefield ensures all those under their Fleet in the Firestorm Armada 2.0 ruleset, and sway are reassured by their stalwart presence. acts as a great building block for those looking Should a Lead Squadron ever be Destroyed, all to use the Firestorm: Taskforce game as a models in the Battle Group suffer an immediate stepping stone to the full Armada-Experience. Disorder Marker – from the shock of such a loss On the opposite page you can see a diagram to their hopes of victory (and survival!) of a Taskforce Battle Group.

BATTLE GROUP REQUISITES NARRATIVE BATTLE GROUPS All Battle Groups will have what are known We expect most players to build their Fleets as Requisite Squadrons available to them. using multiple Taskforce Battle Groups when A Requisite Squadron MUST be taken for playing competitively, but for players after a the Battle Group to be deemed valid on the more narrative-driven game, there are several Battlefield. The central Squadron in all Battle of optional Battle Groups that can be fielded. 10 Invasion, R&DFlotillasSpecialOperation eventualy Defence, includePlanetary Planetary prior toamajorbattle. intelligenceonenemyimportant disposition system againstmaraudersandcanprovide gathering. They oftenactasanearly warning with long range reconnoitre and information of small, highly mobilemodelsthatare tasked RECON BATTLE GROUP Formations.Groups andLegendary Recon BattleGroups are usually comprised Examples ofNarrative BattleGroups will to form even largerReconBattleGroups. doubling theiravailable shipsandallowing them can easily extendthisby buyingtwoSets, Starter two opposingReconBattleGroups. A player Taskforce give theRequisitesneededtoform different Fleets. gamesorforfor experimentingwith starter of MediumandSmallmodelsisperfect Recon BattleGroup The 2-player Sets for Firestorm: Starter As you canseefrom thediagrambelow, a Engagement Orders. This BattleGroup hasnoSpecial Engagement Orders: SPECIAL RULES D6 to see which sidedeploys first. D6 toseewhich sides fieldaReconBattleGroup, roll a completed theirdeployment. Ifboth after allnon-ReconBattleGroups have Squadrons inthisBattle Group deploy Engagement Orders: SPECIAL RULES ismadeupofanumber 11

NOW TO BUILD A FLEET In the vast expanse of space there is, as we defender might be called upon to set up the all know, lots and lots of nothingness! A table Terrain. In these cases we would encourage covered with nothing does not always make the players to be competitive, but friendly… for the most entertaining of space battles. It remember you may have to play on a board set is much more fun to fight an engagement over up by your opponent next time you play! vital resources, maybe a strategic way station, asteroid field or shipping lanes. TERRAIN TYPES To spice up a gaming table players should Terrain comes in a variety of forms that fit think about adding Terrain to encourage both into one of the following categories: players to adapt to the environment they are fighting in. Good use of Terrain on the Battlefield Debris Fields – This includes space wreckage, is a stepping-stone to victory. asteroids and any other types of dense matter What follows are a simple set of general rules that might affect movement and attacks. for using Terrain in your games of Firestorm: Players should be VERY careful when trying Taskforce. to navigate this type of Terrain, as asteroids and spaceships do not mix… THE FOOTPRINT All pieces of Terrain should have a Footprint. • Movement – All models HALVE their HOW TO USE TERRAIN TO HOW This represents an area of a Battlefield that Maximum Movement through Debris is affected by the rules of that Terrain. To be Fields. considered within a piece of Terrain, all Flight • Attacking – All models HALVE their Pegs that support a model (not all of its base) Attack Dice for ALL Attacks when a must be fully within the Terrain’s Footprint. Weapon's Line of Sight to the target We leave the size of any Terrain features intersects Debris Terrain. up to you, but as a good rule of thumb, we recommend no footprint be bigger that 8” x Minefields – These Terrain features fall under 8” in size. Whilst it is true that certain types of the Debris Terrain Category and can only be Terrain will be far larger than this, it makes for placed by the side that has the most Squadrons a very tricky wargame to play on a small gaming with the Minefield MAR. Minefields should have table… but if you and your opponent want to a footprint of no greater than 4” x 4” and are play an entire game in a space nebula… go for it! treated as Debris Fields in all respects, In addition to the rules for a Debris Field, BATTLEFIELD SECTORS any model electing to move through a Minefield Any Battlefield you play on is divided into 2’ x must roll a single D6. On the result of a 4+ the 2’ Sectors. This means that on a 6’ x 4’ Battlefield Minefield detonates, causing an instant 10 Attack you will have 6 Sectors, and a Battlefield that is Dice roll against the affected model. This attack 2’ x 2’ will have only have one Sector! uses the Exploding Dice Mechanic and ignores Each Sector on a Firestorm: Taskforce both RED and BLUE Defences. Battlefield should ideally have a single piece of The Minefield is removed from play when it Terrain allocated to it. has detonated 3 times. Use a die or marker of some sort to remind you how many times it has TERRAIN PLACEMENT detonated. All Terrain is placed according to mutual player consent. Both players should be happy Remember if your Attack passes through with a Battlefield before playing on it. That 2 or more Terrain Footprints the effect is said, in certain Scenarios, the attacker or the cumulative.

12 Gaseous Anomalies – This Terrain type Occupied Terrain – This includes Planets, includes nebulae, gas pockets, strange Moons, Space Stations and such. These will often and such. These will usually pose no risk to have a scenario focus, and may provide Victory those models traversing them, but will affect Points under certain circumstances. their ability to launch attacks into and out of the Terrain. • Movement – Models may not move through Occupied Terrain under any • Movement – Models do not have circumstances. If models ever make their Movement affected when moving contact with such Terrain the model is through Gaseous Anomalies. instantly Destroyed! • Attacking – All models HALVE their • Attacking – Models may not fire Attack Dice for ALL Attacks when a though Occupied Terrain. Weapon's Line of Sight to the target intersects Gaseous Anomaly Terrain.

Players may wish to simply ignore the use of Terrain, but we heartily recommend its use as it makes games more entertaining. In the Firestorm: Taskforce 2-player Starter Sets sheets

of punch out asteroids are supplied to help kick-off a player's Terrain collection. The Spartan USE TERRAIN TO HOW Games online store and other retailers also sell highly detailed space terrain.

Never before have the Relthoza looked as dangerous as their new Fleets...

13 THE SEQUENCE OF PLAY 14 Groups Terrain andBattle Deployment of Build theScenario Mutual Agreements their firepower! love Commanders Sorylian YOU ARE NOW READY TO BLOW SOMESHIPSUP! WHAT TO DOBEFORE YOU PLAY this andwhatspecialrulesapply. ofavanguard as part enter as played. cases, Incertain BattleGroups may bekept off-tableto Deployment ofBattleGroups isdeterminedby theScenariobeing player placetheterrain. casesplayersalthough incertain may beinstructedtohave asingle Deployment of Terrain isalways donewithmutual consent, 2. 1. Players now have two choices: MFV gaming spacewillbefor thegame. This isoftendefined by the 2. Size ofBattlefield– determine how many modelsthey willbeabletotake. be. This isthemaximum amountofpointsagamewillbeand 1. Size ofGame– Players shouldmutually agree onthefollowing: PickaScenariothey bothagree on. RollaD6andplay arandomScenario(see beingplayed. PRE GAMESETUP Reserves , inothersthey willdeploy ontothetable further Players shoulddecidewhattheir etc. Players shoulddecidehow bigtheir A Scenariowillusually detailhow todo PAGE 27 MFV ). will End Phase Activation Phase Initiative Determine e Game Turn?New THE FOLLOWING CHAPTERS WILL NOW DETAIL EACH OF THE PHASES AND STEPS ABOVE. PHASES AND OF THE BASIC SEQUENCEOFPLAY If theScenariopermits, beginanew Game Turn. has beenupdated, andyour diceare ready! all Markers are onorremoved from FlightStands, the total Victory 4. Prepare Forces – Initiative roll. Disorder the upcomingturn. modelsmay Certain even beabletoremove Markers from modelsintheirFleetatacostto Initiative for 3. Remove Disorder – new Squadron. ships from Squadrons thathave suffered heavy lossestoform a 3. Squadron Reallocation– Graveyard totheparent modelsintheirFleet. return usedSRS Tokens ofBombersandInterceptors from their 2. Carrier Replenishment– Points totalatthispoint. Victory Points.Victory Players shouldensure they have amendedtheir There may alsobeinstanceswhere aScenarioapplies additional affecting their Victory Total whenenemy Squadrons are 1. Check PointsVictory – Squadrons have activated. completed theirs, they may continue toactivateuntilalloftheir If aplayer isleftwithactivationsafterallotherplayers have all Squadrons have activated, atwhichpointtheEndPhasebegins. top oftheInitiative Order andcontinues through theOrder until Once 3. Moving allmodels, then Attacking withit. 2. Moving, then Attacking with it. 1. among themselves untiltheOrder isset. order oftheirscore. Players withthesameresult shouldre-roll Initiative Order, withallotherplayers ranked beneaththemin player withthehighestscore isconsidered tobefirstinthe Each player rolls And soon… The nextPlayer intheInitiative Order activatesaSquadron by The Player firstintheInitiative Order activatesaSquadron by ALL Markers automatically, withoutaffecting theirupcoming players have activatedaSquadron, play returns tothe GAME TURN 2D6 andadds their Onceallstepsabove are completed, ensure All Fleetscanelecttoremove Fleetswillscore Points,Victory DuringthisStep, players will Players may choosetore-allocate le atc BonusFleet Tactics

Destroyed Disorder . The

. 15 THE SEQUENCE OF PLAY Movement in Firestorm: Taskforce is designed 3. MAKING YOUR SECOND 45° TURN to be simple and smooth, allowing players to During this Step, Tier 3 models may execute manoeuvre their models around the table with a second Turn, Tier 2 models that DID NOT ease. It is one of the most common actions in execute a Turn in the First Turning Step may the game, but despite the seeming simplicity is now elect to execute a Turn, and Tier 1 models tactically vital, as lining up firing arcs and good may now execute their First Turn, of up to positioning is essential to victory! 45-degrees. When a player has elected to activate a This turn is executed in exactly the same way Squadron, the first step in that Activation is as in the First Turning Step, with a model pivoting movement. When activating a Squadron a around its central axis up to 45-degrees. player must first move each of the models in that Squadron, ensuring that they remain in 4. CHECK COHERENCY coherency after a player has finished moving Models within the same Squadron must their models (see below). attempt to maintain a degree of Coherency with each other. In order to maintain Coherency OVERLAPPING every model in a Squadron should end its No model’s base may ever overlap another. If, movement within 6" of another model in the at the end of a model’s movement, its base would same Squadron (measured flight peg to flight overlap another base, retrace its Movement to peg). HOW TO MOVE MODELS MOVE TO HOW its starting point and move again. In the unlikely In this way, after a Squadron has moved, it may event that a model cannot be moved without be bunched together, or may form a chain with overlapping, complete the model’s Movement each model within the coherency distance of 6" as best you can and then place it in a mutually of another model in the same Squadron. agreeable position after discussion with your If this cannot be achieved, the Squadron may opponent. not combine any Attack Dice in their upcoming Attacks Segment. 0” MOVEMENT MODELS Models with a 0” Movement statistic (such PERFORMING A MOVEMENT as Orbital Defences) do not have the ability to STEP ACTION move as they are stationary. They can simply pivot on the spot according to their Tier class. 1 First Tier 2 and Tier 3 models Turning may perform a 45-degree 1. MAKING YOUR FIRST 45° TURN turn during this Step. Models classified asTier 2 or Tier 3 may 2. Movement Models may move up execute a Turn up to a 45-degrees during this to their Maximum Value Step. This is achieved by taking the model and during this Step. turning it up to 45-degrees on its central axis. 3. Second Certain Tiers may now The model does not need to be rotated the full Turning perform a 45-degree turn 45-degrees, but may not be rotated greater than during this Step. 45-degrees. 4. Check Check that no models Coherency in a Battle Group have 2. MOVEMENT moved out of the During this Step, models may move in a Coherency. straight line up to the full Movement value as listed on their Statistic Card. Unless otherwise LEAVING THE BATTLEFIELD specified, a modelMUST move AT LEAST If a model exits a Battlefield (voluntarily or HALF (rounded down) of its total Movement by ) it is immediately Destroyed! at this point. 16 During this phase, a Squadron that has been a Weapon of the same Classification that also has activated will announce and execute all manner no MAR. of attacks against enemy Squadrons using a So a Laser Battery with the Beam MAR could combination of weapons, boarding assaults and combine with any other Laser Battery with the bomber sorties. Additionally, a defending player Beam MAR. can launch Interceptors to attempt to cut down However, a Rail Gun with the Precision MAR enemy Boarding Craft or Bombers before they may not combine with a set of Torpedoes can reach their target. with the same MAR as they have different The following general rules should be used Classifications. for determining Attacks and Defence: COMBINING NON-WEAPON NOMINATING TARGETS ATTACKS This is when a player announces ALL attacks This is a catch-all category that brings all they are planning with their activating Squadron. the other methods of Attack into the rules and Once all attacks have been nominated, a player includes such things as: can execute them in any order they see fit. A player's nominated Attacks are referred to Bomber Sorties – Multiple Bomber Tokens on as Firing Solutions. A Firing Solution may include a Bombing sortie may elect to combine their a single weapon, or it may include multiple Attack Dice into the same Firing Solution. weapons combining. A player should ensure that the weapons Boarding Assaults – Waves of boarding craft in a Firing Solution all have Line of Sight launched against an enemy MUST always to the nominated Target, and are in Range, combine their Attack Dice into the same Firing remembering that weapons will often contribute Solution. This is because a Squadron may only different amounts of Attack Dice (AD) to a execute a single boarding assault against a single Firing Solution depending on whether they are enemy model during its activation. WITH MODELS ATTACK TO HOW at Point Blank, Effective Range or Long Range. Interception Defence – Whilst not strictly an MEASURING RANGES Attack, Interceptor Tokens launched to defend Measure the distance between the models a friendly model against Boarders or enemy (Flight Peg to Flight Peg). This this will tell you Bombing sorties MUST always combine their whether the target is in Point Blank, Effective Point Defence with the friendly target. Range or Long Range, which in turn tells you how many AD to roll. WEAPON TYPES & DEFENSIVE ‘TRIGGERS’ LINE OF SIGHT AND FIRE ARCS When a model has suffered sufficient hits to be In order to be able to fire on an enemy model, Damaged by an enemy attack, it may be able to you must be able to trace a Line of Sight from defend itself using a variety of defensive means. the attacking model(s) to the target model, this A set of defences will only become available is done Flight Peg to Flight Peg and the target (or ‘trigger’) for a model if the Weapon(s) that must be within an Arc of Fire the weapon is caused the hits shares the same colour as the capable of firing in. Defence available. For example, a Beam Weapon is denoted in COMBINING WEAPON ATTACKS RED text on its statistic card and so would Weapons may combine if they have the same permit Shields to be used to defend against it Classification and a MAR in Common. If a as they are also denoted in RED text. Weapon has no MAR, it may only combine with 17 HOW TO ATTACK WITH MODELS 18 becomes 2-3, and3 a 4, deducting 1from theresult dueto theeffects ofthe 1 from theresult duetotheeffects ofthe Example 3: the result is5-5and 3 to theresult dueto theeffects ofthe Example 2: table, we seethatthe targetmodelhassuffered asingle Example 1: the Attacker andDefender pickupaD6androll, referencing thetablewiththeirresults. On theoppositepageyou canseetheDamage Table. When calledupontoroll onthistable, DAMAGE TABLE ONTHE ROLL HOW TO Firing Solution Next ProceedWith The Apply Effects (if applicable) Table Roll On The Damage InTurn Solution Firing Execute A Solutions Firing Nominate All STEP Bethisthe Attacker usingaPrecision Weapon totargetamodel. Sherolls a4, adding +1 Mike isthe Attacker androlls a5, John istheDefender androlls a2. Referencing the Rickisthe Attacker usingaCyber Weapon totargetamodel. He rolls a3, deducting Disorder Damage Markers are applied. Markers are inflicted! or 5. depending onany MARsinplay. Note: Important • • • • compare ittoatarget’s DamageRating( 4. reduce thenumber ofsuccessesrolled by theattacker by the Defence Dicefor theincoming Attack androll tohitusing can bedefended by ( applicable dependingonthecolourof Weapon beingused 3. Defence Process – the Attack androll tohitusingthe 2. Attack Process – wish toattack, sotheydon’tforget whentheshootingbegins! players mightpreferInexperienced tousedicemarkmodelsthey andBombingSortie Parties Attacks they wishtolaunch. be nominatedby theattackingplayer, includingany Boarding 1. ACTION Move ontothenextnominatedFiringSolution. later andwillhelpkeep theBattlefieldlesscluttered. should beplacedonamodel’s basetomake iteasytomove RED All rolls onthe All FiringSolutionstobeexecuted by aSquadron should Total thenumber ofsuccessesscored by theattacker and Disorder Precision Exploding rolls. Damage Table andadd If the and add If the Table andadd If the on theDamage Table. If the weapons canbedefended by Cyber Weapon Markers (…oracombinationofboth!). These DR DR DR DR

MAR DiceMechanic +2 was was was is tothe Attacker andDefender rolls. EQUALLED OREXCEEDED . istheDefender androlls Martin a5, meaning Damage Table Modifiersmay alsoaffect the result +1 Point Defence QUADRUPLED TRIPLED DOUBLED Damage Cyber Weapon Combinetherelevant Attack Dicefor

tothe Attacker andDefender rolls. MAR Rollany Defences thatmightbe . EachDefence successrolled will +3 Marker. . Kenneth istheDefender androlls , roll onceontheDamage Table tothe Attacker andDefender , roll onceontheDamage willapply either Exploding

Shields ). Combinetherelevant MAR , roll onceonthe DR . This meanstheresult DiceMechanic ). ; BLUE , roll once weapons Damage BOTH 1 . .

19

THE DAMAGE TABLE Most models in Firestorm Taskforce can Mechanic. Each success achieved by this roll will launch assault craft packed with close combat reduce the number of dice in the Attack Dice specialists under orders to inflict as much chaos Pool by 1. and mayhem as possible. 3. The players now roll simultaneously using Any Boarding Assaults in the game may only the Exploding Dice Mechanic, with the attacking take place at the Point Blank Range Band (0-8”), player using the surviving Attack Dice Pool and unless a special rule states otherwise and no the Defender using their model’s CP rating. Line of Sight is necessary. 4. With their totals in hand the players All models in a Squadron that intend to now refer to the Boarding Table opposite to initiate a Boarding assault MUST target the determine the outcome. same model in a target Squadron (such activities tend to be ‘all-or-nothing’ affairs!). For example: Martin is attacking a Dindrenzi Boarding Assaults are resolved using the Medium Cruiser with 3 Terran Alliance Light following process: Cruisers. The CP of each Light Cruiser is 3 so the Attack Dice Pool generated is 9 - think of this 1. The attacking player combines the Attack as 9 sleek boarding craft on an assault run. Dice (generated by adding the Crew Points Beth’s Medium Cruiser has Point Defence 3. (CP) of the models initiating the Boarding Sadly, all available Interceptors in Beth's Fleet Action) together, this forms the Attack Dice are out of range and so cannot assist in the Pool. defence. She rolls 3 dice and winces, only scoring 2. The defending player now looks to reduce 2 successes. Beth's two successes are deducted this total. This is done by adding together the from Martins Attack Dice Pool of 9, leaving him Point Defence rating of the target (along with with 7 Dice. the Point Defence rating of any Interceptors Martin now rolls 7 remaining Attack Dice sent to defend the model – see later) creating while Beth rolls her CP rating of 4 in Attack a Defensive Dice Pool. The defender rolls Dice and they compare the total number of that number of D6 using the Exploding Dice successes rolled.

HOW TO PERFORM BOARDING ASSAULTS BOARDING PERFORM TO HOW The Dindrenzi aesthetic has stood the test of time... and now looks even better.

20 Them Back ** Storming Action * number ofhitsormore Defender has TRIPLE the TRIPLE the number ofhits, butnot Defender hasDOUBLE but notDOUBLE Defender hasmore hits, the samenumber ofhits Attacker andDefender roll number ofhitsormore Attacker has TRIPLE the TRIPLE number ofhits, butnot Attacker hasDOUBLEthe not DOUBLE Attacker hasmore hits, but

In instanceswhere theDefender has rolled nohitsandthe Attacker hasscored hits, a

In instanceswhere the Attacker hasrolled nohitsandtheDefender hasscored hits, a SCORE result isscored. result isscored. BOARDING ASSAULTBOARDING TABLE rv hm Back Drive Them Storming Action Sweeping Assault Bloody Repulse odTe Line Hold The All Objectives Massacre NAME Secured ** * Disorder CP tothe Attack Pool gains3 Each Modelthatcontributed Disorder CP tothe Attack Pool gains2 Each Modelthatcontributed Disorder CP tothe Attack Pool gains1 Each Modelthatcontributed No Effect results. Damage Table adding 2totheir Each player rolls 1D3on the results. Damage Table adding 1totheir Each player rolls 1D3on the Damage Table Each player rolls 1D3onthe Markers. Markers. Marker. EFFECT Drive Drive 21 HOW TO PERFORM BOARDING ASSAULTS Certain models (called parent models) in 3 - Compare the number of attacker successes Firestorm: Taskforce can launch sorties of to the Damage Rating of the target model. If the Short Range Spacecraft (SRS) equipped with attacker successes equal or exceed the Damage high ordnance bombs or short range missiles Rating of the target model, players will roll on that when directed at a target, can be utterly the damage table as per Main Ordnance Attacks. devastating. These are represented on the gaming table as SRS Tokens. 4 - Place the used Bomber SRS Tokens (and any Bombing Sorties can be launched against dispatched Interceptors) into their respective targets at a maximum of Effective Range with no Graveyards to be returned to the battle in Line of Sight being necessary. the End Phase (assuming their parent models When a Bombing sortie is launched from a survive that is!). parent model, place a Bomber SRS Token into base contact with the target model. Repeat the INTERCEPTION! process with any other Bomber SRS Tokens When a model is announced as a target of you wish to launch from the model/Squadron. a Bombing Sortie or Boarding Assault, certain Once this is done the Defender may elect to models may elect to launch one of their launch Interceptors from the targeted model, Interceptor SRS Tokens to defend the target. and/or friendly models within Effective Range to Interceptors may only be launched towards the Target model to mitigate the effect of the a friendly model within Effective Range. The incoming sorties, launching multiple Interceptor Interceptor SRS Token is removed from its SRS Tokens if desired. Remember you cannot parent model's base and placed on the base of launch more Bombers or Interceptors than you the friendly model they are defending. have SRS Tokens. Remember that an Interceptor SRS Token Follow these guidelines: can protect its Parent model in the same way that it protects another friendly model. 1 - Total the Attack Dice of all Bomber SRS Tokens mounting the attack to create an Interceptors increase the Point Defence Attack Dice Pool and roll to hit using the of the target model by the number listed in its Exploding Dice Mechanic. stat line on the parent model's statistic card - with any Disorder Markers on the parent model Remember that Damage Markers on Parent negatively affecting the Defensive Total rolled as models negatively affect the successes rolled normal. USING SHORT RANGE SPACECRAFT (SRS) USING SHORT RANGE SPACECRAFT by their Bombers! Multiple models in a Fleet may elect to send Interceptor SRS Tokens to defend a friendly 2 - Total all Defence Dice generated from Point model if desired. Defence of the target (combining with the Point Defence of any Interceptors sent to Remember once an SRS Token (Bomber defend the model) to create a Defence Dice or Interceptor) has completed its action it Pool and roll to hit using the Exploding Dice is removed from the table and placed in a Mechanic. Each success from this roll will reduce player's Graveyard for convenience, ready to the number of Attack successes rolled by 1. be reassigned during the End Phase.

Remember that Disorder Markers on Parent models negatively affect the successes rolled by their Interceptors!

22 Once both players have activated all the Squadrons they can, play moves on to the End of Turn. At this time players will check to see if someone has won a game and they may attempt to execute repairs on Squadrons. The following rules detail the sequence players should follow in the End Phase.

End Phase 1. Check Victory Points– Players will score Victory Points when enemy Squadrons are Destroyed. Some Scenarios may allocate additional Victory Points to players. 2. Carrier Replenishment – During this Step, players will return used Tokens of Bombers and Interceptors from their Graveyard to the models in their Fleet that generated them. 3. Squadron Reallocation – Players may choose to re-allocate ships from Squadrons that have suffered heavy losses to form a new Squadron. 4. Remove Disorder Markers – All players can elect to remove Disorder

Markers from models in their Fleet at a cost to their Initiative for the next THE END PHASE upcoming Game Turn. 5. Prepare Forces – Once all steps above are completed, ensure all appropriate Markers are on Flight Stands and the Victory Total is up to date.

1. CHECK VICTORY POINTS − TIER each turn for any Sector it controls. A KILLS player is regarded as having control of All Squadrons in Firestorm: Taskforce are a Sector if they are the only player to considered to have a Victory Points (VPs) value have a model in that Sector. equal to their Tier Class (although MARs such • Objective Capture – In certain as Strategic Asset and Escort may modify this). Scenarios there will be an Objective To score VPs a player must eliminate ALL present that will provide a specific members of a Squadron – with no survivors. number of VPs to a side. In any game Use the following table to help you calculate with Objective Capture the player your kills: with a Squadron that is closest to the Objective at the End Phase will score POINTS FOR DESTROYED the VPs for that Objective (the VPs SQUADRONS will be defined by a Scenario). Tier 1 5 2. CARRIER REPLENISHMENT Tier 2 3 During the Carrier Replenishment Step, Tier 3 1 players will return SRS Tokens of Bombers and Interceptors from their Graveyard back to the Scoring Additional VPs models in their Fleet that launched them. Many Scenarios in this book include the Certain models have a number of Interceptors following additional methods for scoring VPs: and Bombers available, as indicated on their statistic card. If these were used during the • Lead Squadron Bonus – All preceding turn, the Token will have been placed Squadrons designated as a Lead in the Graveyard. In this Step, take the Tokens Squadron grant an additional +2 VPs from the Graveyard and place them back on the when Destroyed. Parent model's base. • Sector Control – A fleet may score a bonus of +1 VP in the End Phase of

23 3. SQUADRON REINFORCEMENT 4. REMOVE DISORDER MARKERS During the Squadron Reinforcement All Fleets can elect to remove Disorder Step players can elect to bring together Markers from Models in their Fleet, however, models of the same Designation from 2 or there is a cost to doing so, as it makes winning more Squadrons to form a new Squadron. This Initiative on the following turn more difficult. Reinforcement is often the only way to make Each player secretly bids (hiding 0 to 6 Squadrons that have suffered heavy casualties a dice in their hand behind their back). This Bid cohesive fighting force once more. represents the amount of Disorder Markers they To do this, a player simply nominates a are looking to remove from their Fleet. Squadron to be the Parent Group with any The number Bid is applied as a negative other models being the Reinforcing Group(s). modifier to the result rolled for Initiative in the The opponent scores the Victory Point value of upcoming Game Turn. the Reinforcing Squadron(s) and the Reinforcing Some models may have the ability to remove

THE END PHASE models are formed into a new Squadron with Disorder Markers from themselves by virtue of the Parent Squadron. a MAR or commander effect. This should be The newly formed Squadron may not exceed done BEFORE players elect to allocate their the maximum number of models permitted in a Bids. Squadron of that type. Once both players have decided, their bids Players should be cautious when doing this as are revealed and the relative number of Disorder the Squadron must attempt to put themselves in Tokens are removed from the game board. coherency where possible…and giving Victory Points to the enemy can severely hurt a player’s 5. PREPARE FORCES ability to win a game... so make sure it is worth At this point players should ensure that it! their VP totals are correct, all models have the relevant Markers on their base, all Activation Markers are removed from the Battlefield, and both players are happy to proceed.

A Battle Group of Directorate vessels bring the true horror of Bio Weapons to a battle! 24 Firestorm: Taskforce we usesomethingcalleda models from different racesinagameof In order tocreate adifferentiation between Dice Mechanic. Ifthetarget already usesthe Heavy Shield Weapons withthe 7) Kinetic second result must beaccepted. to re-roll theirdieontheDamage Table. The weaponsAll HighEnergy allow the Attacker 6) HighEnergy are treated ashaving the and All Gravitational Weapons ignore both Gravitational Weapon5) Damage Table. Defender apply a Point Defence All Cyber Weapons ignore both 4) Cyber-Weapon Target inaddition toallothereffects. result ofa the Damage Table, roll aseperateD6. Onthe Should a Weapon withthis 3) Corrosive sustained. add anadditional Disorder Should a Weapon withthis 2) BioHazard if desired. The secondresult must beaccepted. elect tohave theDefender re-roll theirresult a roll ontheDamage Table, the Attacker may If aFiringSolutionwithBeam Weapon forces 1) Beam Protective Model Assigned Rule, or MARs Point Defence DiceMechanicrather thanthe Saves taken by theenemy tousethe MODEL ASSIGNED RULES MODEL ASSIGNED Marker tobeapplied toatargetModel, are separatedinto3types: 4+ and , placea General , butboththe Attacker and Disorder WEAPON -1 onthetargetmodel, and totheirresults onthe Kinetic Disorder MAR Marker totheamount High . MAR

MAR for short. Marker onthe MAR force aroll on Shields causeany

MAR Weapon causea Exploding Shields and . ,

Difficult Target All Scatter Weapons ignore the effects of the 11) Scatter roll ontheDamage Table. All Precision weapons gaina 10) Precision not count! Tier… modelsthatare thesamesizeorlessdo when targetingamodelthatoccupieshigher the Damage Table. Notethis target, they gain their nominatedFiringSolutionsatthesame If membersofthisSquadron execute 9) Pack Hunter a target. Ontheresult ofa target, roll a D6 for any models within Should a Weapon withthis 8) Nuclear example), this Heavy stated otherwise. re-engaged for theduration of thegameunless Marker), but once disengaged, it may not be Activation ifthey wish(removing the their CloakingSystematthebeginning oftheir Heavy System engagedmay only Attack usingthe Mechanic. Equally amodelwith itsCloaking Models are attacked usingthe an Models withthis 13) CloakingSystem circumstances – Boarding for example. This Table equaltothe result ofany Defender RollsontheDamage Models withthis 12) Behemoth(Value) Disorder Obscured DiceMechanic(dueto Dice Mechanic. The model may disengage MAR MODEL ASSIGNED RULES MODEL ASSIGNED Marker. may only apply undercertain Marker on theirbase. Cloaked

MAR MAR PROTECTIVE MAR +1 . Value hasnoeffect. MAR to the Attacker's roll on gainareduction inthe listedinthebrackets. are deployed with 4+ MAR +1 themodelsuffers MAR Cyclic Shielding Cyclic tothe Attacker’s

Destroy only applies Heavy 4” Obscured of that a Dice ALL for

25

MODEL ASSIGNED RULES 14) Cyclic Shielding 20) Maneuverable This MAR permits models to use their Shields A model with this MAR is treated as being one against ALL Weapon Attacks (including Tier Class less than listed for the purposes of Torpedoes). Due to the dual role performed performing 45-degree Turns. by these Shields, their effectiveness is slightly impaired, and so must use the Heavy Dice 21) Minefield Mechanic rather than Exploding Dice Mechanic Total the number of Squadrons with the Minefield for all Defensive rolls using Shields. MAR in the fleet – if it is more than the enemy, place a Minefield Terrain Piece as an additional 15) Difficult Target piece of terrain on the tabletop after table sides All models with this MAR confer a -1 to the are determined. If it is DOUBLE the enemy’s Attacker’s roll on the Damage Table when total squadrons with the Minefield MAR (or If targeted by Weapon Attacks. the enemy has no Squadrons with the Minefield MAR at all!) place TWO Minefield Terrain 16) Escort Pieces. Minefield Terrain may not be placed in Models with the Escort MAR can only be Deployment Zones. attached to a Tier 1 Squadron. Escort models may add their Point Defence to their Parent 22) Requisition (Ship Type) Model’s Point Defence when defending against This model may replace a single model of the incoming attacks. Adding Escorts to a Tier 1 Ship Type listed in the brackets in a parent

MODEL ASSIGNED RULES MODEL ASSIGNED Squadron increases the Squadron’s Tier Kills Squadron. value by +1. 23) Secured Bulkheads GENERAL Models with this MAR gain a -1 to the Attacker’s MODEL ASSIGNED RULES roll on the Damage Table when defending against a Boarding Action. 17) Attachment (Designation) This model may attach itself to another 24) Special Forces Squadron of the Designation noted in the Models with this MAR gain a +1 to the brackets. The additional cost of the Attachment Attacker’s roll on the Damage Table when should be added to the Squadron’s own Points Attacking in a Boarding Assault. Cost and the Squadron’s Tier Kills value is increased by +1 per attached model. 25) Strategic Asset (VP Modifier) A Squadron with this MAR increases the Victory 18) Experienced Engineers Points generated on the Squadron’s destruction. All models with this MAR remove 1 Disorder For example, a particularly powerful and Marker in the Repairs Step of the End Phase on intimidating Dreadnought might have Strategic the roll of a 4+. Asset (+2), meaning that instead giving up 5 VP on its destruction, it gives up 7 VP instead! 19) Elite Crew Models with this MAR gain a -1 on the Damage Table when defending against a Boarding Action and a +1 on the Damage Table when attacking an enemy model during a Boarding Action.

26 you justwantanda'setupsmash'styleof to besimpleandeasy. Ifitisyour firstgame, or Playing agameofFirestorm Taskforce isdesigned scenarios andscenarioideasintheCommunity fact, we would hopethatplayers share their ofthegame. adding tothetapestry further In imaginations tocreate Scenariosoftheirown, or stoicdefense! players toheadoffandplantheirpunitive attack table before choosingtheirFleets. This allows would strongly advisethatplayers roll onthe to designafleetthatcan already designed. Itismore tactically challenging players are standingatthetable with their Fleets For competitive games, itsbesttoroll onceboth Scenario before orafterchoosingyour fleet. Scenario istobeplayed. Generator tableontherighttoseewhich one player roll aD6, referring totheScenario to have amore variedgameexperience, have set upandallows players tofocus ontheaction. Border ClashScenario. Border Clashiseasyto game experience, we recommend playing the they have Game Turn, thegameendsimmediately... and Squadrons left to Activate attheendofa Should aplayer ever find that they have WIPE OUT! Players are alsoencouragedtousetheir For friendly narrative gameshowever, we It isuptoyou ifyou choosetoroll your However, ifyou have played afew gameswant LOST! 'fight onallfronts' NO .

in theFirestorm: Taskforce Tournament Pack. Sizes basedonthe larger gamesyou usetherecommend Table table sizeandlayout. mutually agree with your on a gaming partners measurements, so12"becomes6", oryou can point ofreference. You couldeasily halfthe maps onthefollowing pagessimply asa gaming spaceistight, thenusetheScenario our website for details. space dedicatedtoFirestorm: Taskforce -see WINNING A SCENARIO WINNING A highest totalwinningthebattle! each player totalsup their After thelast Turn ofaScenarioisplayed However, we recommend thatwhenplaying If you planonplaying smallgames, oryour THE GAMINGSPACE 6 5 4 3 2 1 D6 Result We love thepower ofNukes... andsodo SCENARIO GENERATOR MFV Planetary Assault Planetary Capture theStation Secret Orders Recover Resources Escalating Engagement Border Clash Scenario tobeplayed Terran Commanders! totalsrecommended VPs scored. The 27

PLAYING A SCENARIO OVERVIEW The most straightforward of the Scenarios, SCENARIO RULES Border Clash sees two fleets move in to engage This Scenario has no additional rules. one another in a struggle for supremacy. VICTORY CONDITIONS TERRAIN This Scenario scores Victory Points for Tier This Scenario has no special Terrain Kills and Sector Control. requirements. Simply set up the Game Board using mutual consent with a single piece of GAME LENGTH Terrain in each Sector. During the End Phase of Turn 5, after the Check Victory Step, the player first in the DEPLOYMENT Initiative Order should roll a D6. On a result of In this Scenario each player rolls a D6 adding 1, 2 or 3 the game ends. On a roll of 4, 5 or 6 their Fleet Tactical Bonus, the winner will another Turn is played. choose their preferred Board Edge and the Roll again during the End Phase of Turn 6, loser will take the opposite Edge. The shapes but subtract 1 from the result. If a 7th Turn is 1. BORDER CLASH of the Deployment Zones are shown on the played, roll again but subtract 2 from the result. Scenario Map. The winner of this roll must then The game automatically ends during the End of begin by deploying one of their Battle Groups, Turn of Turn 8 after the Check Victory Points if then the other player must deploy one of theirs, it hasn't ended in a previous Turn. alternating until all Battle Groups are deployed.

Deployment Zone 8"

Deployment Zone 8" 28 Reserves Edge space. Managementofreserves isvitalinthis to useLOTS ofmodels, butare restricted by OVERVIEW simply deploy theirentire Fleet. Forces madeupofjustONEBattleGroup must placed (orhave beenallocatedtotheReserve). of theirs, alternatinguntilallBattleGroups are anddeployto beheldinReserve anotherone opposing player must nominateaBattleGroup one oftheirotherBattleGroups, thenthe Battle Group tobeheldinReserve, thendeploy Scenario Map. The Winner must firstnominatea of theDeployment Zonesare shown onthe loser willtake theoppositeEdge. The shapes choose theirpreferred Board Edgeandthe their Fleet Tactical Bonus, thewinnerwill DEPLOYMENT Terrain ineachSector. using mutual consent with a single piece of requirements. Simply setuptheGameBoard TERRAIN Scenario toensure success. In thisScenarioeachplayer rolls aD6adding This Scenario has no special Terrain This Scenarioisperfect for players whowant Reserves Edge Reserves Deployment Zone Step. ifithasn'tendedinaprevious Turn. Turn of Turn 9aftertheCheck Points Victory The gameautomatically endsduringtheEndof played, roll againbutsubtract2from theresult. but subtract1from theresult. Ifan8th Turn is another Turn isplayed. 1, 2or3thegameends. Onaroll of4, 5or6 Initiative Order shouldroll a D6. Onaresult of Check Points Step,Victory theplayer firstinthe GAME LENGTH Kills VICTORY CONDITIONS the edgeastheirpointoforigin. considered tomove ontothe battlefield, taking determined –seeScenarioMap). All Modelsare one oftheircoloured board edges(randomly controlling player), willentertheBattlefieldvia a BattleGroup (selectedby heldinReserve the current Turn number. Iftheresult is8orhigher, Reserves, they must roll aD6andadd the of a Turn whenaplayer wishestobringon SCENARIO RULES Roll again during the EndPhaseof Turn 7, During theEndPhaseof Turn 6afterthe This Scenarioscores Points forVictory – Bringing onReserves and Sector Control Deployment Zone . Reserves Edge Reserves At thestart

Tier Reserves Edge Reserves 29

2. ESCALATING ENGAGEMENT OVERVIEW DEPLOYMENT Often, opposing Fleets will encounter one In this Scenario each player rolls a D6 adding another whilst combing the wreckage of past their Fleet Tactical Bonus, with the winner battles or lost convoys in search of important choosing their preferred Board Edge and the data or valuable resources. This Scenario is loser taking the opposite Edge. The shapes great for intense, atmospheric games as looting of the Deployment Zones are shown on the salvage is always a risky business! Scenario Map. The Winner must then begin by deploying one of their Battle Groups, then the TERRAIN other player must deploy one of theirs, until all Before setting up any other Terrain, place Battle Groups are placed. one Debris Field on the centre point of the Battlefield. Players now make an Initiative roll. The winner places one Debris Field anywhere Scavenger Rules – During the Carrier fully within one of the two Objective Zones Replenishment Step of the End Phase marked on the Scenario Map and at least 12” Squadrons on both sides may attempt to away from the first Debris Field. Their opponent salvage the debris, looking for vital assets then places a second Debris Field anywhere or equipment. Each coherent Squadron entirely within the other Objective Zone, and within 8” of a Debris Field may roll on the at least 12” away from any other Debris Fields. Scavenger Table. Remaining Terrain is then set up by mutual consent, looking to have at least one piece in 3. RECOVER RESOURCES 3. RECOVER each Sector.

Deployment Zone 8"

Objective Zone 16"

Debris Field 1 6"

Objective Zone 16"

Deployment Zone 8"

30 Kills VICTORY CONDITIONS another Turn isplayed. of 1, 2or3thegameends. Onaroll of4, 5or6 order ofInitiative shouldroll aD6. Onaresult Check Points Step,Victory theplayer firstinthe GAME LENGTH During theEndPhaseof Turn 4afterthe This Scenarioscores Points forVictory 5, 6 5, 4 3, 2 1 and navigates aDebrisField... A Dindrenzi ReconBattleGroup skilfully Scavenger Rules RECOVERED OBJECTIVE FOUND HERE BE NOTHING TO RADIATION LEAK ALERT! ALERT! MUNITIONS UNEXPLODED . SCAVENGER TABLE standard DebrisFieldfrom thebeginningofupcoming Turn. The player scores later Turns. No Effect. Players may continue tosalvagethedebrisin rolling a takes One modelintheSquadron (chosenby thecontrolling player) BLUE Exploding DiceMechanic. This Attack ignores both immediately becomesthetargetofa One modelintheSquadron (chosenby thecontrolling player) Tier Damage Defences. D3 Phase of Turn 7. The gameautomatically endsduringtheEnd played, roll againbutsubtract2from theresult. but subtract1from theresult. Ifan6th Turn is ratherthana . RollontheDamage Table withbothplayers Roll again during the EndPhaseof Turn 5, +5 VPs andtheobjective istreated asa D6 10 AD attackusingthe RED and 31

3. RECOVER RESOURCES OVERVIEW begin by deploying one of their Battle Groups, Who can predict the inscrutable aims of then the other player must deploy one of theirs, Senior Command elements who send down alternating until all Battle Groups are placed. orders from on high that bear little or no resemblance to the tactical situation on the VICTORY CONDITIONS ground? Irrespective, orders are orders – The following Victory Conditions are in play execute them, or face the dire consequences! for this Scenario: Tier Kills and Lead Squadron Kills and Secret Orders.

TERRAIN GAME LENGTH This Scenario has no special Terrain During the End Phase of Turn 4 after the requirements. Simply set up the Game Board Check Victory Points Step, the player first in the using mutual consent placing a piece of Terrain order of Initiative should roll a D6. On a result in each Sector of the Battlefield. of 1, 2 or 3 the game ends. On a roll of 4, 5 or 6 another Turn is played. DEPLOYMENT Roll again during the End Phase of Turn 5, In this Scenario each player rolls a D6 adding but subtract 1 from the result. If an 6th Turn is 4. SECRET ORDERS their Fleet Tactical Bonus, with the winner played, roll again but subtract 2 from the result. choosing their preferred Board Edge and the The game automatically ends during the End loser taking the opposite Edge. The shapes Phase of Turn 7. of the Deployment Zones are shown on the Scenario Map below. The Winner must then

Deployment Zone 8"

Deployment Zone 8"

32 SCENARIO RULES: SECRET ORDERS Prior to the first Initiative Order roll of the game, each player should secretly roll aD6 noting down the result. Use the table below to discover your Secret Order. 1 BIG GAME HUNTER Gain an additional +1 VP for each Tier 1 Squadron killed. 2 BREAK THE Gain an additional +1 VP for each Tier 2 Squadron killed. BACKBONE 3 SWEEP THEIR Gain an additional +1 VP for each Tier 3 Squadron killed in SMALLS addition to normal bonuses. 4 GO FOR Gain an additional +1 VP for each Lead Squadron killed in THE THROAT addition to normal bonuses. 5 HOLD THE HIDDEN Secretly nominate a piece of Terrain on the enemy’s side of the BASE board − if you have a coherent Squadron within 6” and the enemy does not when the game ends gain +5 VP. 6 PUNITIVE KILLS Gain an additional +3 VP for each Battle Group fully wiped out. Players should make a separate note of any additional VPs scored as a result of their

Secret Order, revealing them at the end of a battle. 4. SECRET ORDERS

I'll take those 5 VPs cries the Aquan Commander!

33 OVERVIEW This Scenario is all about capturing a vital VICTORY CONDITIONS research station. The Station does not have a The following Victory Conditions are in play statistic card and cannot be attacked. for this Scenario: Tier Kills, Lead Squadron Kills, Sector Control and Ownership of the Station. DETERMINE ATTACKER/DEFENDER Each player should roll a D6 (re-rolling ties). GAME LENGTH The winner decides who will be the Attacker During the End Phase of Turn 6 after the (RED) and who will be the Defender (BLUE). Check Victory Points Step, the player first in the order of Initiative should roll a D6. On a result TERRAIN of 1, 2 or 3 the game ends. On a roll of 4, 5 or 6 The Defender places one piece of Terrain another Turn is played. Roll again during the End in each Sector of the Battlefield. The Research Phase of Turn 7, but subtract 1 from the result. Station should be placed by the Defending If an 8th Turn is played, roll again but subtract player somewhere in the Objective Zone, which 2 from the result. The game automatically ends is shown on the Scenario map below. during the End Phase of Turn 9.

DEPLOYMENT OWNERSHIP OF THE STATION The Defender chooses which edge of If the Defender has at least one coherent Squadron within the game board will form the edge of their 6" of the Station during the Check For Victory Step of the End Phase, they gain +1 VP. If the Attacker has at least one Deployment Zone and deploys all their coherent Squadron within 6" of the Station during the Battlegroups. The Attacker then deploys their Check For Victory Step of the End Phase and the Defender 5. CAPTURE THE STTAION 5. CAPTURE Battle Groups within their Deployment Zone. does not, they gain +3 VP.

SCENARIO RULES Before any Terrain is placed, the Defender must place their Station as indicated on the map.

Deployment Zone 12"

Objective Zone 12"

Deployment Zone 34 8" instead as Planetary instead asPlanetary Assault putsstipulationson wish toplay the OVERVIEW The Attacker thendeploys allBattleGroups. Battle Groups, whichmust beheldinReserve). deploy alltheirBattleGroups (exceptRecon opposite Deployment Zone. The Defender must Deployment Zone. The Attacker takes the the gameboard willform theedgeoftheir DEPLOYMENT in eachSectorusingmutual consent. Zone. Then placeone additional piece of Terrain place theirPlanetanywhere withinthePlanet TERRAIN Group. Groups, withoneormore beingaReconBattle The Defender ( The winnerdecideswhowillbethe Attacker DETERMINE ATTACKER/DEFENDER Force Composition. RED Each player shouldroll aD6(re-rolling ties). If players are playing competitively, they may The Defender chooseswhichedgeof Before Terrain isplaced, theDefender must ) andwhowillbetheDefender ( MUST Capture theStation use at least two Battle Defender Deployment Zone Attacker Deployment Zone Scenario BLUE Planet Zone ). ). the EndPhaseof Turn 10. from the result. The game automatically ends in If an9th Turn isplayed, roll againbutsubtract2 Phase of Turn 8, butsubtract1from theresult. another Turn isplayed. RollagainduringtheEnd of 1, 2or3thegameends. Onaroll of4, 5or6 order ofInitiative shouldroll aD6. Onaresult Check Points Step,Victory theplayer firstinthe GAME LENGTH Sector Control for thisScenario: VICTORY CONDITIONS the Defender’s Board Edge. available, andany reserves the targetnumber for tobecome Reserves Scenario. However, use7ratherthan8as onReserve Bringing SCENARIO RULES NOT have launchedaBoarding Assault thatturn. does not, they gain+5 VP. To gainthis VP, the Squadron may For Check Victory one coherent Squadron within8" of the Planet during the the EndPhase, they gain+1 VP. Ifthe Attacker hasatleast within 8"ofthePlanetduring If PLANETARY INVASION During theEndPhaseof Turn 7afterthe The following Conditionsare inplayVictory – Rushed Reserves only 12" theDefender hasatleastonecoherent Squadron and StepoftheEnd Turn andtheDefender Planetary Invasion Planetary s inthe Tier Kills, 12" 8"

Usetherulesfor Escalating Engagement

hc For Victory Check MUST Lead Squadron Kills . enterfrom Stepof , 35

6. PLANETARY ASSAULT EXAMPLES 36 A A D 3" 4" 3" B 4" B E 7" Coherency Out of C Out ofCoherency 9" coherency oncemore. Attacks until they are back in combined fire inany upcoming is affected and As aresult, theentire Squadron between eachvessel isbroken. Squadron asthechainof6” coherency withthe rest ofthe each other, butare D+E D 6”, buttherear two (marked B The lead 3 Frigates(marked of coherency. Wayfarer LightFrigatesare out can seesome Terran Alliance LEFT: once more. they are backincoherency until upcoming Attacks in ANY and the entire Squadron isaffected broken thechainandasaresult, with eachother. Cruiser have moved outofcoherency one Carcinus Carrier Escort Aquan LadonCruisersand a mixed Squadron oftwo ABOVE: and and cannot are in coherency with C E C In thisexample, we ) are not. ) are incoherency of In thisexample, usecombinedfire cannot NOT C use has in A , FORE ARC in arc, theCruiser because theweapons are not withtheCruiser Gunnery combine itsPort andStarboard Carrier The Escort in abitoftangle. Cruiser have gotten themselves Carrier anda Escort Velites Dindrenzi Federation Decurion Squadron comprisingofa LEFT: see that 4 +2 on theDamage Table andadd This means that the players roll than 3times. DR vessel’s Comparing thistothe Terran total successesrolled is only removing and withthe Terran player Scoring animpressive they are alsoin with its to lessenthepainby defending The Terran Perseus canattempt the Exploding Dice Mechanic. rolled, needing4+tohit, using Effective Range, so21 AD are Each Cruiserrolls 7 AD at poor Terranvessel. bound tobedisastrous for the Weapon) all infire arc, thisis With theirRailGuns(a Perseus Cruiser. devastate alonely Terran arcs inorder andlineupto succeed ingettingtheirfire Cruisers Federation Velites Squadron ofthree Dindrenzi LEFT: What amess. being the same because they donotshare the Cruiser and theStarboard weapons on Carrier Guns ontheEscort are outofarc, andtheRail Carrier because theyEscort combine itsRailGunswiththe , which becomes toeachresult. Scoring hasbeenexceedednoless RED 4 Damage DR In thisexample, a In thisexample, a Shields +3 MARs, Weapons! , we seethatthe cannot 2 RED of those, the despiteboth 5 isinflicted! and . combine because cannot cannot 18 3 6 RED hits, and , we , we 16 .

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EXAMPLES EXAMPLES 38 8" hits, enoughtoDamagetheCruiser. 11 AD generates generates Firing atEffective Range, the Light Cruiser Fire arcs are unimportant. Both vessels have a360°LineofSightso Cruiser openfire withtheirtorpedoes. Light CruiserandaHarpoon Torpedo LEFT: Disorder the Dindrenzi Cruisersuffers another Boarding Assault) scoring2and 1, meaning (using D3s not D6s due to itbeing a Both players roll ontheDamage Table Disorder successes by 3becauseof the number of Dindrenzi player having to reduce their Dindrenzi (but notdouble)duetothe manage toscore more hitsthanthe Each siderolls their fight theBoarding action. craft, meaningthat only managesto stop one Terran assault 3 successesfrom its With only its roll. the Cruiserwilllosethree successesfrom however with Defence then defends itselfby rolling its meaning their Attack Pool is Each Wayfarer has a single point of Cruiser. boarding actionagainstaDindrenzi Velites Light FrigateSquadron electstoattempta LEFT: match orexceedthevessel’s the remaining number ofhitsdoesnot the barrage oftorpedoordnance because Dindrenzi Cruiser miraculously survives Scoring animpressive in against its the number of hits coming in by rolling Dindrenzi Cruisercanattempttolessen Torpedoes are a BLUE

Inthisexample, a Terran Wayfarer . Rollingtohitthe Terrans score Marker asaresult. Markers. In thisexamplea Terran Perseus ). becausethisisa 7 AD 4 AD Point Defence 4

Point Defence 3 , creating an Attack Pool of

andthe Torpedo Cruiser Disorder BLUE 3 Terran CP Disorder Markers present, 4 , andthe Terrans weapon sothe successesthe (whichisalso BLUE 4 CP DR , theCruiser . The Cruiser . The andlosing remain to ! Attack, Point CP 7 ,

combining to Each Bombergenerates Sortie. their BombersonaBombing the threat, theDecuriondispatch Carriers. toremove Inaneffort Dindrenzi DecurionEscort lurking behindasquadron of Terran Harpoon Torpedo Cruiser LEFT: Dindrenzi pilots! 3 add toitsown Harpoon gets an impressive for eachInterceptor Token, the Adding BOTH of every turn, andsolaunches Tokens atitsdisposalthestart The Ares hasupto2Interceptors an Interception. within rangethatisabletolaunch this time, there is an Ares Carrier Harpoon Torpedo Cruiser, but their Bombersagainstthe Terran Carriers hadlaunched Escort imagine theDindrenzi Decurion point,example asastarting LEFT: protect itself. have touse its Attacks so the Terran vessel will areSorties treated as . That shouldseeoffthosepesky Taking theprevious In thisexamplewe have a todefend itsally. +4

Point Defence Point Defence 10 AD Point Defence . Bombing BLUE 5 AD +8 to to of

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