Вы находитесь на странице: 1из 7

Campaign Structure

 The campaign is a series of linked Firestorm Armada games between two ‘teams’ or ‘sides’ (hereafter called
factions)

 The campaign follows the story of a ‘Lost Fleet’, which has been marooned deep in enemy territory, as it tries to
get back home to friendly territory.

 The two factions are the Kurak Alliance faction and the Zenian League faction. The ‘Alliance’ are the faction that
are trying to return home and the ‘League’ faction are trying to destroy the ‘Alliance’ faction and prevent their
return home.

 An ‘Alliance’ victory/win will see the faction returned to friendly territory before the end of the campaign.

 A ‘League’ victory/win will see them either destroy the ‘Alliance’ faction or prevent them from reaching friendly
territory before the end of the campaign.

 The campaign will be run over a number of days (exact number still TBC) over a number of months. These days
may be next to each other (most likely weekends – Sat & Sun) or can be run as individual days.

 Each day will be separated into two halves (with a break for lunch) – During each half a day a ‘Battle’ (see below)
will be fought between the two factions.

 This ‘Battle’ will take place on multiple tables (dependent on number of players)

 The campaign can be run with differing numbers of players on each campaign day – the only requirement is that
there are equal numbers of players for each faction on each day.

 Each faction should nominate/elect an overall ‘Commander’ for each day – this may be the same one for the
whole campaign or a different person for each day.

 The campaign will have a ‘Campaign Controller’ who will track changes, record results, update maps and preside
over closed (secret) decisions (over all the days). The ‘Campaign Controller’ can also be a player of one of the
factions, but cannot be the ‘Commander’ at any point and must also strive to remain impartial when making
campaign decisions etc.

Definitions
Maximum Fleet Value – The limit of the combined points cost of all the models in a Fleet (including all MARs, ugrades,
wings & escorts) in an ‘Engagement’

Engagement – A ‘normal’ Firestorm game/battle between two (sometimes more) which can be of any MFV determined by
the Campaign Controller . All normal (as per rules) points values, fleet building and Battlelog scoring rules apply to an
Engagement.

Battle – A linked series of ‘Engagements’ form a ‘Battle’. A ‘Battle’ may consist of any number of ‘Engagements’, these
are considered to taking place at the same time in different regions of the same star system. The battlelog results from all
‘Engagements’ will be combined to produce a result for the ‘Battle’ (SBLPS see below) – for example - the Kurak Alliance
may lose a number of ‘Engagements’ but may still win the overall ‘Battle’.

Battle Log Points (BLPs) – Points used to determine the victor in an ‘Engagement’

System Battle Log Points (SBLPs) – The total(s) of all the ‘Engagement’ Battle Log Points in a Battle – used to
determine the victor in a ‘Battle’

Fleet Logistic Points (FLPs) – A value which indicates the current resources of a Fleet. Representing raw materials,
manufacturing and repair capacity, surplus crew/marines,etc. FLPs are used to repair ships, restock weapons systems,
bolster crews etc and are accumulated through resource raids, lifeboat rescues, labour camp repatriation, etc. The Zenian
League faction can also use FLPs to ‘purchase’ Ship Points (see below).

A factions initial ‘Fleet Logistic Points’ total will be determined at the start of the campaign.

Ship Points (SPs) – The points used to allocate ships/squadrons to the MFV for an ‘Engagement’ – If a ship is
‘Destroyed’ the Ship Points total is reduced by the points value of that ship (including all MARs, upgrades & wings). Ship
Points can be distributed as required across all ‘Engagements’ by the controlling players (or commander if allocated) –
However there can never be more ‘Ship Points’ allocated to a ‘Battle’ than that faction currently owns.

The Zenian League faction ONLY can increase the number of ‘Ship Points’ (and one or more of their Player Fleet
Registers) by ‘spending’ Fleet Logistic Points to ‘purchase’ new ships (see below).

A factions initial ‘Ship Points’ total will be determined at the start of the campaign, this will be dependent on player
numbers. (1200pts per player - 4 players (2 per side)=2400pts – 6 players (3 per side)=3600pts - etc)

‘Ship Points’ may be adjusted up and down (maintaining the same relative difference between factions) on each game
day, by the ‘Campaign Co-ordinator’,this is in order to accommodate fewer or greater players on that day.

Player Fleet Register - Each player will submit a fleet list of 1200pts. A player will draw from this list when deciding which
ships/squadrons will make up their total MFV for a particular ‘Engagement’. A player can only draw from their own fleet
register when deciding which squadrons are going to be used in an ‘Engagement’.

NB Even if a player does not have enough models for a full 1200pts they can still draw up a list and have (for example)
two squadrons of cruisers, if the first squadron of cruisers is destroyed those models can then be ‘recycled’ to form the
second squadron, etc.

If a ship is destroyed (see below) it is permanently removed from the Player Fleet Register and may not be selected for
any further engagements. NB this will drop the value of their fleet list below 1200pts and will drop the factions ‘Ship Points’
total by the same amount (include cost of upgrades, etc in this)

The Zenian League faction ONLY can replace or increase the number of ships (and hence increase the points value
above 1200pts) of one or more of their Player Fleet Registers (and increase their Ship Points total) by ‘spending’ Fleet
Logistic Points to ‘purchase’ new ships (see below).

If a player or players join the campaign after the start, they will join with a Player Fleet Register of 1200pts and will follow
the rules outlined above. (it is assumed that a ‘lost’ battlegroup has re-joined the fleet).

If a player or players leave the campaign after the start, all Player Fleet Register Points are lost and no other player can
use those points. (it is assumed that a battlegroup has gone ‘Rogue’ and struck out on their own, etc).

Turn Sequence

The campaign will consist of a number of ‘turns’. These turns will happen over the campaign days – (typically) 2 turns per
day. The campaign should last 8 to 10 turns (ie 4 to 5 days)

The turn sequence is as follows;

1. System Jump
 Players discuss movement options – Commander makes closed (secret) move bid
 Fleet tokens are moved to new systems

2. Determine fleet sizes, missions, objectives and rewards (Campaign controller)

3. Players make closed (secret) bids for which Commander will conduct each mission (ie who will play who is
determined by a closed bidding system)
4. Battle (one per system), consisting of;
 A number of ‘Engagements’ (dependent on number of players on the day)

5. Resolve results - damage rolls for ‘destroyed ships’ - adjust Fleet Logistic Points (FLPs) – Adjust Ship Points
(SPs)

1.) System Jump (Interstellar travel)

Movement from star system to star system is represented by the movement of ‘fleet tokens’ along the start routes shown
on the map. That is – transit from system to system is only possible along the routes shown on the map. Each route has a
numerical value, this represents the time required to reach the other end (remember space is in 3D, so some routes which
appear shorter on our 2D map may not necessarily be so).

The red routes represent ‘Hypernet’ gates, enabling rapid transit between system. Access to the ‘Hypernet’ route is only
available to the winning faction in a ‘Battle’ (ie a faction must win the overall battle in a system to have access to the
Hypernet gate - red route) The ‘Hypernet’ gate is not accessible to the Alliance faction on the first turn. The ‘Hypernet’
gate is available to the League faction on the first turn.

Each faction has a number of ‘Fleet Tokens’ – representing all their available assets in this region of the galaxy. Each fleet
token represents a collection of ships brought together for a common purpose.

The Alliance faction have one (1) fleet token and the League faction have four (4) fleet tokens

Each faction (Alliance & League) has a number of ‘Movement Points’ – representing how far (or how fast) their fleets can
move. These movement points are used to move the fleet tokens along the jump routes marked on the map, paying the
cost of the jump. Fleet tokens do not have to remain together and can be sent to different systems, a system can contain
more than one token from the same faction. An individual fleet token may move more than one system in one movement
as long as the cost of the two (or more) jumps is paid. An individual League faction fleet may remain ‘in system’ – not
moving and not using any movement points (Note – the Alliance faction fleet MUST move each turn, although this can be
in any direction, even going back to the system it arrived from).

All fleet tokens (both factions) start the game in the Syndicate Home System.

The Alliance faction have four (4) movement points and the League faction have twelve (12) movement points (which can
be distributed any which way between the four available tokens)

At the start of each turn, the faction players (commanders) discuss where they wish to move their fleet token(s) – this is
then submitted closed (in secret) to the Campaign Controller who will reveal the destinations of the fleets.

Effects of fleet tokens on ‘Battles’

Each ‘Battle’ will take place in the system where the Alliance faction fleet moved to.

The number of fleet tokens a faction has in that system will effect an ‘Engagement’ bonus for the faction. This bonus is in
the form of additional points to spend on your force for each ‘Engagement’ in the ‘Battle’. These bonuses are as follows;

Alliance Fleet League Fleet Alliance League


Tokens in system Tokens in system Engagement MFV Engagement MFV
bonus bonus
1 0 +20% 0%
1 1 0% 0%
1 2 0% +15%
1 3 0% +30%
1 4 0% +40%
Example 1: The Alliance faction move their fleet token to the Cadez system, the League faction also move one of their
fleet tokens to the Cadez system. As both fleets have one fleet ‘in system’ for the forthcoming battle, neither faction
receives a MFV bonus and the points per ‘Engagement’ in the coming ‘Battle’ will be the same for each faction (eg 800pts
vs 800pts)

Example 2: The Alliance faction move their fleet token to the Ixion system, the League faction guess wrong and do not
move any fleet tokens to the Ixion system, as the Alliance faction have 1 fleet token and the League faction have 0 fleet
tokens, the Alliance gains a MFV bonus of 20% more points for each ‘Engagement’ in the coming ‘Battle’ (eg Alliance
960pts vs League 800pts) NOTE – this MFV bonus applies to each individual ‘Engagement’ so each player gets 20%
more points than their opponent.

Example 3: The Alliance faction move their fleet token to the Corvus system, the League faction guessed they may do this
and moved 3 fleet tokens to the Corvus system, as the Alliance faction have 1 fleet token and the League faction have 3
fleet tokens, the League faction gains a MFV bonus of 30% more points for each ‘Engagement’ in the coming ‘Battle’ (eg
Alliance 800pts vs League 1040pts). NOTE – this MFV bonus applies to each individual ‘Engagement’ so each player
gets 30% more points than their opponent.

NOTE
The only restriction to the above MFV bonuses is that the faction MUST have the required ‘Ship Points’ (SPs) to fill the
MFV bonus allocation across the ‘Engagements’. If a faction does not have the required SPs to allocate to all
‘Engagements’, the players (commander) may allocate SPs to whichever ‘Engagement’ they wish, however they may not
allocate more points than their bonus would normally allow.
Galactic Map
2.) Determine fleet sizes, missions, objectives and rewards

Still To Do

Etc, etc

AFTER AN ENGAGEMENT

FLPs (Fleet Logistic Points)

Losing Points

Replenish & Repair : Points to be tallied up and deducted from Fleet FLP total at the end of each Engagement

Task Applies To FLP Cost (minus)


Replenish Torpedoes Each squadron that fired torpedo weapon systems 2
Replenish Kinetic Rounds Each squadron that fired kinetic weapons systems 2
Replenish Power Cells Each squadron that fired beam weapons systems 1
Replenish Mines Each squadron that dropped mines 2
Replenish Small Arms Each squadron that used SRS tokens (bomb, intercept, fight) 1
Replenish Point Defence Each squadron that used point defence 1
Replenish SRS Each wing lost 1 per wing
Repair Minor Damage (Tier Each ship with UP TO half its Hull Points removed 1
1 & 2 only)
Repair Major Damage (Tier Each ship with HALF OR MORE of its Hull Points removed 2
1 & 2 only)
Rescue Commander Admirals vessel has been destroyed 1

NOTE
If the above ‘issues’ are not replenished or repaired because a faction does not have any FLPs remaining, they will be
carried over into the next ‘Engagement’ – eg a ship that does not replenish torpedoes will not be able to fire torpedoes
during the next ‘Engagement’ or a ship that does not repair hull points will start the next ‘Engagement’ with the same
number of hull points as it finished the last, or a Commander not rescued means no Admiral for the next ‘Engagement’. If
the same ships are not used in the next ‘Engagement’ the Campaign Controller will allocate like for like effects on the
most appropriate ships that are used in the ‘Engagement’.

Points to be tallied up and deducted from Fleet FLP total at the end of each Battle

Task FLP Cost (minus)


Lost the Battle – System Battle Log Points – negative difference (-1 to -10) 2
Lost the Battle - System Battle Log Points – negative difference (-11 to -20) 4
Lost the Battle - System Battle Log Points – negative difference (-21 to -30) 6
Lost the Battle - System Battle Log Points – negative difference (-30) 8

Acquiring Points
Points to be tallied up and added to Fleet FLP total at the end of each Engagement

Task FLP Bonus (plus)


Capture Tier 1 ship 10
Capture Tier 2 ship 5
Capture Tier 3 ship 2
Roll 5 or 6 on Debri Field table 5
Rescue Lifeboats ( have model within 2” of destroyed ship – this or subsequent turns) 1
Mission specific objectives varies
Planetfall mission objectives varies

Points to be tallied up and added to Fleet FLP total at the end of each Battle

Task FLP Bonus (plus)


Won the battle - System Battle Log Points – positive difference (+1 to +10) 4
Won the battle - System Battle Log Points – positive difference (+11 to +20) 8
Won the battle - System Battle Log Points – positive difference (+21 to +30) 12
Won the battle - System Battle Log Points – positive difference (+30) 16
ZENIAN LEAGUE ONLY – Free FLPs after each Engagement 20

Destroyed Ships

Roll 2D6 on the following table for all ‘destroyed’ ships. Apply the results to the individual ships, a roll of 2 (double 1’s)
means the ship is lost forever and is not available to you any more (the points value of this/these ships {including
upgrades} is also deducted from your Ship Points total). These effects (apart from ship destroyed) can be repaired before
the next ‘Battle’ by ‘spending’ the indicated FLPs. Normal restrictions on squadron size etc will still apply for the next
Battle/Engagements.

Roll Result Effect FLPs to Repair


(NOTE: Damaged ships or squadrons with damaged ships cannot be (points required to
placed in reserve) remove effect prior
to an Engagement)
2 Reactor Overload Ship Destroyed na
3 Reactor Leak Ship has ‘corroded’ marker for first 2 turns – can then roll to remove as 4
normal
4 Fire Control Offline Highest AD weapon system is disabled for first 2 turns – can then roll to 6
remove as normal
5 PD Network Disrupted Point Defense disabled for first 2 turns – can then be rolled to remove as 6
normal
6 Decompression Ship has minus 1 crew for entire battle 4
7 Hull Breach Ship has minus 2 crew for entire battle 6
8 Fire Ship has minus 1 crew for entire battle 4
9 Shield Overload Shields disabled for first 2 turns – can then be rolled for as normal 6
10 Main Drive Failure Half speed and cannot turn for first 2 turns – can then be rolled for as 6
normal
11 Security in Disarray AP reduced to 0 for entire battle 4
12 Fold Drive Rupture For the first 2 turns - Instead of moving normally – the ship moves 2D6” in a 6
random direction, maintaining its original orientation. Resolve any contact
with terrain as a collision. A model that is moved off the game board is
considered to be ‘Ship Destroyed’ (as 2 above). Squadrons must move to
retain coherency if at all possible.

New Ships

Zenian League faction ONLY

Fleet Logistic Points may be used to acquire new ships which are added to the factions

Похожие интересы