After receiving some feedback here are some additions to the tournament rules we have been working on:
Firestorm Armada Tournament
Points: 650
Fleets: Core Fleets (Aquan Prime, Dindrenzi Federation, Sorylian Collective, Terran Alliance, The Directorate, The Relthoza) Aliance Fleets (Alliance of Kurak and Zenian League) as detailed in the fleet construction documents located here:
Alliance of Kurak and
Zenian League
Model Assigned Rules (MARS): All MARS will be allowed as detailed in the Fleet Construction documents located here:
Alliance of Kurak and
Zenian League
Rounds: 4
Turns: 6
Table Setup
Each Table will have a one planet of varying size and an asteroid field of up to 10” x 10” or a single installation. Table dimensions are 4' x 4' for a quick and challenging Battle
Deployment
Players select one Squadron at a time and deploy it with the players alternating until ALL Squadrons are on the table (unless you use the Sneak Attack secondary objective below). The deployment area for both players is 8" from the base line.
Game Cards: 1 Standard deck drawn from by both players. I card per squadron up to 4 per fleet.
This tournament will be run as a Swiss Tournament in a simple win/loss/draw format. That means that players play other players with the same record. Pairings will be randomly determined within those brackets.
The secondary objectives will be used to determine bracketing of players with otherwise equal scores and in the case of a tie in the end of the event to determine overall winner. The secondary objective points do not affect the game otherwise. For bracketing, secondary objectives will be used to determine who plays up or down in the case of an odd number of players in a given bracket.
Pick one primary objective below and mark it on your sheet. Keep the choice secret till end of game.
Primary Objectives
• Annihilation: Your orders are simple. Destroy the enemy fleet. Completely. You must destroy at least 90% of the enemy fleet, by points value, in order to achieve this objective. Ships that enter fold space or move off the table edge (for whatever reason) count as destroyed for this objective. 1 point
• Blitzkrieg: Like lightning you must strike hard and fast, before disappearing into the void. You have half of the total turns in which to destroy at least half the enemy fleet by points value. If you succeed in doing so, you achieve this objective. 2 points
• Blockade Run: Your forces are running critically low on supplies in other sectors, but first you must create a distraction to get vital cargo through a blockade. For every 500 points, or part thereof, in your fleet, you may nominate a single squadron as carrying the vital cargo. If at least half of the ships carrying the vital cargo, rounding up, can move off the table via a table edge your opponent's deployment zone, then you achieve this objective. 2 points
• Bombardment: The inhabitants of this planet or orbital facility have raised the ire of your fleet commander for the last time. A Planet or Abandoned Station must be present. If more than one is present, randomize which one is the target of the bombardment. A Planet has DR 10,
CR 14, and
HP 16. It is also assumed to have 1 PD per 2
AD attacking it. A planet is only affected by a 2, 5 or 12 on the critical table (although other results will still inflict additional damage as normal). This represents the destruction of major population centers and military assets rather than the planet itself. In order to achieve this objective, the target of the bombardment must be destroyed by the end of the game. 3 points
• Combat Patrol: Your fleet must make the area safe for their tenders and supply ships in order to re-stock. You must have more
HP in both your own and your opponent's deployment zone than your opponent does in order to achieve this objective. 2 points
• Destroy Key Ship: It has been a long time, but your analysts have finally found the flagship of the enemy commander, and it is time to exact revenge. To achieve this objective you must destroy the most expensive ship in the enemy fleet. If the fleet contains multiples of the most expensive ship, randomize which ship is the key ship. 1 point
• Hold the Line: The enemy fleet absolutely cannot be allowed past this point. At the end of the game, you must have more
HP in your own deployment zone than your opponent does in order to achieve this objective. 1 point
• Hot Pursuit: Your ships are chasing a fleeing enemy, and have to ensure they remain on the run rather than try to fight. At least half of your fleet, by points value, must be within 4" of an enemy ship at the end of the game in order to achieve this objective. 2 points
• Invasion: This planet or facility does not yet belong to your fleet, but it soon will. The enemy fleet cannot stand in your way. A Planet or Abandoned Station must be present. If more than one is present, randomize which is the target of the invasion. If you have more
AP within 4" of the invasion target at the end of the game than your opponent does at the end of the game, then you achieve this objective. 2 points
• Seize Control: The enemy fleet currently sits at a crossroads of foldspace waypoints, and your fleet requires that this area be clear for future operations in the sector. At the end of the game, you must have more
HP in your opponent's deployment zone than your opponent does in order to achieve this objective. 2 points
• Vital Objective: The enemy fleet is currently unaware of the fact, but a vital piece of technology or intelligence lies within a nearby celestial phenomena. A Planet or Asteroid Field must be present. If more than one is present, randomize which one is the vital objective. If you have more
HP within 4" of the vital objective at the end of the game than your opponent does at the end of the game, then you achieve this objective. 2 point
Choose one secondary objective. Keep the choice secret till end of game. All secondary objectives are worth one point.
• Advance Scouts: Your fleet is ranging ahead as the lead element of a much larger force, and must report all contacts. You must successfully Shunt a captured enemy capital ship in order to bring vital intelligence to your superiors in order to achieve this objective.
• High Commanders: Grand Admirals, Reachmasters, Brood-Kings, all of these commanders will make their presence known when it is vital the battle be won. The most expensive ship in your fleet has the High Commander aboard. If you have multiples of the most expensive ship, you may choose which ship they are stationed on. In order to achieve this objective, the High Commander's ship MUST survive the battle with at least 2
HP remaining.
• Rearguard: The enemy fleet is pressing forward with frightening speed, and your battlegroup has been tasked with covering the main fleet's retreat. Your fleet must survive half of the total turns +1 while holding off the enemy.
• Sneak Attack: You battlegroup lies in wait for the unsuspecting enemy. Half of you fleet or more must arrive to the battlefield via Fold Space Entry (page 64 Firestorm Armada Rulebook)
• To the Last: Your fleet is cut off, fighting just to survive. If they must go down, they will take as many of the enemy with them as possible. Your fleet must not survive half of the total turns +1.
• Vendetta: Over time bitter enmities are created between certain ships, and other crews know well not to interfere when they meet. Nominate a ship of the large, capital class in your fleet and one of the large, capital class in the enemy fleet. Only your nominated ship can be used to destroy the enemy’s marked ship. Your nominated ship must use its starting wings to achieve this goal. You achieve this objective if you destroy your opponent's marked ship before yours is destroyed. Your ship can act as normal after this objective has been achieved.
Once again all credit for the objectives and secondary objectives go to
Ravager