Nothing Special   »   [go: up one dir, main page]

Planetfall Rulebook White PDF

Download as pdf or txt
Download as pdf or txt
You are on page 1of 132

PRIMARY WRITER

Derek Sinclair

ADDITIONAL WRITING
Sam Bevan

LAYOUT & DESIGN


Richard Gale

PHOTOGRAPHY
Neil Fawcett

DIGITAL SCULPTING, PAINTING & MODELLING


Christopher Peacey, Martin Jones, Drew Cox
Drew Russell, Ben MacIntyre

COVER DESIGN
Paul Kime

SPECIAL THANKS GO TO
The SESWC Playtest Group, Alex Mann, Giles Pritchard,
Oscar Mann, Daniel Fawcett and Jeff Porter

The contents of this book are


Copyright © Spartan Games 2014-2015.
All rights reserved.
January 2015 – Digital (White) Edition

We would like to thank our External Playtest Groups and our Online Community for their
invaluable feedback, all of which has contributed to making FIRESTORM: PLANETFALL
the exciting game of armoured combat that it is.

www.spartangames.co.uk
4 THE FIRESTORM-PLANETFALL GALAXY

CONTENTS
THE FIRESTORM: PLANETFALL GALAXY
What is Planetfall?........................................................................... 7
The Firestorm-Planetfall Galaxy................................................ 8
Aquan Prime...............................................................................12
Ba’kash..........................................................................................13
Dindrenzi Federation..............................................................14
Directorate..................................................................................15
Hawker Industries....................................................................16
The Relthoza...............................................................................16
Rense System Navy..................................................................18
Sorylian Collective...................................................................18
The Terquai Empire..................................................................20
Terran Alliance...........................................................................21
Veydreth.......................................................................................22
Works Raptor..............................................................................22

THE BASICS
Game Basics.....................................................................................24
The Model Profile...........................................................................35
Pre Game Sequence......................................................................41
Building a Force..............................................................................50
Tactical Action Cards....................................................................61
THE FIRESTORM-PLANETFALL GALAXY 5

SEQUENCE OF PLAY
Basic Sequence of Play................................................................63
Movement Segment.....................................................................67
Terrain.................................................................................................75
Sky Drops, Portals & Artillery Attacks...................................78

COMBAT
Disorder.............................................................................................85
Close Quarters Battle...................................................................89
Main Ordnance Segment............................................................99

THE AFTERMATH
End Phase....................................................................................... 111
Winning the War.......................................................................... 113

APPENDICES
Model Assigned Rules............................................................... 115
Quick Play Guide......................................................................... 123
Firestorm: System Wars............................................................ 125

INDEX
Index................................................................................................. 127
Tokens and Templates.............................................................. 129
THE FIRESTORM-PLANETFALL GALAXY 7

WHAT IS PLANETFALL?
The worlds of the Storm Zone are at war. For years, fleets of warships have
traversed the stars under the command of brave Admirals and heroic
Space Captains. Now it is the turn of Generals and Colonels to make their
contribution...

Firestorm: Planetfall is a game of fast-paced ground warfare set in the


compelling Firestorm galaxy. At your command are the armies of the
interstellar powers, poised to invade the planets of their enemies and
defend the heart and homes of their people. Choose from any of the six
major star nations and their allies, organised into the mighty Alliance of
Kurak and deadly Zenian League.

With a flexible Battlefield Force of tanks, skimmers, infantry and aircraft,


you will lead your troops to victory across the known galaxy. From the
towering skyscrapers of the Corporate systems to the parched deserts
of Tantalus, you and your soldiers will engage in cataclysmic battles
where skill and the advanced technologies of death will decide the fate
of millions.

Adapt and build your invasion task force to suit your needs, employing
the largest of combat machines to crush your foes, or the fastest of units
to outmanoeuvre and destroy them. From lumbering leviathans to fast
and nimble recon tanks, each battle group brings a plethora of models
and numerous options to the table.

Thanks to an intuitive Force Building system, you can have a combined


arms formation that suits your style of command, and which can easily
fulfil any of the game’s objective-based missions.

Fast-paced and brutal, Firestorm: Planetfall is a rapid-play game that


rewards tactics and strategy at any scale of engagement. Seize and
hold vital objectives to gain victory, air-drop reinforcements at pivotal
moments, and eliminate all opposition.

Prepare your troops, Commander – it is time to make PLANETFALL!


8 THE FIRESTORM-PLANETFALL GALAXY

SETTING / RACES / BACKGROUND

THE FIRESTORM-PLANETFALL GALAXY


The Storm Zone: a heavily-populated region of space that is the cross-
roads between six major interstellar powers, and now the battleground for
interstellar war. In countless star systems, fractured battle-lines are drawn
between two massive alliances, as the civilised races of this corner of the
galaxy fight for dominance.

Forged by the diplomatic efforts of the human Senator Kurak, the Kurak
Alliance fights a desperate defence against a massive onslaught. The lead-
ing members of this coalition are the mighty Terran Alliance, an old union
of a thousand Human worlds – all looking to the Senate of the cradle of
Humanity itself – plus the ancient and cultured Collective of the reptilian
Sorylians, and the Aquan Sebrutan, a confederation of watery worlds
that all owe allegiance to Csera.

Opposing them – and at this very moment launching massive offensives


into the Storm Zone and surrounding regions – are the members of the
THE FIRESTORM GALAXY 9

SETTING / RACES / BACKGROUND

Zenian League. Foremost amongst them is the Dindrenzi Federation, Allies Attack:
a vibrant and growing interstellar power that still resents the Terran Alli- Above you can see a
ance for decades of colonial rule and the brutal suppression of its first bid simple example of a
Sorylian Core Helix with
for freedom. Alongside are the Security Fleets of the hyper-capitalistic
Terquai Recon units
Directorate, an association of corporate entities that cares only for profit; assaulting a Dindrenzi
and the Relthoza Empire, a hive-caste society of semi-arachnids bent on Federation position.
expansion and war.

Each of these alliances can call upon the service of numerous lesser pow-
ers, subsidiary organisations and less noble elements. From the rapidly
militarised forces of Hawker Industries, to the tribalistic Ba’kash raiders,
these minor powers enter the war for their own complex motivations,
and hope to have a seat at the table when the victors sit down to divide
the spoils.

War has come to the Storm Zone, and yet mere conflict does not guaran-
tee victory. As the massive armadas struggle to cope with the demands of
three-dimensional total war, the planets that hang like jewels amidst the
blackness of space must be seized and defended if any sort of resolution is
10 THE FIRESTORM-PLANETFALL GALAXY

to be found. Thus, in the wake of the invading fleets come the troop trans-
ports and landers, bent on conquest and control.

The seizure of a planetary system is no easy endeavour. Whilst orbital ves-


sels can certainly clear away space-borne defences and obliterate enemy
ships, there are few planets that need surrender to a purely naval force.
Surface-installed anti-orbital weapons can effectively prevent bombard-
ment, and there are only a few planets that cannot subsist on their own
agricultural produce.

Thus, to secure a planet, troops must be placed on the ground, and the
means used to subsequently secure an end to resistance vary wildly. On
some planets the mere destruction of orbital defence silos will suffice, but
on others not only will such weapons have to be neutralised, but also the
local defence forces and the organs of government. In the latter case, the
true scale of a planet once again becomes apparent in a universe where
travel between them is commonplace.

Battles will have to be raged to secure safe drop-zones, which naturally will
be contested. These bridgeheads then have to be widened to allow sup-
ply lines to be established. Major population centres, generally the best
defended planetary hubs, have to be secured and locked down. Defensive
networks and fortifications have to be neutralised, and all the while the
invading force will face the full might of an opposition that can freely use
the planet’s infrastructure against them.

Conquering a planet is not an overnight job, and campaigns are long and
bloody, with invasion troops eventually becoming garrison troops. But
even then the fighting does not end, as guerilla warfare kicks in. Cam-
paigns can easily last several years, depending upon the resistance met.

For this reason, all of the main powers have vast armies at their disposal
to ensure that continued aggressive campaigns can be waged. Specialist
‘Planetfall’ formations are assembled that excel at the opening phases of
an invasion, often tasked with ensuring an initial ‘landing site phase’ has
been successfully established before being transferred elsewhere, leaving
the pacification to be completed by subsequent waves of regular troops.

These dedicated divisions will be the first to set foot on a planet, and are
highly mobile and ultra-aggressive. Their objectives are simple: destroy
orbital defence weapons and factories, and neutralise any and all defend-
ers encountered. The tasks of extraction of key personnel and data retrieval
commonly extend to Planetfall forces.

Such formations are rightly considered the elite of the interstellar militar-
ies, and the Storm Zone now plays host to many tales of their heroism.
THE FIRESTORM-PLANETFALL GALAXY 11

From the Terran 106th ‘Blazing Comets’ Division, which assaulted the Din-
drenzi held border planet of Nevan’s World in a gruelling six month cam-
paign, to the Relthozan Invader 603, who neutralised Sorylian resistance
on Kafav-Unas in only one month of war, the arrival of a planetary invasion
fleet is a calamity the likes of which a world is unlikely to have experienced.

The waves of assault craft and the threat of orbital bombardment are causes
for alarm, and a planet’s government must make a choice between capitu-
lation and resistance. In some cases, the decision is made for them by the
vile policies of the invaders, for there are few who would willingly become
fodder for the Relthozan Empire or a drone-slave in the Directorate.

To defend against an invasion, planetary governments will often activate


elite formations to destroy bridgeheads and defend key installations.
These well-trained and well-equipped troops will look to make the war as
costly as possible for any invading force. Through skill and sacrifice, such
units have gutted invading forces, blunted offensives and ensured the
continued survival of their homeworld.

The worlds of the Storm Zone are at war.

Welcome to Planetfall.
12 THE FIRESTORM-PLANETFALL GALAXY

AQUAN PRIME
Guardians of Csera
The Aquan Sebrutan – or ‘Union’ – is one of the old-
est interstellar powers. Composed of many different
sentient aquatic lifeforms spread over a thousand
water worlds, the Sebrutan has a naive and enlightened view on life that
has received an unfortunate shock in the outbreak of the greatest war it
has ever faced.

Preyed upon by cruel raiders financed by the Directorate for years, the
Sebrutan now finds itself in a position to seek revenge for every slave
that has been stolen away and experimented on by their immoral and
profit hungry neighbours. Not best suited in a physiological sense to
ground combat, the Aquans have still built a powerful combat method-
ology that takes much from their living environment.

Much as their space vessels are grown from semi-living materials, their
ground vehicles adopt many of the same designs and methodologies.
Informed by their own affinity with three-dimensional environments
and complex ecologies, Aquan ground forces engage the enemy using a
multitude of means that leave their foes disorientated and reeling.
Below:
Aquan Infantry are an Organized into ‘Waves’, often from the same planetary cluster and grown
unusuallooking force. from the same material culture, Aquan ground forces are formed of
THE FIRESTORM-PLANETFALL GALAXY 13

multiple ‘Tides’ or battlegroups. Each Tide is expected to operate as a


seamless force within the wider strategies of the Wave, and the com-
plex interlocking strategies that the Wave Leaders weave have
become legendary. Willing to exchange territory for time, the Aquan
defenders will often ‘bait’ enemy units into traps where they are
destroyed by elaborate fire plans from a multitude of sources.

Misdirection and manoeuvrability are Aquan watchwords,


and the ingenuity of the Sebrutan’s people have been
employed to ensure the complete destruction of her
confused foes. Utilising skimming vehicles to ensure
high speeds across all forms of terrain, Aquan forces
strike without warning at breathtaking speeds. Crystal
nodes sky-dropped into position allow careful redirec-
tion of beam weapon fire from other positions, and aerial
forces are constantly present to ensure complete Battle-
field dominance. In addition to this, the Aquans use various
sub-cultures to man their light craft, providing a strong Light
Infantry presence and capable recon support.

BA’KASH
The Clan Warriors
A tribal society that roams the stars like a violent Above: It is a common
infestation, the Ba’Kash are a primitive people con- sight to see Aquan Heavy
sidered a scourge by the Sorylian Collective and many
Works Raptor Ba’ Kash
Skimmers escorted by
Terquai Empire
Light recon units.
other powers within the Kurak Alliance. Caring not a whit for the opin-
ion of these soft races, the Ba’Kash clans go where they will and attack
whomever they please, seeking to grow wealthy on the proceeds of the
Great Bounty (the current war in the Storm Zone).

Recent years have seen more and more Ba’Kash clans take service with
the Zenian League as a means to secure the greatest plunder. Allowed
safe passage through the realms of the Hawker
Relthoza
Industries
Empire toRense
the rich pick-
System Navy Veydreth

ing grounds of the frontline, the Ba’Kash now fall upon the Storm Zone
in ever greater numbers, used as simple projectiles of destruction by the
Zenian League (which cares only that the Ba’Kash disrupt the Alliance’s
response to its own offensive).

Ba’Kash raiding fleets include large numbers of aerospace assets, which


serve as auxiliaries for the Relthozan ‘Invader’ forces. Using terrifying sonic
weapons, Ba’Kash craft will clear the skies of craft, before turning their
shriek cannons on enemy ground forces. After the battle, of course, these
pitiless warriors will strip the dead and wounded of anything of worth.
14 THE FIRESTORM-PLANETFALL GALAXY

DINDRENZI FEDERATION
The Children of Ignatius
The Dindrenzi Federation is an interstellar power
possessed of both boundless energy and an unfor-
giving nature. Still smarting from the experience
of Terran Alliance rule and the shocking nuclear bombardment of
Dramos during the First War of Liberation, the Federation now seeks to
redress the scales with the Alliance and secure its own dominance of the
Storm Zone.

With its naval fleets leading the Zenian League charge, the Dindrenzi
Combined Fleet and Army (DCFA) finds more and more of its units tied
up in the conquest of already-secured ground rather than in pressing
onwards as the Legislature demands. With the emphasis on maintaining
the advance, the DCFA finds itself hurrying the conquest of new worlds,
and therefore placing even greater strain on its units.

The ground portion of the DCFA are the planetary Legions raised and
equipped by the member systems of the Federation. Bearing livery
of their home worlds and carried into battle on the ships of their
home-system’s Planetfall Naval Divisions, the Legions travel in groups
of between four and six (with five Legions being equivalent in size to a
Terran Division).

An elite force driven by pure survival instincts, the Dindrenzi formations


have been tempered by war and are considered to have the best com-
mand and control mechanisms currently in service. The Pioneer-Legates
and Pioneer-Centurions of these forces are brutally pragmatic, they strike
Below: Dindrenzi
hard and fast using hit-and-run tactics to neutralise enemy defences as
Federation Heavy
Skimmers are devastating quickly as possible. Lightning fast Battlefield deployment using low-
in combat as they orbit skypods is a hallmark of Legion assaults, and Dindrenzi troops are
unleash their railguns. some of the best trained infantry in the Galaxy.

Almost all their vehicles use hover-tech, allowing them


to operate in any theatre of war with ease. The core
of their weaponry is railgun-based; once in effec-
tive range, shields lose their effect considerably
against railgun slugs that have been propelled at
hyper-velocity, a decided disadvantage for the
Terran Divisions that often face them. Din-
drenzi assaults are famed for their speed
and adaptability, and it is by utilising this
speed that the Pioneer-Generals of the
DCFA hope to secure victory.
THE FIRESTORM-PLANETFALL GALAXY 15

DIRECTORATE
Scourge of the Outer Reach
A hyper-capitalist conglomerate of mutually com-
peting corporations, Directorate ruled space is a
paradise for the wealthy and a living hell for every-
one else. Motivated solely by profit, the member-corpo-
rations of the Directorate care nothing for morals or anything
other than reusable assets and the latest technologies.

The military forces of the Directorate, much like its soci-


ety, is suffused with this mentality. Each and every
Security Fleet is in fact a private military corporation,
hired on a contractual basis on the Corporate Mil-
itary Index for whatever mission their employers
deem worthwhile. Modelled to their executives’
whims, Directorate forces care only for their per-
formance reviews and financial statements, and will
use any and all means available to secure the desired
outcome.

Those Security Fleets that employ ground units, often


called Acquisition Groups, specialize either in asset retrieval
(raids for slaves, technology and resources) or in takeover bids
(the licensed seizure of territory on behalf of a corporation).
Both will be conducted with callous disregard for the indigenous
population who, if they have the misfortune of falling under Direc-
torate rule, will be processed as ‘asset labourers’: effectively slaves. It
will come as no surprise therefore that the power most likely to expe-
rience continued resistance from a hostile planet is the Directorate itself.

Acquisition Groups often make heavy use of air power, citing the psycho- Above: Directorate
logical effect of ‘death from above’ as being a valuable part of their terror Medium Battle Crawlers
campaigns. Cyber-warfare suites are regularly used to cripple opposition form the mainstay of this
units mid-battle, often mounted on specialized drone and tank units. race’s forces.
Other forces are more conventional, although as a general rule the Secu-
rity Fleets will install as many automated systems as possible, partly to
save on the cost of waged team members.

Incentivised with destruction targets and hazardous warfare packages,


Directorate forces will attack wherever they believe an advantage can be
had. The sowing of terror is considered a viable tactic, and on more than
one occasion Security Fleets have been hired expressly to cause as much
damage as possible to civilian infrastructure, with cybernetic infantry
purging ‘living assets’ almost at random.
16 THE FIRESTORM-PLANETFALL GALAXY

Works Raptor Ba’ Kash

HAWKER INDUSTRIES
Architects of Destruction
Hawker Industries is the premier manufacturer of
military vehicles in the Terran Alliance... or at least,
Hawker Industries Rense System Navy
it was. Many years of peace saw Hawker’s line in mil-
itary equipment mothballed, and much of its funds went into civilian
manufacturing.

However, with the new Zenian League offensive and the evergrowing
threat to its manufacturing capabilities and shipyards, Hawker Industries
has once again risen to the challenge. Old vessels have been re-com-
missioned into the Hawker Industries Protection Corps, and aerospace
assets have followed suit. Whilst old, these machines are well designed
and built, with Hawker quality translating into continued combat effec-
tiveness; and with modernization programmes in full swing, there is little
wrong with HIPC material!

HIPC soldiers are incredibly well paid and cared for. Many former AFTSC
pilots have taken up the call, and its formations are therefore rightly con-
sidered elite. The pay, conditions and dashing lines of the vehicles make
them the butt of many an envious joke amongst Terran Alliance person-
nel, but none can doubt their very real Battlefield effectiveness. Racing
ahead of allied Divisions, HIPC wings will simply destroy as much as they
can; disrupting the enemy formations and destroying any chance of an
effective response to the approaching AFTSC battleline.

THE RELTHOZA
Masters of the Deep Rifts
The Relthoza are easily the most intimidating alien
race encountered by humanity. Apparently evolved
from social arachnoids, their very appearance is noto-
riously frightening to human eyes. With a highly advanced caste-based
society, the Relthoza Empire has thrived for many hundreds of years.

Compelled to breed and spread, the Relthoza Empire has often experi-
enced a period known as the Swarming Time. Prior to its expansion into
the stars, this period led to civil war and internecine bloodletting; now
however, it merely guarantees large numbers of willing Warrior Caste for
the leaders of the Relthoza ‘Invader’ formations.
THE FIRESTORM-PLANETFALL GALAXY 17

The Relthoza Warrior cul-


ture uses warfare to accel-
erate and hone the intense
pupation cycles of their race.
Or to put it another way – the
strong really do survive, and then
prosper and grow. With a deep tra-
dition of how warfare is fought, one
that is completely alien to human notions of honour but to a Relthoza Above: The most alien
is steeped in history and glory, the Empire’s warriors fight hard to proof of all the Planetfall races,
their worth. Membership of an ‘Invader’ formation is a great honour in the Relthoza swarm the
battlefield, slaughtering
caste society, and gladiatorial combats are often held to decide who is
all before them.
worthy of stepping foot on a new world.

The Empire relies on the conquest of such territory to survive, and unlike
other races, the Invader formations are large enough to ensure complete
dominance. Thanks in part because of the size and skill of the average
Relthoza warrior, this is no great drain on the Empire’s thriving popula-
tion, and hordes of drones help make up the numbers. An Invader for-
mation will therefore spend as long as it takes to completely pacify a
world, with the offensive carried elsewhere by other waves. There is stiff
competition between formations for the swiftest conquest.

Invader formations rely on drone networks and nodes to bolster their


command and control, and, as masters of cloaking technology, favour
the ambush as the most honourable form of warfare. Close quarter
combat also plays a big part, with forces swiftly closing the distance
to employ the pre-eminent weapons in a warrior’s arsenal: projectile
launching Shard Cannons and talons.
18 THE FIRESTORM-PLANETFALL GALAXY

Works Raptor Ba’ Kash Terquai Empi

RENSE SYSTEM NAVY


The Military Elite
Part Presidential Guard, part Church, part Secret
Police and part State-within-a-State, the Rense Sys-
tem Navy is an incredibly powerful entity within the
Hawker Industries Rense System Navy Veydreth

Dindrenzi Federation. Initially responsible only for the protection of the


Rense System, capital of the Federation, the RSN morphed over the years
into an ever more massive organization that strikes fear into both friend
and foe.

Steeped in the traditions of Rense and the ruined planet of Dramos, the
RSN is home to the most patriotic of Dindrenzi personnel, and holds
itself as the exemplar of Federation ideals.

Believing passionately in their right to seek revenge against the Terran


Alliance, the RSN now watches over Dindrenzi Federation units to ensure
they prosecute the war with the required level of diligence and fury.
Only just prevented from installing an RSN observer on every vessel and
in every regiment of the DCFA, the RSN makes do with having its own
units present at every major engagement to inspire and encourage their
brethren to fight all the harder.

RSN Marine detachments are incredibly threatening; their sombre black


liveried aspect and the fanatical zeal of their forces mean they strike far
above their weight in numbers. Employing many automated robots and
drone units, RSN forces are an inimical foe that only stop coming when
they are completely destroyed.

SORYLIAN COLLECTIVE
Warriors of Kerender
Sorylian civilisation is ancient and introverted,
concerned ultimately only with careful measured
development and the good of their technologically
advanced race. Ruled by elders in the Grand College of Ages, the Collec-
tive is slow to react to the wider universe, preferring a cautious, method-
ical approach to matters, guided by their conservative mindset and cold-
blooded patience. This has unfortunately included the massive Zenian
assault of its own territories...

Slow to react, but not slow to anger, and very dangerous opponents
once roused, the Sorylians combine brutal strength with a keen if rather
THE FIRESTORM-PLANETFALL GALAXY 19

rigid intellect. Of a defensive mindset, Sorylian space is organized into


several ‘spheres’, each layered within the other, and with their own
defensive formations in place. All of the ground forces within that Sphere
will be commanded by the Sphere Lord, with planetary responsibility
devolved on Warden Lords. When engaged in offensive action, a Sphere
Lord will assemble planetary strike forces, termed ‘Lances’.

As the Collective shifts into an ever higher state of military preparedness,


more and more Lance formations are being formed from the defence
forces of planets farther away from the current frontline. These forma-
tions assigned to the counter-attacking Bastion Fleets in the Storm Zone
and the second line formations of the Grand Sphere Fleet are prepared to
sell their lives dearly in defence of the Collective and its allies. Caring less
for stealing new territory over regaining what is rightfully theirs, Sorylian
Lances will focus with cold precision on destroying military assets that
can support a war effort over the subjugation of new territory. This is not
to say that all Sorylians are above taking revenge however....

Lance Lords are deliberate tacticians who use Battlefield control and
pre-determined fire patterns to pin their enemies in place. Favouring
long range engagements in all but infantry-based combats, Lances are
Below: The Sorylian
formed with a large number of highly advanced walker heavy battle Collective relies as much
vehicles as a solid core. This will slowly advance on a foe, supported by a on brute strengh as it does
multitude of fast skimmer vehicles that shift Kul’Vok heavy infantry and technology to crush its
Mul’Kat light infantry squadrons forwards to capture critical objectives. enemies...
20 THE FIRESTORM-PLANETFALL GALAXY

THE TERQUAI EMPIRE


The Silent Explorers
A minor star nation with incredibly close relations
to the Aquan Sebrutan, the Terquai Empire is a
Works Raptor Ba’ Kash Terquai Empire
human-dominated society that includes a large num-
ber of Aquan sub-species; and a culture that combines elements of both.

Intellectual and introspective in outlook, the Terquai have recently


expended much effort in exploring and cataloguing the Storm Zone,
searching for new worlds, civilizations and artefacts. This research is
combined with an ever-expanding commitment to the war. Both the
Dindrenzi Federation and the Directorate hold a particular loathing for
Hawker Industries Rense System Navy Veydreth
the Terquai, and the Empire is prepared to meet the challenge head on.
Below: Although limited
in numbers, the use of
Terquai Imperial Ground Forces (IGF) are formed almost exclusively of
Portal Technology has air and heavy infantry units. Such light forces can easily be transported
had a massive impact on as security troops on exploration vessels, and in greater numbers make
Terquai fighting potential. excellent Battlefield auxiliary for the Aquan ‘Waves’.

All Terquai units benefit from a fusion of


advanced human and Aquan technol-
ogy, as well as cutting edge science
that comes from less identifiable
sources. IGF infantry employ
highly advanced battlesuits to
survive the hostile environ-
ments in which they are
often deployed, and have
recently been seen using
a mysterious form of
portal technology.
THE FIRESTORM-PLANETFALL GALAXY 21

TERRAN ALLIANCE
Guardians of the Charter
The Terran Alliance as the greatest interstellar
Human nation, a fact which the Dindrenzi Federation
longs to change. Yet even as the forces of the Zenian
League batter against its borders, the Alliance endures... and grows
stronger.

Having experienced many years of peace, the Armed Forces


of the Terran Satellite Charter (AFTSC) were not considered a
priority for funding and innovation, with budget cuts and
reductions in numbers happening year on standard year.
Thankfully, however, the Alliance is so large that even the
reduced Armed Force is of a size to rival any of the other
interstellar powers.

With the Dindrenzi Federation rolling into its ter-


ritory, the Terran Alliance has now mobilized and
reactivated as much of its military strength as
possible. New designs are now appearing at the
frontline, blessed with thick armour and access to
powerful shielding technology. Based on older, tried
and tested technology over more exotic variants, the
equipment of the AFTSC is rugged and reliable.

Organized into self-contained units known as ‘Fronts’, AFTSC


forces are then assigned to one of the main naval fleets to act
as both defensive and offensive assets. A Front can have respon-
sibility for multiple solar systems at any one time, and will therefore be Above: Solid and
divided into smaller Divisions, at a ratio of one division per planet. Each dependable. Terran
Division, often given its own number and motto, will either spearhead Alliance ground units
grind their enemies
an invasion or be the first line of defence against an assault. Rotation of
into dust.
Divisions, and amalgamation of shattered units, is the key to ensuring
that a Front can succeed in either defending or conquering its area of
responsibility.

Divisional forces are all about moving deliberately through the Battle-
field, laying down fire on forward elements of the enemy and then bring-
ing their numbers to bear to ensure final victory. Utilising shorter range
weapon systems when compared to other races, but with the survivabil-
ity to reach their objectives, Terran Commanders make extensive use
of a wide array of weapon types ranging from corrosive Hammerstrike
Missile Systems, to pinpoint G-43 Heritage Lasers and their punishing
Magellan Cannons mounted on specialist vehicles.
22 THE FIRESTORM-PLANETFALL GALAXY
Works Raptor Ba’ Kash Terquai Empire

THE VEYDRETH
The Tribal Raiders
The Veydreth are a race of tenacious tribal warriors
who will not shrink from any challenge, and hunt-
ing the more dangerous
Hawker Industries prey of the Zenian
Rense System Navy League Veydreth

has in no way dimmed their lust for battle, or the suc-


cess of their raids. If anything, the increased contact with the more estab-
lished powers has only expanded Veydreth horizons and forced them to
develop new tactics to combat more powerful foes.

Despite often being considered unwelcome allies thanks to their preda-


tory unruliness and scavenging instinct, the staid and stoic Sorylian High
Command have begun to value the presence of these ‘Star Dragon’ tribes
more and more, finding that their methods of war are complementary to
the Collective’s own.

Veydreth raiding parties consist of a multitude of tribal warriors employ-


ing archaic assault skiffs. These haphazard vehicles are rugged and ver-
satile, and can traverse almost any kind of terrain, allowing the predatory
Veydreth to close on their foes with alarming speed.

In an anarchic fashion, ‘splinters’ of Veydreth raiders will dash off into the
hinterland to seek the enemy. With careful incentives, Sorylian Lance
Lords can encourage these units to act as reconnaissance assets, as well
as surgical strike teams. Armed with a variety of scavenged weapons the
Veydreth have repurposed to suit their needs, these hunters are not to
be underestimated.

WORKS RAPTOR
The Merciless Hunters
Often considered the most psychopathic organ-
isation in the known universe, Works Raptor was
once a military production corporation that, over Works Raptor Ba’ Kash

time, became so obsessed with the violence it helped


commit that it transformed into a veritable killing machine all on its own.
Its theoretical concept models became live tests, its targets became
innocent civilians and its workforce became cybernetic terror soldiers.
By the time it declared its support for the Dindrenzi Federation, most in
the Terran Alliance were simply happy to be rid of it.

Hawker Industries Rense System


THE FIRESTORM-PLANETFALL GALAXY 23

As part of the hyper-capitalist Directorate, Works Raptor has become


known as the most sadistic of an already merciless bunch. With no
apparent rhyme nor reason to its actions, Works Raptor has built up a
massive force that excels in sowing terror and death in support of the
Security Fleets. Infiltration is a particular speciality, and its ship com-
manders love nothing more than sneaking into rear area systems and
causing untold havoc.

Works Raptor ground forces continue in this trend, striking hard and fast
with brutal efficiency. Working in concert with heavier Directorate units,
their light recon tanks and interceptors land the killing blow on already
weak units, and generally sow mayhem in the oppositions lines.

Over recent years the actions of the Works Raptor higher echelons have
become ever more inscrutable, performing acts of terror seemingly far Below: Speed and
and above the expected profit-norms of their Directorate associates. aggression - sums the
Attempts to infiltrate the organisation have proven impossible as yet, Works Raptor up well.
further increasing concerns
that Works Raptor may be
about to turn rogue.
24 GAME BASICS

GAME BASICS
Planetfall is designed to be a fast and furious game of massed armoured
combat. The game mechanics have been kept simple and easy to learn,
allowing Commanders to quickly get to grips with the tactical use and
deployment of their key military assets.

The core mechanics are explained within this chapter to create fast-
paced, dynamic action.

WHAT YOU WILL NEED TO PLAY


When playing Planetfall you will require the following:

❯❯ Models to represent the Forces of the Planetfall-Firestorm


Armada Galaxy.
❯❯ A tape measure.
❯❯ A Battlefield or other suitable gaming area.
❯❯ Game Markers to identify the various effects and conditions
that can apply in the game.
❯❯ Activation Markers to show which Squadrons have Activated
and which have not.
❯❯ A good number of 6-sided Dice (about 30 or so should do it!).
❯❯ A Force List that shows the Battle Groups, Helixes and
Squadrons you are taking into battle.
❯❯ A copy of your Force’s Order of Battle (often referred to as an
ORBAT) with the rules for your Models.
❯❯ A deck of Tactical Action Cards that allow Commanders to
represent the important choices, tactics and risks that may
Below: A standardised facilitate the prosecution of the war effort.
basing design makes ❯❯ . . . And a sense of imagination and wonder helps too!
playing Planetfall simpler.

MODELS AND BASING CONVENTIONS


The game uses highly detailed Models, produced by Spartan
Games. The Models are available from www.spartangames.
co.uk and many high street and online retailers.

All Models are supplied with either a precision laser-cut


acrylic base, or a resin scenic base. Bases are used to deter-
mine a Model’s Line of Sight, weapon arcs and its ‘foot-
print’ on the table, and as such it is essential that all Mod-
els MUST use the base that they are provided with.
GAME BASICS 25

MEASURING AND PRE-MEASURING


All measurement in Planetfall is done in inches, often shortened to ".
A tape measure is the easiest way to measure distances. If you don’t have
access to a tape measure marked in inches, use the conversion of:

1 Inch = 2.5 centimetres 1" = 2.5 cm.

Pre-measuring is allowed at any time, for any reason you like.

THE BATTLEFIELD
Planetfall is played on a Battlefield. The easiest way to make a Battle-
field is to place a cloth on the table. You will also want some terrain. See
Page 77 for descriptions of Terrain Types.

Many clubs and other gaming venues will have boards and terrain
already prepared, which is much easier than making your own.

GAME MARKERS
To keep track of damage and other in-game effects, Game Markers are
supplied in the rule book (see Page 130), and on the website. See Page
129 for a full explanation of Markers.

Overwatch Flat Out Activated Cyber Attack

Damage Disordered Forlorn Hope Debilitating Effect


26 GAME BASICS

ACTIVATION MARKERS
In every Game Turn, you get to Activate each of your Squadrons in an
alternating fashion, and as such it can be difficult to keep track of what
has gone, and what has yet to Activate.

To help keep track of which Squadrons have acted in a Game Turn, at the
end of their Activation, place an Activation Marker by the Squadron to
show it cannot Activate again this Game Turn. A Squadron that has not
yet Activated in a Game Turn and has no Activation Marker is consid-
ered ‘Ready to Activate’. There are also some rare circumstances in which
a Squadron can acquire an Activation Marker without having been Acti-
vated, in which case it will not get to Activate at all that Game Turn.

PLANETFALL ZERO-HOUR TRACKER


This Template is used to determine how close a Commander is to achiev-
ing ‘Planetfall’ – with all objectives achieved and the area secured, the
High Command will announce Planetfall secured and the assets in orbit
Below: You will make
can begin to deliver the heavy elements to continue the invasion. Of
entensive use of the course, in the case of the Defenders, the Tracker can represent the des-
Zero-Hour Tracker perate defence of the target area and the buying of time for their own
in your games. heavy elements to reach the location.
GAME BASICS 27

THE PLANETFALL TEMPLATE


This Template has a variety of uses: It is used to generate Fire Arcs, mea-
sure Close Quarter Battles ranges, and move Models such as Leviathans
and certain other lumbering Models. It is marked in inches for ease of
use, as seen above.

THE BLAST TEMPLATE


This 5" diameter Template is used to
represent Artillery Strikes on the
Battlefield, as well as unusual
area effects. Such effects are
indiscriminate, however, so
Commanders should be
VERY careful how they
employ them. The Tem-
plate also allows Com-
manders to determine
any random scatter
mechanics such as Sky
Drops and Artillery
Deviations.
28 GAME BASICS

GENERAL PRINCIPLES OF DICE


In Firestorm: Planetfall there are two types of Dice: D6 and D3. A D6 is
a standard six-sided Die. To roll a D3, roll a D6, as normal and consult the
table below:

Dice Roll Result


1 or 2 1
3 or 4 2
5 or 6 3

Rolling of a Natural 1
Regardless of all modifiers, a roll of a 1 never hits.

Rolling of a Natural 6
Regardless of all modifiers, a roll of a Natural 6 always results in a Hit.
However, the severity of the Hit may be mitigated by other factors.

Important Note: A ‘Natural’ 6 is when the Die’s face shows a 6. Rolling a


5 when you have a +1 modifier does not make it into a Natural 6.

Initial Dice
There are many effects in the game that determine the number of Dice
that are to be rolled. Whenever the rules mention Initial Dice in this
book, we are referring to your total number of Dice BEFORE adding any
extra Dice from other sources or effects, such as the Exploding Dice
mechanic, described later.

‘To Hit’ Modifiers


To effectively engage a target, a Commander needs a certain number
‘To Hit’. This will commonly be described as X+, where X is the mini-
mum Hit Number required on the Dice roll. Unless otherwise stated, all
Hit Numbers begin with needing 4+ To Hit, using the Exploding Dice
mechanic. Hit Numbers can also be referred to as a ‘target number’, espe-
cially when it is referring to a roll not related directly to combat. Various
effects can cause the ‘to hit’ number of a dice to change. These are known
as ‘to hit’ modifiers.

Needing 7s or Higher
If a set of Dice modifiers would cause a ‘to hit’ number to need 7+, the
Attack still needs 6+ to hit, but the Total Attack Dice Pool is also halved.
GAME BASICS 29

TYPES OF DICE ROLL


BASIC DICE [ BLACK D6 ]
There will be occasions in-game where the rules will note that a Dice Roll
must use the Basic Dice mechanic. The use of this mechanic is kept for
simple Dice rolls. If the Dice Roll is listed as a Basic, neither the Heavy nor
the Exploding Dice mechanic is to be used, and a roll of a 6 results only
in ONE Success.

HEAVY DICE [BLUE D6]


There will be occasions in-game where the rules will note that a Dice
Roll must use the Heavy Dice mechanic. The Heavy Dice mechanic is less
powerful than the Exploding Dice mechanic as it will generate less hits
on average. If the Dice Roll is listed as a Heavy, a roll of 6 results in TWO
Successes.

EXPLODING DICE [RED D6]


Most Dice Rolls in Planetfall will use the Exploding Dice mechanic as a
means of generating hits. If the target number listed for a successful roll
is listed as a [RED] 6 anywhere in the rules, you know the Exploding Dice
mechanic is in use. This means that a roll of a 6 from any Exploding Dice
results in TWO Successes, AND an additional roll of the Dice.

The Exploding Dice Mechanic works as follows:

1. Roll your Initial Dice


2. Set aside all Dice that resulted in a hit and count the
total number of [RED] 6s that were rolled.
3. The Exploding Step: Roll an additional Die for each [RED] 6
in exactly the same way as before, subject to the same ‘to hit’
modifiers.
4. Repeat the process in Steps 2 and 3 until
there are no additional rolls to be made.
5. Count up the total number of Successes BLACK 6
from all Dice rolled. Each [RED] 6 counts = ONE Success
as TWO Successes instead of one.

In some rare circumstances, a special rule


may modify how many Exploding Dice you BLUE 6
get from a [RED] 6, allow numbers other than = TWO Successes
[RED] 6 to Explode, or otherwise vary this com-
mon mechanism.
RED 6
= TWO Successes AND
Roll Another Red D6
30 GAME BASICS

XD6 ROLLS
In some parts of the rules, you may be asked to roll a number of Dice in
one go to give you a combined result. Unless otherwise stated, the term
XD6 means rolling the number of Dice listed in the X using Basic D6,
and adding the scores (or in some cases the number of hits) on these dice
together, to give a result.

OPPOSED TACTICS TEST


These are most often used when determining important matters, such
as the Game Turn Initiative (see Page 64). The number of Dice required
to be rolled in an Opposed Tactics Test is normally two per Commander
but this may vary depending on circumstance. Both Commanders roll
using the XD6 method using the Basic Dice mechanic, add any racial
modifiers from their Tactical Bonus (see Page 58) and compare the
results. If two Commanders roll the same result, they both re-roll all their
Dice, and, unless otherwise specified, will apply the same modifiers to
the roll: a tie is not a possible outcome.

Logistics Points
Commanders may choose to purchase Logistics Points at a cost noted
in their relevant Force List. These points can be added to ANY Opposed
Tactics Test (up to the maximum number noted in their Force list).

A Commander who lost the Opposed Tactics Test should


request to initiate ‘bidding’. Commanders then ‘bid’ in secret
Arguments? (using a Dice hidden behind your hand is fine!) and reveal
If disagreements occur, their ‘bids’ simultaneously. The number bid cannot be
we suggest both Commanders more than the Logistics Points remaining to a Com-
take an Opposed 2D6 Dice Test mander (obviously) and once a Commander bids with
– ignoring any Tactical Bonuses or their Logistics Points, the points are lost.
Logistics Points – with the winner
deciding upon the course of
action to be taken. The rules RE-ROLLS AND ‘INITIAL DICE’
can then be checked In many circumstances, a Commander may be permitted
more thoroughly (or even forced) to re-roll a certain number of Dice from
after the game! their Initial Dice. This simply means you pick them up and
roll them again, discounting what had previously been rolled.

The particular rule granting the re-roll will make it clear when it can be
used. If a rule simply says ‘re-roll the Initial Dice’, that means re-roll ALL
the Dice BEFORE rolling any extra Dice from sources such as the Explo-
sive Dice mechanic. Other rules specify how many Dice may be re-rolled.

A Re-rolled Dice may NEVER be re-rolled again under any circumstances.


GAME BASICS 31

ROUNDING UP
If, for any reason, the rules state that a value
is to be reduced by HALF, the original
number is always Rounded Up to the
nearest whole number.

For Example:
A Dice Pool numbering 13 Attack
Dice (AD) is halved, taking the
number to 6.5. This is Rounded
Up to 7 Attack Dice (AD).

RANGES
Range is the distance (in inches)
between the Firing weapon and
the target, along which Line of
Sight is also measured. For more infor-
mation on Line of Sight see Page 101.

MEASURING TO MODELS
You will often have to measure to Models, such
as when determining what range a weapon is at.

In Planetfall, all Models are provided with a base. This represents the area Above: Terquai Heavy
of control the Model exerts and is considered to be part of the Model at Infantry are devastating in
all times. All measurement is done from Model to Model (or feature) and Close Quarter Combat.
this includes the base.

ALTERNATING ACTIVATIONS
The game of Planetfall uses an Alternating Activation mechanic, mean-
ing that a Commander will Activate a Squadron, resolve the various
in-game effects that result from the Activation, before play then passes
to the other Commander.

Furthermore, once a Commander begins to Activate a Helix, they MUST


continue to Activate Squadrons within that Helix until all have Activated
BEFORE moving on to another Activation within a different Helix. This
means that a Commander must think tactically when deciding when and
where to activate.
32 GAME BASICS

HEIGHT BANDS AND HEIGHT LEVELS


Planetfall allows for models to fight over a multitude of terrain with
flying vehicles and ground vehicles able to interact with each other. To
allow all this to happen, the game divides the levels at which Models can
exist into TWO Height Bands: Aerial and Surface.

AERIAL
This Height Band should be considered to be the ‘Ground Attack’ level
where Flyers engage targets with their weapons firing at optimum effi-
ciency. At this height, Models are considered to be viable targets for
surface fire and can even be the target of melee attacks from towering
Leviathan-sized Models. Only Models with the Flying Vehicle Model
Assigned Rule (MAR) operate at this level.
Below: Models in
Planetfall range from
SURFACE
Small Recon to Huge This Height Band refers to the part of the game where the majority of
HQ Vehicles packing Models exist. Be it Tanks, mighty Leviathans or Infantry, they all move
immense firepower. and operate at this Height Band.
GAME BASICS 33

ARCS OF FIRE AND LINE OF SIGHT


In Planetfall, the vast majority of Models are considered
to be able to see any target that they can draw a line of
sight to; in effect they have a 360-degree Arc of Fire.
This represents the lightning fast rotation speed of
most vehicles, and the highly advanced tracking
and targeting systems present.

However, some Models have specifically listed


Weapon mountings, allowing them to only fire in a
determined direction.

All Models are considered to have FOUR 90-degree


Arcs: Fore, Aft, Left, and Right. In addition, certain Models
will have weapons with the ability to fire All Round (noted
as AR in a Weapon’s Profile) – this means that they are not
restricted by Arcs of Fire at all. Arcs of Fire become important
when performing Overwatch or Focused Fire Actions (see later). Example of Arc of Fire:
In the diagram above
an Aquan Prime Savari
DISORDER TESTS Medium Tank has a
Sunburst Laser with a
Fire Arc listed as F in its
During a game, Commanders frequently are asked to take Disorder Tests.
profile. Because of this,
These Tests represent the difficulty a Squadron may face when attempt- the Savari can ONLY fire at
ing to follow its orders, or whether or not the Squadron can keep its targets that are within its
nerve when under heavy fire. 90-degree Fore Arc.

When asked to take a Disorder Test, the Commander will normally roll
3D6, scoring Successes on rolls of 4, 5 and [RED] 6. The Commander
then counts the number of successes scored, and compares the result to
the number of Successes required to Pass the Test.

In certain circumstances, Commanders may roll more or even less than


3 Dice for Disorder Tests, depending on whether they are in command
range of a Commanding Element, or if a scenario or game condition has
caused them to become disillusioned with the battle and their chances
of surviving it.

A Squadron that fails a Disorder Test gains Disorder Game Markers.

For more information on Disorder, see Page 85.


34 GAME BASICS
THE MODEL PROFILE 35

THE MODEL PROFILE


All of the Models in Planetfall have a number of statistics which tell you
how they operate on the Game Board. These give a measure of the rela-
tive combat effectiveness of a vehicle, and tell you what special rules and
abilities it has. All of these elements are listed within a Model’s Profile.

Below is an example of a Model Profile – it isn’t as compliacted as it may


appear at first glance.

DINDRENZI 1 BATTLE ROBOT – IAPETUS 2 240 Points 3 4

WEAPONS Mv DR SH CQB

WRIST BLADE 2
Sq-Size LoS Class Quality TV

COIL LAUNCHERS

Model Assigned Rules


Additional Rules

1 RACE
All Models in the game are assigned a Race to which they belong. All
Models that are part of the Core Force must belong to the same Race
unless a specific condition or Model Assigned Rule (MAR) applies.

2 DESCRIPTION AND NAME


The Description allows Commanders to understand at a glance the
basic combat style of the Model. In this case the Model is referred to as a
Battle Robot – suggesting it has more of a front line assault role.
All Models also have a Name.

3 POINTS COST
A Model will always have a Points Cost. This will allow Commanders to
assess how many of these Elements they wish to take as part of their Force.

4 RACE INSIGNIA
This shows the Race to which the Model belongs.
36 THE MODEL PROFILE

DINDRENZI BATTLE ROBOT – IAPETUS 240 Points

WEAPONS Mv DR SH CQB
5 6 7 8
9a

WRIST BLADE 2
Sq-Size LoS Class Quality TV
9b 9d 9e
COIL LAUNCHERS
9c
Model Assigned Rules
Additional Rules

5 MOVEMENT (MV)
The distance that the Model can move during its Activation is given in
inches ("). Where a Model has two values listed, the first is the distance it
moves during a Cruising Move action, the second is the distance it moves
Flat Out. See Page 68 for more details.

6 DAMAGE RATING (DR)


The Damage Rating is equal to the number of Successes required to
Destroy the Model. Certain Models have more than one Damage Rating
separated by a plus (+), this represents their extraordinary resilience.
When such a Model suffers enough hits to reach their Damage Rating
they take a Damage Marker. Once a model has taken Damage at all its
Damage Ratings, it is Destroyed.

7 SHIELD RATING (SH)


Some Elements in the game are equipped with shielding devices that
can improve both the defences of the Element itself and even assist in
the defence of other Models in the Squadron through a principle of lay-
ered shielding.

8 CLOSE QUARTERS BATTLE (CQB)


This statistic refers to the ability of the Model to defend itself at extreme
close range. These weapons take the form of small arms, sentry guns and
other short range defensive measures. In rare occasions, this entry will
include a /X entry (as it does in the case of the Iapetus). This additional
statistic, known as Leviathan CQB, applies when Leviathans are in Base
Contact with an enemy, allowing them to deliver punishing blows with
a variety of melee weapons. This powerful attack will often have special
rules attached to them because the attack can only be directed at a sin-
gle Model in Base-to-Base Contact.
THE MODEL PROFILE 37

9 WEAPON STATISTICS Weapon MAR Icons


All weapons (and some esoteric technology such as Cyber Weapons or
Nexus Designators) use the following simple set of statistics: Anti-Personnel

9a Weapon Name (Weapon) Barrage


This entry contains the name of the weapon. The weapon may have
additional rules concerning its interactions with defensive systems – Corrosive
Commanders should check the Weapons Table at the start of the Force
List for more information.
Cyber
9b Weapon Type
This icon is used to aid Commanders in remembering which MARs are Interceptor
used by a Weapon. See Page 115.
Kinetic
9c Arc
All Main Ordnance and Designators will have an Arc listed. The notations Pinpoint [X]
of weapon arc are as follows:
Scatter
F: Fore 90-degree R: Right 90-degree AR: All Round
L: Left 90-degree A: Aft 90-degree
Terror
Models will often have notations where multiple arcs are listed such as
‘F+R’ – meaning the weapon has the option to fire in either the Fore or
Right 90-degree arcs.

9d Range Bands (RB)


These are sub-divided into Effective Range (EF) and Long Range (LR),
and represent the distance in inches that each weapon can fire.

❯❯ A weapon that is within the EF distance is in Effective Range.


❯❯ A weapon that is not within the EF distance, but is still within
the LR distance is in Long Range.

In some cases a Model will have a dash (–) within a Range Bracket, mean-
ing that the weapon cannot fire at that range.

9e Attack Dice (AD)


The number of Attack Dice available to the weapon at either Effective or
Long Range.

Important Note: Some strange effects and weapons will often be in


Red Text within this section. Commanders should refer to the specific
weapon’s rules in the Force List.
38 THE MODEL PROFILE

DINDRENZI BATTLE ROBOT – IAPETUS 240 Points

WEAPONS Mv DR SH CQB

WRIST BLADE 2
Sq-Size LoS Class Quality TV
10 11 12 13
COIL LAUNCHERS

Model Assigned Rules 14


Additional Rules 15

10 SQUADRON SIZE
All Models in Planetfall are considered to be in ‘Squadrons’ whether they
are taken as single Models or in larger groups. Squadrons are divided
into 2 key types:

Attachments (Att) – Models that exist only as Elements that attach


themselves to existing Squadrons. These Models will often provide a
bonus to the Squadron they attach to, or will fulfil a specific role on the
Battlefield, requiring the protection of other squad mates.

Squadrons – These Models make up the vast majority of the formations


used in Planetfall. Squadrons can often have variable numbers of mem-
bers to allow Commanders to manipulate their likely Battlefield roles,
but in most cases the Squadron Size must be fielded as either Battle
Strength or Reinforced Strength. Battle Strength Squadrons are always
shown as the smaller number, with the Reinforced Squadrons shown as
the larger number.

11 CLASS
All Models in Planetfall have a Line of Sight Class (LoS Class) that allows
players to determine Line of Sight. There are 4 LoS Classes:

Light | Armoured | Elevated | Flying

12 QUALITY
Quality ranges from Militia, through Regular, to Elite, and determines
how likely a Squadron is to pass any Disorder Tests it is required to take.
THE MODEL PROFILE 39

13 TACTICAL VALUE (TV)


This number gives the Commander an insight into how important
the Squadron is to the overall battle plan. Should this Squadron be
Destroyed, and the ability to prosecute the remainder of the battle can
be catastrophic. Losing a Squadron will cause the opponent’s Zero Hour
Battle Tracker to tick down by the value listed in the TV statistic. Battle
Strength Squadrons are always shown as the smaller number, while the
Reinforced Strength Squadron is shown as the larger number. It is import-
ant to note that in certain circumstances the Reinforced Strength will
be slightly higher than expected – this is intentional, as it reflects the
great weight these reinforced Elements are allocated in a Commander’s
battle plan.

14 MODEL ASSIGNED RULES (MARS)


This line refers to the various Model Assigned Rules that might apply to
a Model.
Below: A Ba’Kash
15 ADDITIONAL RULES Heavy Interceptor soars
This line refers to rules that are specific to that Model, such as allow- above a digital render
ing the purchase of various other Elements at a discount, or Battlefield of the exciting Planetfall
effects that are persistent when this Model is chosen. Cityscape Scenery.
40 GAME BASICS
GAME BASICS
PRE GAME SEQUENCE 41

PRE GAME SEQUENCE


The rules given in the following pages will give even the greenest of
Commanders the ability to dive straight into the action.

PRE GAME SEQUENCE


A. Mutual Decide upon the Main Force, MFV,
Agreements Table Size and Battle Group Strength.
Decide to play either a Friendly or Competitive
B. Set Up Terrain
Game and place the Terrain accordingly.
C. Roll for Roll to see which side of the table each player
Game Board Edge will be deploying on.
Commanders should place their Primary
D. Place Objectives
and Secondary Objectives.
Commanders deploy full Helixes in an
E. Deploy Forces
alternating fashion until all Helixes are deployed.
F. Deploy Sky Drop Commanders should place their
Sites Sky Drop Sites and Artillery Markers.
Commanders may now choose the Tactical
G. Choose Tactical
Actions Cards they may wish to draw upon
Action Cards
in the upcoming engagement.
Models with the Recon Specialist MAR may
H. Recon Phase
make a special Movement Action in this phase.
I. Commence Battle Roll to begin the game!

A. MUTUAL AGREEMENTS
To set up a game of Planetfall, all you need to do is follow these simple
Mutual Agreements. It’s always a good idea to agree upon these BEFORE
you turn up to play so you can get to the action faster.

1. Determine Main Force, MFV and Table Size


Battles come in all shapes and sizes, ranging wildly from a small num-
bers of light reconnaissance Squadrons encountering one another on
long-range combat patrols, to full-strength Battle Groups supported by
Heavy Tanks and Air Support making frontal assaults on subterranean
fortresses.

Planetfall allows you to play out any conflict from a small meeting
engagement to an apocalyptic battle stretching across an entire con-
tinent, so the first thing the Commanders need to do is decide which
one of the mighty races they plan to use as their Main Force – this is to
42 PRE GAME SEQUENCE

ensure that Commanders have a rough idea of which Squadrons they


are likely to face across the Battlefield.

Next, the Commanders must decide how big they want their battle to
be by determining their Maximum Force Value (MFV) for the game.
Once the MFV is decided upon, consult the Game Size Table below. This
will also tell you the recommended Game Board size for a battle of that
magnitude.

GAME SIZE TABLE


Total MFV Suggested Table Size
3000 points or less 4 feet x 4 feet
3001 points – 6000 points 6 feet x 4 feet
6001 points – 9000 points 8 feet x 4 feet
Below: Sensing victory, 9001 points – ??? points Commanders Choice
Relthoza units move in
to destroy a damaged
Terran Leviathan. 2. Determine Battle Group Strength
Commanders should agree upon how many Battle Groups they
wish to field as part of their MFV. This helps to ensure a bal-
anced game… or at least gives a Commander a heads-up
that the opponent might be bringing a large number of
concentrated Elements like Leviathan or Command
Squadrons to the game.

Example of Mutual Agreements:


James and Mike agree to play a game of Planet-
fall after completing a brutal game of Firestorm
Armada where Mike’s Dindrenzi hammered
their way to Theta-IV, a planet targeted for
conquest by Rense High Command.

Both are happy to play 4000 Points using


their Dindrenzi and Terran Planetfall
Forces.

They agree to play on a 6 x 4 table.

They decide to build their Forces with TWO Battle


Groups available.

It’s as simple as that!


PRE GAME SEQUENCE 43

B. SET UP TERRAIN
The Game Boards you play on can range in detail and complexity from
a simple desert-coloured cloth with one or two buildings, to a fully
sculpted Board with contours carved into its textured tiles and intricate
industrial complexes bursting from its surface. The following rules detail
how to place terrain on the Game Board in Planetfall.

Terrain should be set up using one of the two following methods:

Friendly Set Up
Friendly Set Up is intended for games between Commanders who are
simply out to have fun. Commanders are encouraged to use whatever
terrain they like and to create scenic and thematic Battlefields to fight
over. Commanders can set up a Game Board placing ANY Terrain Type in
whatever manner they wish to the joint agreement of all involved. (See
Page 75 for more information on Terrain).

Tournament Set Up
Tournament Set Up is intended for competitive play. These rules have
been optimised to ensure that no one side gains an unfair advantage
over the other by placement of the terrain and Commanders cannot pre-
dict the engagement zones their forces might inhabit.

❯❯ Divide the tabletop into 24" by 24" Sectors and each


Commander should roll a D6 into each Sector. On the roll of
a 4, 5 or 6, place an Activation Marker for that Commander
in the Sector. If no Terrain is rolled for by a Commander, they
MUST place ONE Activation Marker in a single Sector of their
choice. On a standard 6' x 4' table, this will mean there might
be between 2 and 12 Activation Markers on the table.

❯❯ Commanders should make an Opposed Tactics Roll (see Page


30) to determine who places the first piece of Terrain, unless
the Scenario being played dictates otherwise.

❯❯ Commanders take it in turns to place a piece of Terrain,


removing one of their Activation Markers each time in the
relevant Sector until all Activation Markers are removed.

❯❯ No player may place a piece of Terrain within 4" of another


placed piece of Terrain, and no piece of Terrain may have a
table ‘foot-print’ of more than 12"x12".

See Page 75 for more information on Terrain.


44 PRE GAME SEQUENCE

C. ROLL FOR GAME BOARD EDGE


Once Commanders have placed Terrain, they need to determine where
they are going to set up their Forces. Commanders should make an
Opposed Tactics Roll. The Commander who rolls highest must choose
a long Game Board Edge to be their Deployment Edge, with the other
Commander taking the opposite edge.

D. PLACE OBJECTIVES
The system uses Primary, Secondary and Tertiary Objectives, and
places greater emphasis on tactical Battlefield control, rather than
pure casualties. Objectives MUST take the form of Buildings or suit-
ably impressive Terrain Features that might conceivably be considered
worthy of capture.

OBJECTIVES
“The ‘Strategic Objective’ is an all-inclusive term used to describe any
combat goal assigned within the framework of achieving victory in a
campaign. On the other hand the ‘Tactical Objective’ is a secondary term
describing any goal that gains a short term advantage."
Page 107 of the Terran Colonial Defence Force
Field Promoted Officer’s Companion,
Charter Information Ministry, October. 3868

In Planetfall, there are THREE types of Objective:

The Primary Objective represents the single vital part of the Battlefield
that, if captured, will provide maximum control and solidify the Target
Site for larger assets later. This Objective is likely to have the largest
Tactical Value (TV) attached to its capture.

The Secondary Objectives represent multiple areas of importance that


should be secured as early as possible, building a powerbase upon which
the main advance can begin. These Objectives are always in enemy
territory and will have a sizeable amount of TV attached to their capture.

A Tertiary Objective is simply the enemy’s Primary Objective, with a low


TV attached to it, yet it is still an important Objective to hold as it will
provide very often the last line of defence against a concerted attack
from enemy forces seeking to capture their premium target location.

Here is a table that will assist Commanders in the number of Objectives


that will likely be placed:
PRE GAME SEQUENCE 45

Number of Primary Number of Secondary Number of Tertiary


Size of Game
Objectives Per Side Objectives Objectives Per Side
0-3000 1 1 +1*
3001-6000 1 2 +1*
6001-9000 1 3 +1*
9001+ 1 4 +1*
*This is the enemy’s Primary Objective

Placing Objectives: Primary


After the terrain for the game has been determined, Commanders should
make an Opposed Tactics Roll (see Page 30) where the winner places
their Primary Objective first, followed by the opposing Commander plac-
ing their Primary Objective. The Primary Objective for any game MUST
be placed in the enemy’s Deployment Zone. The Primary Objective of
Below: A Sorylian recon
the enemy ALSO counts as the Tertiary Objective for the other Com-
unit moves in to Take and
mander, allowing either Commander the chance to score Tactical Value Hold a Battlefield Objective:
points during the End Phase (see Page 111). in this instance, a Works
Raptor Escape pod.
Placing Objectives: Secondary
Next, Commanders should make an Opposed Tactics Roll
(see Page 30) to determine who places their first Second-
ary Objective, and the opposing Commander then places
their first Secondary Objective. Placement alternates
until all Secondary Objectives are placed. The Com-
mander’s placed Secondary Objectives MUST be
located entirely within the enemy’s half of the table,
but may NOT be placed in the enemy’s Deploy-
ment Zone.

Should there be an odd number of Second-


ary Objectives, the FIRST Secondary Objec-
tive is always placed in the exact centre
of the table BEFORE the Opposed Tactics
Roll is made for other Secondary Objective
placement.

No Objective, be they Primary or Secondary,


may be placed within 8" of another Objective.

Important Note: Remember, Objectives should take


the form of a Building or suitably important Battlefield
asset, where possible.
46 PRE GAME SEQUENCE

CAPTURING OBJECTIVES
Only Squadrons with the Take & Hold MAR can
be Scoring, and only Scoring Squadrons can
capture Objectives.

Light Tanks: In order to capture an


Objective there MUST be at least
ONE Friendly Light Tank from the
Squadron in Base-to-Base Contact,
and NO Scoring Enemy Squadrons
in Base Contact with the Objective.
When capturing Objectives with these
elements, moving into Base-to-Base
Contact with an Objective does not cause
a Ram/Collision to take place.

Infantry: In order to capture an Objective,


the Infantry Squadron MUST be Occupying the
Objective (see Page 70); however, if this is the case,
it supersedes any other scoring.

Above: Terran Infantry EXCEPTIONS


dig in to hold a key
The following are exceptions to the rules which apply to BOTH types of
Battlefield Objective.
Objective.

1. Models with the Flying Vehicle MAR cannot Capture Objectives.


2. A Squadron may only ever Capture ONE Objective in a turn.

E. DEPLOY FORCES
Unless otherwise specified by a scenario or special rule, a Commander’s
Deployment Zone extends 8" out from the entire length of the Game
Board Edge that they selected.

Commanders should take an Opposed Tactics Roll. The Commander


who rolls the highest may choose who deploys their first Helix on the
Game Board.

1. Commanders should take it in turns to place the contents of


entire Helixes on the Game Board.
2. All Squadrons in a Helix MUST be deployed within the owning
Commander’s allocated Deployment Zone unless they are
Embarked on another Model or being held off-table as a Sky Drop
asset, or in the case of scenario play, held off-table as Reserves.
PRE GAME SEQUENCE 47

3. Squadrons MUST deploy in coherency with at least one Model


in Command Radius of their Commanding Element unless
they are Embarked on another Model or being held off-table as
a Sky Drop asset.
4. All Models with the Flying Vehicle MAR deploy moving Flat
Out, and so should have a Flat Out Game Marker attached to
them before the game begins.

If Commanders have an unequal number of Helixes, once a Commander


has finished placing ALL of their Helixes, the other Commander should
place all of their remaining Helixes.

F. DEPLOY SKY DROP SITES


Below: With their
Reserves and off-Battlefield effects are a big part of Planetfall, simu- spacecraft dominating the
lating large waves of combat troops landing from orbiting drop ships planet, Works Raptor and
straight onto key areas, or even long range artillery weaponry directed Directorate forces assault
towards the Battlefield to reap a bloody harvest. Proteus Prime.

The total number of Sky Drop (SD) Markers is deter-


mined by the Elements chosen in a Commander’s
Force List. Models with the Sky Drop Nexus MAR
or Artillery Support MAR are used to give Com-
manders their total number of SD Markers.

Commanders should make an Opposed


Tactics Roll (see Page 30), with the win-
ner placing their first Sky Drop (SD)
Marker. The opposing Commander
then places their first SD Marker, and
placement alternates until all SD
Markers are placed.

SD Markers may be placed ANY-


WHERE on the Game Board as long
as they are not placed within 4" of
another SD Marker.

All SD Markers must be placed with a Micro-


Die showing the Force’s Initial Deviation
Distance in inches, unless a scenario or gam-
ing condition applies. Consult the various racial
Orders of Battle for more information on the Initial
Deviation Distances of different SD Markers.
48 PRE GAME SEQUENCE

G. CHOOSE TACTICAL ACTION CARDS


Commanders should choose their preferred Tactical Action Card Hand
based upon the size of the game being played (and any other special
conditions that might be in play). For more information see Page 61.

H. RECON PHASE
During this important Phase, Commanders have the opportunity to race
forwards and grab important parts of the Battlefield using their recon-
naissance forces, preparing the ground for their main assault and deny-
ing the enemy vital strategic objectives.

Commanders should take an Opposed Tactics Test. The Commander


who rolls the highest may choose who moves their first Recon Move on
the Game Board.

The Squadron chosen may then make a free Flat Out Movement Action
provided the move does not bring the Element within 16" of an enemy
Model at any time during its movement. Once the Recon Move is com-
pleted, play moves to the other Commander who may move one of their
Recon Elements (but remember – no model may move within 16" of an
enemy model at any time during its Recon Move).

Only Elements with the Recon Specialist MAR may move during this
phase.

I. COMMENCE BATTLE
With both Commanders deployed and all Recon Moves have been com-
pleted, the battle can begin.
GAME BASICS 49
50 GAME BASICS
BUILDING A FORCE 51

BUILDING A FORCE
What is a Battle Group?
A game of Firestorm: Planetfall is fought out by mighty Battle Groups
clashing across the Battlefields of the Firestorm Galaxy in a struggle for
supremacy. These formations of vehicles and infantry are used to prose-
cute the aims of their commanders, engaging the enemy and capturing
objectives. The number of Battle Groups permitted in the creation of a
Force is decided through mutual agreement during the Mutual Agree-
ments Segment of the Pre-Game Sequence.

What is a Core Helix?


A Core Helix forms the vital initial building block of a Battle Group,
around which all other Elements are attached. A Battle Group MUST have
a Core Helix.

What are Attached Helixes?


These Helixes are smaller battle formations that have attached them-
selves to the Core Helix to give a more cohesive command structure and
heightened offensive capability.

AIR
AIR
HELIX
FS HVY
FIELD SUPPORT HEAVY ARMOUR
HELIX HELIX

CORE
LEV ASL
LEVIATHAN ASSAULT
STRIKE HELIX HELIX
RCN
RECON
HELIX

Here is a basic Battle Group organized into a graphic referred to as a


Helix Map. A Core Helix MUST be taken, but after that players are free
to choose up to ONE of each type of Attached Helix to attach to the Core
Helix, thus forming a Battle Group. Some Attached Helixes will be more
52 BUILDING A FORCE

expensive in terms of points than others, and care should be taken when
deciding the right Helixes for the job at hand.

ADAPTING THE BATTLE GROUP


Of course, a capable Commander does not always wish to follow the
doctrinal nature of standard Battle Group creation, preferring instead to
adapt their Force to better suit the strategic challenges presented and
compliment their own tactical approach. This is achieved through a pro-
cess of substitution within the Battle Group.

Should a player wish to add a second Attached Helix of the same type, it
may only be done at the expense of all Helixes that are directly opposite
on the Helix Map.

AIR HVY
AIR HEAVY ARMOUR
HELIX HELIX
FS HVY
FIELD SUPPORT HEAVY ARMOUR
HELIX HELIX

CORE
LEV ASL
LEVIATHAN ASSAULT
STRIKE HELIX HELIX
RCN
RECON
HELIX

Above we have an example of an Adapted Battle Group. In this case the


commander has elected to bring more Heavy Armour to the fight. How-
ever, for this to be possible, many vital assets must be redirected to this
Battle Group, and so the High Command restricts the availability of Levi-
athans found in the Leviathan Strike Helix – if the Commander wants to
take a Leviathan, a second Battle Group must be taken!
BUILDING A FORCE 53

In the Adapted Battle Group below, the Commander is making a number


of choices, deciding to forgo Assault, Heavy Armour and Air Helixes
in order to take 2x Recon Helixes, 2x Leviathan Strike Helixes and 2x
Field Support Helixes. Clearly this is going to be a large engagement
and the Commander wishes to have some heavy hitting Leviathans cou-
pled with an array of fast-moving forces supported by enough Elements
such as Command Barges and Field Guns to win the day.

FS AIR
FIELD SUPPORT AIR
HELIX HELIX
FS HVY
FIELD SUPPORT HEAVY ARMOUR
HELIX HELIX

CORE
LEV ASL
LEVIATHAN ASSAULT
STRIKE HELIX HELIX
LEV RCN
LEVIATHAN RECON
STRIKE HELIX HELIX

RCN
RECON
HELIX
54 BUILDING A FORCE

FORMING ALLIANCES
In the Firestorm Galaxy, vast empires have come together to form alli-
ances to combine their might against other super powers that pose a
common threat. These grand alliances are often no more than tacit
understandings of non-aggression, but some are more formalised.

RACIAL PACTS
At present there are two main Racial Pacts within the Firestorm Galaxy:
the Alliance of Kurak and the Zenian League. Commanders may only
choose Allies from their respective Racial Pacts.

RACIAL PACTS
ALLIANCE OF KURAK ZENIAN LEAGUE
Terran Alliance Dindrenzi Federation
Sorylian Collective Relthoza
Aquan Prime Directorate
Rense System Navy
Hawker Industries
(Natural Ally with the
(Natural Ally with the Terran Alliance)
Dindrenzi Federation)

Veydreth Tribes Ba’Kash Clans


(Natural Ally with the Sorylian Collective) (Natural Ally with the Relthosa)

Terquai Empire Works Raptor


(Natural Ally with Aquan Prime) (Natural Ally with the Directorate)

Xelocians Kedorians
Tarakians Saurian Conclave
Ryushi Illosians

Natural Allies
Some Races are off-shoots of larger Races, or hold values and methodol-
ogy that is so compatible that they form far closer relationships. Natural
Allies are considered to be part of their respective Racial Pacts and are
more readily available to their closest allies.

HOW DO I TAKE ALLIES?


Allies can be taken in one of three ways: Full Battle Group, Alliance Bat-
tle Group and Natural-Allied Battle Group.

Full Battle Group Method: Including allies in a Firestorm-Planetfall


Force with this method couldn’t be simpler – take another Battle Group
made up of a single Racial Ally. There is only one rule to taking Full Battle
Group Allies beyond this: the Allied Battle Group(s) may NOT cost more
BUILDING A FORCE 55

points when added together than the Main Force. Apart from that, all
Battle Group rules apply.

For example, a Directorate Force could take a Relthozan Battle Group as a


second Battle Group provided the Relthozan Forces didn’t cost MORE than
the Directorate Forces!

Alliance Battle Group: Including allies in this method is slightly more


complicated and reflects the unusual nature of this occurrence. A com-
mander may include a SINGLE Attached Helix from an Ally as part of
their Battle Group if desired. The Battle Group AUTOMATICALLY loses
access to the opposing Helixes AND may not take a second Helix of the
same type. In addition, no other Allied Helixes may be taken, including
Natural Allies.

AIR
RELTHOZA
AIR HELIX
FS HVY
DIRECTORATE DIRECTORATE
FIELD SUPPORT HEAVY ARMOUR
HELIX HELIX
DIRECTORATE
CORE
LEV ASL
DIRECTORATE DIRECTORATE
LEVIATHAN ASSAULT
HELIX HELIX

In this Alliance Battle Group, a Directorate Commander chooses to add


a Relthozan Aerial Helix. In doing so, the Battle Group may not take any
further Aerial or Recon Helixes. In addition, the Battle Group may not take
any other Allied Helixes, including Natural Allies such as the Works Raptor.
56 BUILDING A FORCE

Natural-Allied Battle Group: Including allies in this method is less


restrictive than building an Alliance Battle Group.

Natural Allies are treated as an extension to the types of Attached Helixes


available to a Race’s Core Helix and the Battle Group options are unaf-
fected. The only restriction is that if the total point cost of an all Natural-
Allied Helixes DOES NOT exceed the Battle Group’s total Core Helix
points cost, the Battle Group is permitted.

AIR HVY
DIRECTORATE DIRECTORATE
HEAVY ARMOUR
AIR HELIX
FS HVY HELIX

DIRECTORATE DIRECTORATE
FIELD SUPPORT HEAVY ARMOUR
HELIX HELIX
DIRECTORATE
CORE
LEV ASL
DIRECTORATE DIRECTORATE
LEVIATHAN ASSAULT
HELIX
RCN
HELIX
ASL
DIRECTORATE
WORKS RAPTOR ASSAULT
RECON HELIX HELIX

RCN
DIRECTORATE
RECON HELIX

In this Natural-Allied Helix, the Directorate Commander elects to bring a


Works Raptor Recon Helix to the battle. Works Raptor has a long standing
alliance with the Directorate and so does not suffer as many restrictions as
an Alliance Battle Group choice would; the Commander is free to purchase
other Natural Allies if desired. The total amount of points spent on Works
Raptor (across all Attached Helixes) may not exceed the cost of the Core
Helix, however.
BUILDING A FORCE 57

BUILDING A FORCE USING MFV


Any Force must be built using a pre-agreed Maximum Force Value (MFV),
the maximum amount of points that may be spent on your force.

For example: If both players had agreed to play a 6000pt game, the MFV
would be 6000.

This represents the levels of strategic assets that the High Command
considered to be reasonable in the prosecution of the upcoming battle.

Not all MFVs amongst players need to be the same. Indeed, scenarios
might dictate players field vastly differing levels of MFV.

Contents of a Helix
All Helixes have a Requisite, and in some cases multiple Requisites.
These are the required minimum number of Squadrons a Commander
MUST take before other Elements within the Helix can be added.
Below: Natural Born Allies
All Orders of Battle (ORBATS) will dictate the Requisites and optional – the Directorate and
additions that may be taken within a Helix. Works Raptor.
58 BUILDING A FORCE

ORBAT SPECIAL RULES


All Forces in Planetfall will have a set of special rules that apply to them.
These special rules represent the Race’s level of combat capability,
logistic strength and predisposition towards certain types of engage-
ment methodology.

ORBAT Special Rules are divided into 4 key areas:

Tactical Bonus: This bonus is added to EVERY Opposed Tactics Test


taken by the Force, before, during and even after the battle is completed.
Unless otherwise stated, this addition is always present.

Logistical Strength: This bonus allows Commanders to purchase Logis-


tics Points that may be added to the overall result of any Opposed
Tactics Test to increase their score, and give them more control over the
whims of fate. The cost for Logistics Points will be noted and must be
paid for from the MFV. Each Force will also have a limit on how many
Logistics Points they can play at any one time. For more information on
Opposed Tactics Tests see Page 30..

Sky Drop Focus: This rule shows the effectiveness of the Force in the use
of Sky Drop or Artillery tactics. The rules will state the number that all Sky-
Drop Markers are dialled to when deployed (although this may change
due to scenario conditions.). This section will also state the strength of
any Artillery available to the Force. The level of Artillery Effect should be
determined each time the Artillery is resolved. See Page 82.

Specific Racial Rules: Certain Forces


might have specific Racial rules
attached to Elements in their Force.
These will be noted and explained in
HVY
AQUAN
this section. HEAVY ARMOUR
HELIX
AQUAN
Example of Force Building: CORE
The 14th Aquan Invictus
Strike Shoal
Here is an example of an Aquan Prime
Force comprising a small Aquan Core
Helix, an Aquan Heavy Armour Helix RCN
and a Terquai Empire Recon Helix. The TERQUAI
Terquai Empire are Natural Allies of the RECON HELIX
Aquans and so may be taken freely.
BUILDING A FORCE 59

Here is the Force List:


AQUAN FORCE
Helix Type Helix Contains Squadron Cost Total Cost
1x Sedna Heavy Tank Squadron*
460
(2x Models)
1x Lamana Medium Battle Tank
360
Squadron* (3x Models)
1x Lamana Medium Battle Tank
360
Squadron (3x Models)
1x Imzani Light Tank Squadron*
240
(4x Models)
Aquan 1x Sirsir Medium Support Tank
110 2310
Core Helix (attached to the Medium Tanks)
1x Sirsir Medium Support Tank 110
5x Khitari Infantry (5x Models) 150
1x Stingray AA-Emplacement Squadron
200
(2x Models)
1x Stingray AA-Emplacement Squadron
200
(2x Models)
3x Votari Crystals 120

1x Haumea Heavy Tank Squadron*


280
(1x Model)
1x Locatu Tank Destroyer Squadron
Aquan 360
(3x Models) 830
Heavy Helix
1x Sirsir Medium Support Tank
110
(attached to the Tank Destroyers)
2x Votari Crystals 80

1x Iophon Heavy Gunship Squadron*


215
(1xModel)
1x Nabis Heavy Infantry Squadron*
200
Terquai (5x Models)
735
Recon Helix 1x Nabis Heavy Infantry Squadron
200
(5x Models)
1x Temporal Portal* 60
1x Temporal Portal 60

Sky Drop Markers: Aquans = 4 Terquai = 2 Logistical Strength 5 x 25


*Elements with an ‘*’ are Requisites for their Points Spent 4000
respective Helixes and MUST be taken before
other Elements within the Helix may be taken.
60 GAME BASICS
TACTICAL ACTION CARDS 61

TACTICAL ACTION CARDS


At the beginning of each battle, prior to Deployment, each player may
select a number of Tactical Action Cards equal to the amount permitted
according to the MFV agreed upon by the players involved.

MFV No. of Cards


0-3000 3
3001-6000 5
6001-9000 7
9001+ 9

There are Universal Cards (marked ‘U’ on


the Cards where other Cards present Alliance
or Race insignia) that any Force may choose
from, along with Racial Cards that may only
be accessed by Battle Groups that are part
of the relevant Main Force, and Racial Cards
that may be accessed by all Battle Groups
within the relevant Force.

The Pre-Turn TAC Segment is divided into the following Actions:

1. Buy Back TACs


A Tactical Action Card that has been played in a previous turn is not avail-
able for use again unless the Commander Buys Back the card.

This is done by increasing the Commander’s Zero Hour Tracker by


DOUBLE the card’s play cost (shown in the bottom right hand corner of
the card), after which the card is returned to the Commander’s hand.

A returned card is available to be played later for the cost listed on the
card.

2. Playing TACs
During this part of the TAC Segment, you may play ONE Tactical Action
Card from your hand. The card is placed face down in front of you and
then all cards are turned over. These cards then INCREASE the Zero Hour
Tracker of the relevant Commander by the Play Cost listed in the bottom
right corner of the card and are resolved SIMULTANEOUSLY.
62 TACTICAL ACTION CARDS

Racial Cards may be played on any Squadron that is part of the


Race. In addition, all Natural Allies can be affected by these cards.

Alliance Cards may be played on any Squadron that is part of that


Alliance – Kurak Alliance or Zenian League.

Below: A Terran Alliance Universal Cards may be played on any Squadron in the Force, and
Forward Observation may even be played on an opponent’s Squadron if desired.
Base (FoB).

All TACs are in effect until the End


Phase when, during the Remove
In-Game Effects Step, the card
expires. Unless a TAC is bought
back, the card may only be
used ONCE during a game.
Once both players have
resolved the card they
wish to play, the game
moves on to the
Initiative Roll.
BASIC SEQUENCE OF PLAY 63

BASIC SEQUENCE OF PLAY


As you might expect, in a game of Planetfall, there is a structure through
which the game must be played. This allows for the game to flow, and
provides suitable signposts for Commanders to understand when rele-
vant Actions, or Steps must take place.

The Game breaks down into:  Game ➞ Game Turns ➞ Phases

A Game Turn is divided into:


Pre-Turn Phase* ➞ Activation Phases* ➞ End Phase*

*Phases break down into:


Phase ➞ Segment (if required) ➞ Step ➞ Action

THE PRE-TURN PHASE


During the Pre-Turn Phase, Commanders play any Tactical Action Cards
that will affect the upcoming Game Turn, bring on Reserves and Flank-
ing Forces, and determine who has the Initiative for that Turn.

The Pre-Turn Phase is divided into the following Segments, which must
be resolved in order:

1. Tactical Action Cards (TAC) Segment


Any Commanders wishing to play TACs in this Segment announce their Below: The heat of battle!
intention by placing a SINGLE card face down on the table in front of
them. See the Tactical Action Cards rules on Page 61.

2. Late Arrivals Segment


Models that are scheduled to arrive as part of a scenario this Turn
deploy as either Flanking Forces or Reserves as follows:

If two Commanders are scheduled to bring on Flanking or


Reserve Forces, roll an Opposed Tactics Test, with the
winner able to decide which Commander must deploy a
Squadron from their Forces first. Squadrons are placed
alternately. During the Late Arrivals Segment, ALL
Models MUST be placed so their aft 90-degree Arc is
touching the relevant edge of the board. No Model
may be deployed in terrain that is Impassable to it.

Note: Models that are waiting in Sky Drop are NOT


governed by these rules and are explained on Page 78.
64 BASIC SEQUENCE OF PLAY

3. Determine Initiative Segment


Using a 2D6 Opposed Tactics Roll, both Com-
manders must determine who has the Initiative
and thus the Initiative Order. The Initiative
Order is established by the Commander with
the highest score on the Opposed Roll
being first, with the other Commander
being second.

Having Initiative at certain moments


can be critical, as this will often
allow a Commander to dictate
the flow of the upcoming Game
Turn or allow them to execute
their plans earlier than their
opponent.

4. First Activation Segment


The Commander who is first in the Initia-
tive Order Activates their first Squadron.
Other Commanders Activate Squadrons in
Initiative Order. Once all Commanders have
Activated one Squadron, refer back to the
Initiative Order to Activate other Squadrons in
the Commanders’ respective Helixes. Remember,
a Commander must complete all activations within
a Helix before moving on to a new Helix.

Above: The firepower


of a Directorate
ACTIVATION PHASE
Heavy Gunship is truly
intimidating. During the Activation Phase, Commanders execute the Movement,
Close Quarter Battle, and Firing Segments.

The Activation Phase breaks down into:


Movement Segment ➞ CQB Segment* ➞ Main Ordnance Segment
*If relevant

Most Segments in this Phase conclude with a Consolidation Step


to allow Commanders to check they have completed their Actions
successfully.
BASIC SEQUENCE OF PLAY 65

Segment Step Action


Movement Announce one Movement Action
Declarations for the Activation
Movement and
Resolve Movement
Manoeuvre
Movement Resolve any Overwatch Fire
Resolve Overwatch
from enemy Squadrons
Check all Elements of a Squadron
Movement
are within Coherency or the Squadron
Consolidation
becomes Disordered.
Nominate the targets for a
Nominate Targets
CQB or Storming Engagement
Close Quarters
Resolve both CQB and
Battle Close Quarters Battle
Storming Engagement
(CQB)
Ensure any relevant Disorder Tests are
CQB Consolidation
taken and relevant Game Markers applied
Declare the Target (or in rare cases,
Declaring Attacks
the Targets) for the Firing Action
Resolve Main Resolve all Main Ordnance Fire Actions
Firing
Ordnance Fire by a Squadron simultaneously
Firing Ensure any relevant Disorder Tests are
Consolidation taken and relevant Game Markers applied
Move on to the Activate the next Squadron and go through
Next Activation the above Segments again

THE END PHASE


The End Phase is divided into the following Segments and Steps:

Segment Step
Compulsory Actions Disordered HP Loss
Score Objectives All Objectives on the Battlefield are scored at this point
Damage Repair Perform Repair Tests
Remove Remove In-Game Markers
In-Game Effects and Game Cards that have expired
Check for End of Game Check the Countdown Track for Victory
66 SEQUENCE OF PLAY

PICTURE
MOVEMENT SEGMENT 67

MOVEMENT SEGMENT
Models can make short distance manoeuvres, getting themselves into
prime position to open fire with their weapons, Models may set an Over-
watch, allowing them to lie in wait for the enemy, or Models can move
Flat Out, sacrificing their ability to fire in order to cover a greater distance
in a short time.

The Movement Segment of an Activation is divided into the following:

Step Action
Light, Armoured and Elevated Models in the
same squadron must be within 2" of each other.
Check Coherency
Flying Models in the same squadron must be
within 4" of each other.
Nominate The Squadron MUST nominate a
Movement Action Movement Action.
Execute The Squadron must now execute the
Movement Action nominated Movement Action.
Any enemy Squadron placed on
Overwatch in a previous Activation
Fire on Overwatch
may fire at the Squadron that completed
a Movement Action in this Segment.
The Commander must ensure
Movement
the Squadron has any required
Consolidation
Game Markers allocated to it.

COHERENCY DISTANCE
In Planetfall, all Light, Armoured and Elevated members of a Squadron
must complete a Movement Action to be within 2" of each other. All
Flying members of a Squadron must complete a Movement Action
to be within 4" of each other. This is called Coherency Distance. If a
Squadron begins its Activation with models out of Coherency, they MUST
move back into Coherency during their next Movement Segment.

A Squadron that is out of Coherency at the end of its Movement Seg-


ment automatically takes a Disorder Marker (no roll is taken) for EACH
surviving Element in the Squadron – a Squadron of 3 Medium Tanks
found to be out of Coherency would gain 3x Disorder Markers. These
would convert to Damage Markers during the End Phase.
68 MOVEMENT SEGMENT

MIXED SQUADRONS
In the case of Squadrons where there is a mix of Flying and Ground
Elements, ALL Elements must remain within 2" of their Squadron mates.

MOVEMENT ACTIONS
During the Movement Segment, a Squadron MUST perform one of the
following actions:

❯❯ Cruising Move Action – each Model in the Squadron may


move up to its first Movement Value in inches. The Squadron
may also have its Models Pivot on the spot, if desired.
❯❯ Flat Out Move Action – each Model in the Squadron may move
up to its second Movement Value in inches.
❯❯ Ramming Action – the Models in the Squadron may force
enemy Models of smaller size to make an immediate
Avoidance Move and may result in the target Squadron
becoming Disordered.
❯❯ Embark Move Action onto a Vehicle or Occupy a Building –
this action is only available to Infantry and certain vehicles.
❯❯ Disembark Move Action from a Vehicle/Exit a Building –
this action is only available to Infantry and certain vehicles.
❯❯ Remain Stationary Move Action – this action permits a
Commander to nominate additional actions: namely, enter
Overwatch or prepare for a Focused Fire Action.

All Movement Actions MUST be nominated during the Movement


Declarations Step. If this is not done, the Model is considered to default
to making a Cruising Move Action by default.

Unless stated otherwise, movement can be in ANY direction, with certain


Models being the exception to this.

Additionally, a Squadron’s movement is subject to the following restric-


tions:

❯❯ Non-Flying Models CANNOT move through other Models as


part of their Movement Action.
❯❯ Non-Flying Models CANNOT move through or complete their
move in Terrain that they consider Impassable (see Page 77).
❯❯ A Model CANNOT end its movement with its base on top of
another Model – this is true even for Flying Models.
Whilst not strictly realistic, this gaming convention stops Models
getting damaged.
MOVEMENT SEGMENT 69

Cruising
Models may elect to move using the lower of the two Movement
Values listed on their Profile. This movement does not require the Model
to move the entire distance stated.

Pivots: A model may also Pivot, by moving on the spot to face a differ-
ent direction. Note, this still counts as a taking a Cruising Action. When
a non-Lumbering model makes a Cruising Movement Action, it can
pivot as many times as it likes during its movement.

Models with the Lumbering MAR require the use of a Turning


Template to represent their ungainly manoeuvring capability.
A Lumbering Model moving at Cruising Speed MUST move 1"
directly forwards in a straight line between each use of the Tem- 3"
plate and may not Pivot.

The corners of the Turning Template are called Navigation Points and
are 1" apart. To use the Turning Template place it next to the turning model
with the corner being used to turn lined up with a Navigation Point. The
model is advanced round the Turning Template so that the corner is lined
up with the next Navigation Point. Each advance reduces the remaining
Movement (Mv") of the Model by 1".

Reversing using the template: Should a Lumbering Model choose, it Above: Using the
may reverse using the Template, following the same rules as if it were 45-degree Template to
moving forwards. move a vehicle.

Flat Out
Models wishing to move Flat Out MUST traverse a distance that is more
than their Cruising Speed. Non-Lumbering Models are permitted to
make a single Pivot at the start of their Movement Action before moving
Flat Out. The Movement can be in any direction, but MUST be in a straight
line. Models with the Lumbering MAR moving Flat Out need not move
in a straight line, but do not get to perform a Pivot. Instead these mod-
els move 3" directly forwards in a straight line between each use of the
45-degree Template.

Ramming And Collisions


A Ram Action is a simple sub-set of moving Flat Out. This Action requires
the Squadron to follow all the same rules as moving Flat Out with the
following additional rules:
70 MOVEMENT SEGMENT

❯❯ The Ramming Squadron must nominate a target for their Ram.


❯❯ The Target may not be of the same Line of Sight Class or Higher
than the smallest member of the Ramming Squadron.
❯❯ The Target must not be Occupying a Building.

Should the Squadron make contact with the target Squadron, the target
must take a Disorder Test, requiring TWO passes, or be considered to be
Disordered. (see Page 85).

Once the Disorder Test is resolved, the Target must disengage by making
an Avoidance Move, moving 4" directly away from the Ramming Squad-
ron. This move will cause any Squadron to lose their Overwatch, if they
have it.

Withdrawing From The Battlefield


Although not a Movement Action as such, Commanders may order a
Squadron to Withdraw, moving at least one member of the Squadron off
the table top via a friendly or neutral board edge. If this is achieved, the
entire Squadron is removed from play, and may not return to the game.

This Withdrawal Action causes the opponent’s Zero Hour Tracker to


reduce by HALF (rounding up) of the Squadron’s full Tactical Value (TV)
and can often be a good way of retiring assets before the enemy can
destroy them utterly!

Models may only choose to Withdraw if they started their Activation in


Coherency, and were not classified as Forlorn Hope Squadrons due to
Disorder Markers.

Embarking Onto A Vehicle / Occupying A


Building
Embarking onto a Vehicle: (This Movement Action is only available to
Infantry Models.) If an entire Infantry Squadron moves (either Cruising or
Flat Out) into Base-to-Base Contact with a Model capable of transporting
it during their own activation, the Infantry Squadron is considered to be
Embarked.

An Embarked Squadron is removed from the table and cannot be tar-


geted directly. Should the Model that is transporting the Infantry Squad-
ron be Destroyed, any excess hits from the attack are then distributed
to the transported Infantry Squadron with no saves (Cover/Shield/Shield
Projector Saves) permitted. The Infantry Squadron may then make an
MOVEMENT SEGMENT 71

immediate out-of-sequence Disembark Move Action from the Destroyed


Model before it is removed from play. (see Disembarking, Page 72).
Once this is done the Infantry take an Activated Marker.

In this example, a Squadron of Terran Colonial Light Infantry


wishes to Embark on a Slepnir Mobile Command Centre (with
the Transport [12] MAR).

This is permitted because ALL infantry bases are within 6"


(the Infantry’s Flat Out Movement Value) of the Transport,
and the Slepnir has ample capacity to transport the
Squadron.

The Models are removed from play and kept to one


side, ready to be Deployed by the Transport later
in the game.
6"

Occupy a Building: (This Movement Action is only


available to Infantry Models.) If an entire Infantry
Squadron moves into Base-to-Base Contact with a
Building (either Cruising or Flat Out), the Infantry Squad-
ron may be considered to be Occupying the Building. An
Occupying Infantry Squadron is normally placed on the roof
of the Building to show it is Occupied. An Occupied Building
is a powerful game asset, especially if the Building is also an
Objective. Getting Infantry out of a Building once they occupy it
can be a real challenge!

Remember that all Infantry models within a building mea-


sure their Range and Line of Sight from the building itself
rather from their individual Bases.

In this example, a Squadron of Dindrenzi Nyx Light


Infantry wishes to Occupy a building.

This is permitted as all Infantry sections are within


8" of the structure (Nyx Squadrons move 8" when
moving Flat Out.)
8"
The Models are placed on the roof of the building
(where possible) to show the building is Occupied.
72 MOVEMENT SEGMENT

Disembarking From A Vehicle or Exiting


A Building
This Movement Action is only available to Infantry Models.

Disembarking from a Vehicle: If an Embarked Squadron


chooses to Disembark from a Transport vehicle as part of
their own Activation, the Squadron may simply make
a Cruising Movement Action using the Transport as
their origination point. The Squadron may do so
even if their Transport has already activated pro-
vided the Transport did not move Flat Out during
4" its activation this Turn.

In this example, a Squadron of Light Infantry
wishes to Disembark from a Slepnir Mobile
Command Centre.

Each Infantry base uses the Slepnir as their starting


point and can move up to 4" (the Cruising Speed of the
Terran Infantry), maintaining coherency.

Exiting a Building: (This Movement Action is only available to


Infantry Models.) If an Occupying Infantry Squadron chooses to
exit from a Building, the Infantry Squadron may simply make
a Movement Action (Cruising or Flat Out) using the Building
as their starting point.

In this example, a Squadron of Dindrenzi Nyx Light


Infantry Disembark from a Building by moving 4" (their
Cruising Move) outside, using any part of the building
as their starting point.

Remain Stationary
This Movement Action is normally the precursor
to nominating either the Focused Fire or Overwatch
Special Fire Order. However, Squadrons may choose to
4" simply Remain Stationary without going on Overwatch or
Focused Fire if they want to!
MOVEMENT SEGMENT 73

SPECIAL FIRE ORDERS


FOCUSED FIRE
Focused Fire allows a Squadron to target larger prey in an attempt to crip-
ple the target with devastating attacks. A Squadron which Remains Sta-
tionary and does not participate in a CQB Engagement (see CQB on Page
89) during its Activation can perform a Focused Fire Action in its Firing
Phase when firing Main Ordnance Weapons.

All Focused Fire Actions are considered to be Placed, and so have a start-
ing To-Hit number of 3+. For more information see the Main Ordnance
Section on Page 99.

OVERWATCH
A Squadron which DOES NOT perform ANY actions other than Remain
Stationary during the Movement, CQB or Main Ordnance Segments of
its Activation CAN be placed on Overwatch. Place an Overwatch Game
Marker next to the Squadron.
Below: Waiting for the
perfect moment... a unit
If, at ANY point between the end of the Squadron’s Activation and the of Terran Tank Destroyers
start of its next Activation, an opposing Squadron completes ANY Move- break from Overwatch to
ment Action within the Fire Arc of one or more Models in the Squadron, deliver a crippling blow.
those Models with Line of Sight can IMMEDIATELY
perform an out-of-sequence Main Ordnance Firing
Action against that opposing Squadron.

All Overwatch Fire is considered to be Rushed,


and so has a starting To-Hit number of 5+.

Once the Overwatch Fire is resolved,


remove the Overwatch Marker from
the Squadron and place an Activa-
tion Marker instead. The Target
Squadron may then continue its
Activation (if able).

A Squadron may choose to


maintain its Overwatch
Turn to Turn, but auto-
matically loses it when
it next activates.
74 SEQUENCE OF PLAY
TERRAIN 75

TERRAIN
Although much fun can be had wiping your opponents off the surface
of a flat desert plain, fighting over areas covered in industrial buildings,
rock formations, or the rubble of fallen structures presents an all new
depth of tactical versatility to any game.

TERRAIN TYPES
Terrain in Planetfall can be deployed via a method of mutual agree-
ments or through a random manner using the method detailed in the
Pre-Game Sequence. The types of terrain and tier effects on the Battle-
field are listed below.

Impassable: Terrain that is Impassable cannot be moved through, or into


or out of... it is Impassable! Models that find themselves in Impassable
Terrain for any reason are immediately Destroyed.

Blocks Line of Sight: Terrain that Blocks Line of Sight cannot be fired
through, even using CQB attacks.

Elevated: Terrain that is considered to be an Elevated Position confers


the same Size Class to any Elements that are Occupying it. Below: Swarms of
Relthoza Drones move
into and occupy a bunker.
For Example: A Squadron of Tank Destroyers stationed on a
piece of Raised Ground is considered to be in an Elevated
position too.

Special Rules – These differ depending on the type of


terrain. Some will offer the ability for Light or Heavy
Infantry to Occupy them, some will confer move-
ment bonuses or penalties.

INFANTRY OCCUPYING
TERRAIN FEATURES
An Infantry Squadron may Occupy
a Building as part of an Embarking
Action (see Page 70). A Model CANNOT
Occupy a Building containing an enemy
Model. If an Infantry Model Occupying a
building wishes to leave the building, the
Model is governed by the Disembarking
Rules as normal (See Page 72)
76 TERRAIN

❯❯ A Model Occupying a Building gains a Cover Save of 2 [RED]


Dice per Model under threat.
❯❯ A Squadron Occupying a Building uses ANY point on the
Building’s base for the purposes of determining Range or Line
of Sight.
❯❯ Likewise, any attacks against a Squadron occupying a Building
use ANY point on the Building’s base to determine Range and
Line of Sight to the target.
❯❯ Infantry occupying a building that has an Objective attached
to it supersede any Light Reconnaissance Tanks that might be
attempting to claim the Objective for the purposes of Scoring.

NOTES ON USING TERRAIN


The table opposite contains just a small cross section of the varied Terrain
Types that are available in the Planetfall-Firestorm Galaxy. Command-
ers should feel free to expand upon those Terrain Types listed above to
invent Battlefields of their own choosing – the wilder the better!

Terrain Footprint – Although we would never seek to dictate to players


how to use their terrain collections to have a fun game, it is probably a
Below: Directorate Patriot
good idea to start with terrain which does not exceed 12"x12" in its foot-
Infantry seek out Aquan print. This will ensure players get room to manoeuvre, shoot and fight.
and Terquai units to But if you want to ignore us and go your own way, more power to you
destroy on Proteus Prime. – having fun is all that really matters.
Blocks
Terrain Type Impassable to: Elevated Special Rules
Line of Sight
• This Terrain Feature provides a Cover Save (RED 2) for any Occupying Light or Heavy Infantry.
•B  uildings with more than one storey are considered to be Elevated and Block Line of Sight to and
Non-Flying or from all Non-Flying Models.
Buildings Non-Infantry Variable Variable •B  uildings with a single storey are not considered to be Elevated and Block Line of Sight to and from
Models all Non-Elevated and Flying Models.
•A  ll Buildings (irrespective of their number of storeys) are considered to be Occupy-able and have
an Occupancy Level of 1.
• This Terrain Feature provides a Cover Save (RED 1) for any Light or Heavy Infantry within.
Vegetation / Tracked / Wheeled Light • Walkers may not move Flat Out through Vegetation.
NO
Forests/Jungle Models Elements • An area of Vegetation may be Occupy-able if both commanders agree. If so, then this feature has
an Occupancy Level of 1.
Light and
Huge Rocks/ Non-Flying
Armoured YES NONE
Spires Models
Elements
Rough Ground/
NONE NO NO • Tracked/Wheeled Elements and Infantry may not move Flat Out over Rough Ground
Craters
Light and
Raised Ground/ • The Edges of Raised Ground can also be designated as Cliffs, which are Impassable to ALL Models
NONE Armoured YES
Hills apart from Flying Models.
Elements
Infantry, • Walkers may not move Flat Out through a River.
Rivers
Tracked /Wheeled NO NO • Rivers of Lava and other caustic materials can be considered to be Impassable to Walkers too if
(Non Lethal!)
Models both Commanders agree.
• All Infantry, Tracked/Wheeled Models may increase their Movement Value by +3" if they spend
Roads NO NO NO
their entire Movement Segment on the Road.
Bridge/ • This Terrain Feature attaches to Roads. Infantry, Tracked or Wheeled Models may increase their
Crossroads NO NO NO Movement by +3" if they spend their entire Activation on the Road.
(Roads only) •B  ridges are used to connect two pieces of Road over a River.
Tracked / Wheeled,
Walkway
Hover and NO YES • This Terrain Feature attaches two Buildings together, and may only be traversed by Infantry.
(Buildings only)
Walker Models
78 SKY DROPS, PORTALS & ARTILLERY

SKY DROPS, PORTALS &


ARTILLERY ATTACKS
SKY DROPS
In Planetfall, Commanders may insert Special Forces Elements or direct
artillery barrages from landers in low orbit to predetermined coordinates
on the Battlefield. This is not an exact science, and steps must be taken to
ensure the craft tasked with delivering to these locations are given more
up-to-date data to ensure the drop or artillery barrage proceeds more
smoothly. This is achieved by a process known as Designation.

A Model with a Nexus Designator MAR may target a friendly Sky Drop
Marker that is in Range and perform a Designation Action against it. This
action is always considered to be done independently of the Squadron’s
Main Ordnance Firing, but is executed in the Main Ordnance Phase.
Should there be more than one Nexus Designator in the Squadron, they
can combine their Designation Attack Dice to improve their Designation
Above: chances and Line of Sight is NOT required. Despite using Attack Dice,
A Sky Drop Marker with Nexus Designators are NOT weapons and so may not be used to target
Micro-die. enemy models, unless they are making a Target Lock Action (see later).

Sky Drop Markers and Artillery Markers


A Sky Drop Marker is a hexagonal marker placed in the Deploy Sky
Drop Sites Phase of the Pre-Game Sequence. Each Sky Drop Marker has
a Micro-die within it that indicates the distance the marker will Deviate.

A Sky Drop Marker is ONLY used to bring in models from off-table –


Emplacements, Crystals, etc. An Artillery Marker is a sub-type of Sky
Drop Marker that may ONLY be used as a location for Artillery Strikes.
Artillery Strikes are limited by the number of models in the Force with
the Artillery Support (#) MAR and the total number of Artillery Markers
generated for placement in the Deploy Sky Drop Sites Phase of the Pre-
Game Sequence. Sky Drop Markers and Artillery Markers have distinct
functions in gameplay, and must be clearly identified on the tabletop to
avoid confusion.

Nexus Designator
A Nexus Designator is NOT a weapon, but rather a piece of equip-
ment allocated to certain models to allow them to synergise with their
fellows both on the battlefield and in low orbit. A Nexus Designator
cannot harm a target directly, but does perform its action in the Main
Ordnance Segment.
SKY DROPS, PORTALS & ARTILLERY 79

A model with a Nexus Designator may perform a Flat Out Movement


Action and still use a Nexus Designator in the same Activation.

A Nexus Designator is used ONCE per activation in one of 3 ways:

1. Sky Drop Site Designation Action – A Nexus Designator may


designate friendly Sky Drop Markers (including designating
Artillery Markers) deployed by that Faction* in an attempt to
‘zero’ them in. This will improve the ability of off-table Elements
to drop into the battlefield. This does NOT require Line of Sight.
The number of hits generated reduce the Micro-die as normal
(down to a minimum of 1).

2. Artillery Strike Designation Action – A Nexus Designator


may be used to target friendly Artillery Markers deployed by
that Faction* to bring in an Artillery Strike immediately. This
does NOT require Line of Sight. This is an entirely separate
action to the Drop Site Designation Action and so a single
Nexus Designator could NOT perform BOTH actions in the
same activation. Remember once an Artillery Strike has been
resolved, the Artillery Marker is removed.

*Note that in both these cases Factional Allies may not perform
Designation Actions on Sky Drop Markers deployed by other Allies
(although Natural Allies are not governed by this restriction), and so
Sky Drop Markers deployed by Allies must be clearly differentiated
on the tabletop. Unless otherwise stated, Factional and Natural
Allies may make use of each other’s Sky Drop Sites to bring in their
own Elements without penalty.

3. Target Lock Action – A Nexus Designator may be used to


perform a Target Lock action against an enemy squadron –
this follows the rules on page 122. This DOES require Line of
Sight to the targeted squadron. Remember, only models with
Nexus Designators AND the Target Lock MAR may perform
this action.

How to Designate a Sky Drop Site:


1. Nominate a Drop Site Marker that was deployed by
that Force within Range of the Nexus Designators
performing the Designation Action. No Line of
Sight is required.
2. Perform a Firing Action with any Nexus Designators
available at the Sky Drop Site (using the Exploding
Dice mechanic).
80 SKY DROPS, PORTALS & ARTILLERY

3. All Nexus Designator ‘Attacks’ are considered to hit on a 4, 5 or


6 [RED].
4. For each hit scored, decrease the number on the Micro-die by 1
(to a minimum of 1).

Deviation of Drop Site Marker


The Micro-die in the centre of the Sky Drop Marker represents the num-
ber of D6 the dropping asset or artillery will deviate when deployed.
The Commander nominates an edge of the Marker to be their preferred
direction and rolls a D6.

On the roll of a 1, the drop is accurate and deviates in the preferred direc-
tion; otherwise the Commander must tick round the marker clockwise
by the number rolled to ascertain the actual direction.

Then the number of D6 shown on the Micro-die within the marker is


rolled to determine the distance, in inches, that the asset will scatter.

Unless otherwise stated, all Drop Site Markers are deployed with their
Micro-dice shown as a 6. Any alterations to this will be noted in the rele-
vant racial ORBATS.

Deviating Off The Table


An Element – or in the case of Transports, multiple Elements – that devi-
ate off the table are destroyed. The opponent’s Zero-Hour Tracker is
immediately amended by the total Tactical Value of the Elements lost.

Zero-ed In Drop Sites


SECONDARY OBJECTIVE Should a Drop Site ever be designated down to only 1 on the
Micro-die, the drop is considered to be Zero-ed In and the
Commander may choose to re-roll the Deviation direction
of the drop, but the second result must be accepted.
RELTHOZA SD MARKER
Assets Ready for Sky Drop
Before the start of a game, both Commanders
MUST decide which Squadrons are to be kept
10" back to insert into the Battlefield using the Sky
Preferred Drop Rules and put these Models aside. These
Direction Elements do not constitute Activations until such
time as the Commander decides to bring them in as
an Activation in their own right.

Deploying Models onto the Tabletop


from Skydrop
Models being deployed into combat via Sky Drop count as
making a Remain Stationary Movement Action during their
SKY DROPS, PORTALS & ARTILLERY 81

Activation but cannot go on Overwatch or perform Focused Fire on the


turn they deploy. Deployed Models may not be placed within 1" of a
enemy Model and must be in Coherency.

Sky Drop Markers that bring in Squadrons from low orbit are NOT
removed once they are resolved.

Models held off table are not considered to be ‘Activations’ until they are
deployed in the same way as Embarked Models.

In the example illustrated on the opposite page, a Relthoza Yayiss Sky Pod
containing a Jabri Infantry Squadron elects to make use of a Sky Drop
Marker with a 3D6 Deviation... Risky! The Relthozan Commander rolls
a D6 to determine the direction of the Sky Pod’s Deviation, and then rolls
the required amount of D6 (in this case 3D6) with the total converted into
inches. This total corresponds to the distance the pod will Deviate.

The Yayiss Sky Pod has the Assault Vehicle MAR (see Page 116) and so the
Jabri Squadron may activate immediately after the Yayiss has completed its
Activation.

Passing Over Models


If a Model is unable to deploy due to lack of space at the
determined location, the Model must travel further
down the direction of Deviation until such time as it –
and any assets being transported – can deploy.

Such an action is not without consequence, as any


Models passed over by the line down the direc- A
tion of scatter by this additional movement Z
may add their CQB Dice to Models within 4" of
the Model’s eventual landing point should
C B
a CQB Engagement be called upon the
Model’s deployment. This increase in
firepower is delivered as the deploy-
ing Element must slow its descent and
re-direct to a safer landing zone. D

In this example, a Dindrenzi Hyperion Levia- 8"


than has attempted to Sky Drop into the thick of
the fighting. Preferred
Direction
Rolling to determine where the war engine will land,
the location cannot support the Model’s base, and so
the Hyperion must continue down the line of Deviation
until it CAN deploy.
82 SKY DROPS, PORTALS & ARTILLERY

This means the Thor Leviathan can add the weight of its CQB to the
Heimdahl Tanks and their CQB when attempting to engage their hated foe.

PORTALS
Some Races in Planetfall can make use of strange Temporal Portals that
allow them to travel from one location in the galaxy to another almost
instantly. A single Portal allows Models specified in the bracket listed
in its entry to deploy onto the Battlefield as though they were being
deployed as a Disembarking Action.

In this example, a unit of Terquai Drones deploys out of a Temporal Portal.
The Drones are placed on the table top, touching the Portal by making a
Disembark Move. The Squadron may now move as normal.

If a pair of Portals are deployed on the Battlefield by the same Helix, they
are assumed to be linked, allowing suitable Models to travel between
them. Models that move into Base Contact with the Portal are IMMEDI-
ATELY placed in Base Contact with the OTHER portal instead, treating the
movement as a Disembarking Action. Models that traverse a Portal may
act normally during the remainder of their Activation.

In this example: A unit of Terquai Drones performs a movement Action into


Base Contact with a Temporal Portal and then moves across the Battlefield
to be placed in Base Contact with ANOTHER portal, deploying out of a
different Temporal Portal. The Drones are placed on the table top touching
the Portal by making a Disembark Move.

ARTILLERY STRIKES
A cunning Commander will often wish to bombard areas of the Battle-
field where they consider it likely that the enemy will congregate, or
wish to deny routes of advance to the enemy – both of these strate-
gic considerations are often achieved through the use of Artillery
Designation.

An Artillery Strike may be called in by a Model with a Nexus Designa-


tor instead of firing at a friendly Drop Site this turn. The Drop Site MUST
still be in range of the Designator, however. Once an Artillery Strike has
been resolved, it is lost (and the Sky Drop Marker is removed from play).

An Artillery Strike uses all the rules for Designation and Deviation
explained previously, but once the target point has been determined,
place the Blast Marker, centred at that point.
SKY DROPS, PORTALS & ARTILLERY 83

Only Models touched (even partially) by the template can be viable casu-
alties in the up-coming attack, and the order of the Target Priority Chain
allocated in ascending levels of DR (although the owning player may
choose the order of the chain when DR levels of possible Models are
the same). 13"

Roll the number of Attack Dice stated in the Force List for the
Race concerned. The Artillery Strike is always considered to
gain the Aft Attack Bonus (reducing the DR of all targets under
the template by -2) and have the Barrage and Scatter MARs but 1
certain ORBATS may list additional MARs too. (See Page 115)
3
Should the template cover multiple Squadrons, only the Models under
the template may be hit. This may lead to multiple Squadrons suffering 2
under the Artillery Strike, with damage allocated as normal and any Dis-
order Tests taken simultaneously after all casualties have been removed. 4

Example 1: An Undesignated Disaster!


In this example, we show the importance of Designation. A Terran Com-
mander chooses to call down the Artillery BEFORE the Drop Site has been
suitably designated by local forces. Rolling 3D6 for Distance and the
single D6 for Deviation, the Terran Commander manages to scatter his
Artillery onto a unit of friendly Terran Recon Tanks. Such a catastrophic
level of poor planning will not go unpunished…

The Terran Artillery Attacks are listed in their ORBAT as 4D6, meaning that
each time an Artillery Barrage is fired, the Terrans generate their Attack
Dice Pool randomly rolling Four D6s and adding the scores together to
give them an Attack Dice Pool. In this case, the Terran Commander rolls
1+3+3+5 = 12, and so gets an Attack Dice Pool of 12AD. Rolling the
Attack Dice Pool, the Terrans score 12 Hits.

Rolling the Attack Dice Pool, Tanks 1, 2 and 3 are under threat and have
their DR4 reduced by -2 due to the effect of the Artillery... taking them to
just DR2. This means that:
Tank 1 takes 2 Hits (enough to Destroy it.)
Tank 2 takes 2 Hits (enough to Destroy it.)
Tank 3 takes 2 Hits (enough to Destroy it.)
And 6 Hits are in the Floating Pool.

The Terran Light Tanks DO have a Shield Rating of 1, and roll their 3D6
(since 3 Models are under threat) and score an impressive 5 Hits, reducing
the Floating Pool by 5… down to 1 – sadly not enough to save them.

Three Tanks are Destroyed and removed from play… and the surviving Tank
has to take a punishing Disorder Test needing 3 successes due to the attack.
84 SKY DROPS, PORTALS & ARTILLERY

Example 2: The Sorylians Strike!


An Artillery Strike from the Sorylians (the undisputed masters of Artillery)
deviates onto a Squadron of Dindrenzi Light Recon Tanks and also hits a
Squadron of Heavy Tanks.

The Sorylian Artillery Attacks are listed in their Force List as 5D6, meaning
that each time an Artillery Barrage is fired, the Soryilians must generate their
Attack Dice Pool randomly rolling five D6s and adding the scores together
to give them an Attack Dice Pool. In this case, the Sorylian Commander
rolls 1+1+3+5+6 = 16, and so gets an Attack Dice Pool of 16AD.

With Tanks 2, 3 and 4 under threat in the Recon Squadron and Tank A under
threat from the Heavy Tank Squadron, the Dindrenzi Commander allocates
the Target Priority Chain as 2, 3, 4, A.

Rolling the Attack Dice Pool, the Sorylians score 12 Hits.

Since all Artillery counts as hitting targets in the Aft (reducing the DR of each
Element by -2), the hits are allocated as follows:

Tank 2 gets 3 Hits (enough to Destroy it)


Tank 3 gets 3 Hits (enough to Destroy it)
Tank 4 gets 3 Hits (enough to Destroy it)

The remaining 3 Hits are not enough to


Damage the Heavy Tank, so they are not
allocated and instead become Float-
1 3 ing Hits... but the Dindrenzi don’t
have Shields and so the 3 Recon
Tanks are simply Destroyed and
the Floating Hits are discarded.
2 4
B

7"
A
DISORDER 85

DISORDER
The Battlefields of the Firestorm Galaxy are fraught with
perils and horror, and few Commanders survive their
experiences unscathed. Attrition amongst the forces
can often reach devastating proportions and, as a
result, morale suffers.

A Disorder Test must be taken when a Squadron


suffers Damage. Tests are taken at the end of
the Segment where the Damage was applied.

For example, a Squadron that suffered


Damage during a CQB Engagement
must take a Test at the end of the CQB
Segment.

Taking a Disorder Test


To take a Disorder Test, a Squadron rolls 3D6,
needing 4, 5, or [RED] 6, and must score a
success for each Damage Marker applied to the
Squadron during that Segment.

There may be instances where the number of Dice


rolled during a Disorder Test will change:

❯❯ A Squadron gains +1 Die when one or more Models


are within the Command Range of their Helix’s
Command Element.
❯❯ A Squadron gains +1 Die if it has the Elite Quality Type.
❯❯ A Squadron loses -1 Die if it has the Militia Quality Type.
❯❯ A Squadron loses -1 Die if it was targeted by a weapon with the Above: The fighting on
Terror Weapon MAR. Proteus Prime was an
intense affair, as Infantry
from both sides clashed in
If a Squadron scores sufficiently to pass the Test, no further action is
a gruelling combat.
required. However, should a Squadron fail to pass, place a number of
Disorder Markers on the target Squadron EQUAL to the shortfall in
successes.

For example: A Squadron that failed the Test by 3 would take 3 Disorder
Markers.
86 DISORDER

Disorder Markers and the End Phase


During the Compulsory Actions Segment of
the End Phase, ALL Disorder Markers on a
Squadron translate to Damage Markers.
These may be allocated to Models as the
owning player chooses, but no Damage
may be allocated to a Model more than
once unless all Models in the Squad-
ron have been allocated to already.

Forlorn Hope
If a Squadron gains suffi-
cient Disorder Markers
that it would be com-
pletely removed from play in
the End Phase (when Disorder
becomes Damage), the Squad-
ron becomes known as a Forlorn
Hope Squadron. The Squadron
loses all Disorder Markers and gains
a Forlorn Hope Marker instead. The
Forlorn Hope Squadron is automatically
removed from play in the End Phase.

These doomed individuals will undoubtedly


sell their lives dearly if given an opportunity.

Above: With two Damage ❯❯ All Firing (using Main Ordnance or CQB) from Forlorn Hope
Markers and Two Disorder Squadrons are considered to be Placed Shots, and so have a
Markers the end of the
Turn spells the end of this
starting Hit Number of 3+.
Terran unit. With death
guaranteed, the Tank ❯❯ In addition, Forlorn Hope Squadrons may ignore all Damage on
Destroyers get a Forlorn their Squadron when determining their Attack Dice Successes
Hope Token and go out in with both CQB and Main Ordnance.
a blaze of glory!
❯❯ Forlorn Hope Squadrons that are Ready to Activate may move
Flat Out and still fire Main Ordnance and execute CQB actions
without penalty.

❯❯ Forlorn Hope Squadrons are NOT permitted to Withdraw in the


same way as other Squadrons… they are living on borrowed
time and must sell their lives dearly before their end.
DISORDER 87

Example of Disorder:
A Terran Valkyrie Light Recon Tank Squadron suffered 3 casualties from an
attack involving a weapon with the Terror Weapon MAR. Fortunately they
are within the Command Range of their own Helix’s Command Element (a
Vidar Heavy Tank).

This means they would be required to take a Disorder Test with the follow-
ing conditions in play:

3D6 Test (3D6, +1 Die for Command Range, -1 Die for the Terror Weapon),
needing 3 Passes (one for each point of Damage Suffered).

The Terrans manage only 2 passes, meaning the Squadron


takes a Disorder Marker. In the End Phase, this Disorder 1
Marker will change to a Damage Marker.

< 12"

2 PASSES
88
CLOSE QUARTERS BATTLE 89

CLOSE QUARTERS BATTLE


CLOSE QUARTERS BATTLE WEAPONS
The majority of Models are equipped with close range weapons systems.
These weapons are primarily used as a defensive measure against infan-
try assaults. Most are systems such as small, hull-mounted machine guns,
or laser defence systems positioned behind retractable armour panels.

Important Note: Commanders reading the rules for the first time should
skip this section and move on to the Main Ordnance Sections instead, as
many of the rules mentioned here require knowledge of the Firing Steps
FIRST. We have placed the CQB part of the rules ahead of Firing for game-
flow purposes.

CQB SUMMARY
CQB follows a very similar procedure to Main Ordnance Firing and has
been included here to allow players to ensure they understand the flow
of CQB.

1. All Attacks from a Squadron must be directed towards the


same target unless a MAR or Game Condition applies.
Declare CQB
2. Commanders must then determine if Models are in Range
Engagements
to fire their CQB weapons.
& Determine
3. A Squadron may not INITIATE more than one CQB Engage-
Range
ment in a Game Turn, but may defend against incoming CQB
as many times as is required.

1. Agree upon which Models may participate in the attack


Mutual based upon Line of Sight.
CQB Segment

Agreements 2. Agree if any Models are not viable as targets.


3. Agree order of viable targets in the Target Priority Chain.

Compile 1. Combine all Attack Dice from those Models contributing


AD Pools to the CQB Engagement.

1. Determine the Roll to Hit Number and roll Attack Dice.


2. Calculate Successes and reduce the total by any Damage on
Resolve
the Firing Squadron.
Engagement
3. Allocate Damage using the Target Priority Chain.
4. Apply Damage and Remove Casualties.

CQB 1. Perform any Disorder Tests and place any Game Markers
Consolidation that might be required.
90 CLOSE QUARTERS BATTLE

What makes CQB Different from Main Ordnance


Shooting?
CQB represents close support weapons externally mounted on vehi-
cles. In the case of Infantry, these weapons often represent their only
source of armament. Such weapons are easy to target and are often
used as the last line of defence against enemies, making them excellent
reactive weapons.

CQB Engagements are treated as a form of ‘interupt action’ where


a Squadron may break the flow of the game to snap fire at an enemy
within range.

CALLING A CQB ENGAGEMENT


Any Squadron that ends its Movement Segment with one or more of
its Models within 4" of an enemy may elect to fire their CQB Weapons
during the CQB Segment as part of a CQB Engagement. HOWEVER
should the Squadron decline to engage in CQB, a single enemy Squad-
ron within 4" of the active Squadron has the option
to call a CQB Engagement themselves against the
Active Squadron. A Squadron may only INITIATE
one CQB Engagement in any Game Turn, but
may be engaged multiple times.

CQB Attacks are resolved in the same man-


ner as other Attacks, however the target
Squadron also performs a SIMULTA-
NEOUS CQB Attack too, with every
Model in Range and Line of Sight
contributing. This applies even if
the target Squadron has an Acti-
vated Game Marker, and DOES
NOT prevent a Ready Squadron
from making any actions later in
the Turn.

In the example shown left, four members of


a Squadron of Terran Light Reconnaissance
Tanks finds themselves within 4" of a Dindrenzi
Heavy Tank, ensuring that a Close Quarters
Battle Engagement between the four Reconnais-
sance Tanks and the Heavy Tanks can be fought.
CLOSE QUARTERS BATTLE 91

ADDITIONAL NOTES ON CQB ENGAGEMENTS:


❯❯ A Model MAY execute a CQB Engagement if it plans
to make a Main Ordnance Attack during its
Activation, and may target the same Squadron
with both CQB and Main Ordnance Weapons
if desired.

❯❯ Squadrons reduce their total number of


successes in their Attack Successes Pool
by the amount of Damage Markers
they have, in the same way as Main
Ordnance (see Page 105).

❯❯ Squadrons that have moved


Flat Out may not initiate
a CQB Engagement, but
may return fire if engaged
themselves. A Squadron
moving Flat Out suffers a Rushed
Penalty to its CQB roll To Hit.

❯❯ Squadrons with Disorder Markers


may not initiate a CQB Engagement,
but may return fire if engaged
themselves. A Squadron with Disorder
Markers suffers a Rushed Penalty to its CQB
roll To Hit.

❯❯ Unless otherwise stated, all CQB Attacks ignore


any Protective MARs, and no Shield Rating Saves
may be used in a CQB Engagement, but Cover
Saves may be taken normally, unless a successful Storming CQB Above: The artwork from
Action is taking place (see Page 93). the Proteus Prime Two
Player Battle Box evokes
the sense of desperate
❯❯ The DR Value of a target never goes down when attacked by
close quarter combat
CQB in the Flank or Aft. Only Main Ordnance gains the Flank/Aft between Directorate and
Bonuses. Aquan forces.

All Close Quarters Battle (CQB) Weapons have a 360-degree Arc of Fire
and a Range of 4".

A CQB Attack follows the same rules as Main Ordnance Shooting and
counts as a Weapon in its own right. Use the Planetfall Template to
assist in determining if a Model is in range to fire in CQB. Unless other-
wise stated, all CQB Engagements require a 4, 5 or [RED] 6 to Hit.
92 CLOSE QUARTERS BATTLE

Example of CQB Engagement


A Squadron of Terran Heimdahl Medium Tanks moves in to eliminate a
Dindrenzi Leto Light Recon Tank Squadron who have strayed too close.

All Terran Tanks can engage in CQB, but only Tanks B, C and D can engage
for the Dindrenzi. Tank A is out of 4" CQB Range (see Diagram 1, below).

The Target Chain agreed upon by both Commanders is Y ➞ X ➞ Z and


B ➞ C ➞ D (Tank A cannot be a viable target as it is out of range.)

When rolling To Hit, both sides need 4+ (as Protective MARs like Hard
Target on the Leto are ignored in CQB).

The Terrans have 4 CQB per Tank and so roll 12 AD, but must reduce
their total amount of hits scored by 1 due to the damage on Tank X. The
Dindrenzi have 2 CQB per Tank, and so roll 6AD. Squadrons reduce their
total number of successes in their Attack Successes Pool by the amount of
Damage Markers they have, in the same way as Main Ordnance.

Rolling the Attack Dice, the Terrans score 11 hits, reduced to 10 Hits due to
Damage on their Squadron. The Dindrenzi roll 6 hits.

1 Damage is allocated to the nearest Models first as normal. With Terran


Heimdahl having 6+6 as their DR, the Dindrenzi have done just enough
to damage the nearest tank. Meanwhile, the Dindrenzi Letos, having
just 5 DR lose TWO tanks (B and C, since they are closest).

X Y Z Both sides must take a Disorder Test with the Terrans requiring
1 pass, and the Dindrenzi requiring 2.

After CQB is resolved, the Main Ordnance Phase can begin.


3" 3" 4"

2
6" B
C
D
X Y Z

A
CLOSE QUARTERS BATTLE 93

STORMING CQB ENGAGEMENTS


Often, infantry will be called upon to assault enemy infantry entrenched
in buildings. This is sure to elicit serious casualties on the attack, but if
the infantry succeed in breaching the enemy defences, they will be able
to run amok.

A Storming CQB Action is resolved as follows:

1. The Attacker announces they intend to make a Storming


CQB Action against a viable target within 4".

2. The Attacker then makes an additional FREE out-


of-sequence Cruising Movement Action towards
the target Building/Defences bringing as many
Models into Base Contact with the structure
as possible.

3. The Defender resolves their CQB Attack


FIRST, with casualties removed BEFORE
the Attacker can fire.

4. The Surviving Models in the


Attacking Squadron then perform
their CQB Action, without the enemy
benefiting from any Cover Saves.

5. If the Attacker causes more casualties


than the enemy AND still has a Model in
Base Contact with the Building, they may
move to Occupy the Building/Defences and the
Defender is Expelled.

6. Should the Defender be Expelled, the Defender must


make an immediate Flat Out move away from the
structure in any direction nominated by the owning
Commander, and receives an additional Disorder Marker
over and above any applied as a result of the assault.
Above: With a nearby Spire
7. Should the Attacker fail to Expel the Defender, the surviving
helping the Drones, the
Attackers must make an immediate Flat Out move away from Relthoza are confident they
the structure in any direction nominated by the owning can hold out against the
Commander and receives an additional Disorder Marker over brutal assault by Sorylian
and above any applied as a result of the assault. Heavy Infantry...
94 CLOSE QUARTERS BATTLE

Example: Infantry Storming Action


Left: A Squadron of Terran Light Infantry elect to storm a building
1 held by Dindrenzi Light Infantry. At least one Terran Infantry Base
is within 4", so the Storming Action can be called.

Below: The Terran Infantry get to make a FREE Cruising


Action move towards the building, and must get as many
Models in Base Contact with the structure as possible.

4"
2

Below Right:
The Defenders
then open
fire with their
CQB weaponry.
The Dindrenzi Light
Infantry have CQB = 3
4 each, so roll 16AD,
hitting on 4+.

Rolling 8 Hits,
2 Terran Light
Infantry (with
DR3) are killed
and removed
from play.
CLOSE QUARTERS BATTLE 95

Right: The remaining Terrans may now attack


with their own CQB weapons. 4
Rolling 8AD the Terrans smash through the
Dindrenzi Forces, scoring no less than 12 Hits.

Normally, the Dindrenzi would get to


take Cover Saves from their defensible
position, but do NOT get to do so because
of the Terrans storming the building. This
means the assault kills 3 bases of Dindrenzi
(who have DR4).

Right: Both sides take any Disorder Tests that


are required and both manage to pass. 5
The Terrans caused more casualties and so may
move to Occupy the building.

The Dindrenzi are Expelled from the


building by the victorious Terran troops
and must make an out-of-sequence
Flat Out Move away from the building,
taking their compulsory Disorder 6"
Marker with them... but given
this is sufficient to make them a
Forlorn Hope Squadron, the Marker is
replaced with a Forlorn Hope Marker
instead.
96 CLOSE QUARTERS BATTLE

LEVIATHAN CQB
“It strode out from the mists … like a towering vision of wrath and ven-
geance … saw it carve through the Heavies like they weren’t there, tossing
them aside … then it turned, coming for me … I ran sir … I ran as fast as I
could … I reckon I’ll be running for the rest of my life!”
Trooper Harken Baines, 3rd Terran Colonial Rifles.
Executed for Cowardice during the Tarxon Campaign.

Leviathans are powerful war engines capable of inflicting horrific casu-


alties on the Battlefield with their main weapons. However, Leviathans
are often adapted to allow them to close with the enemy and prove their
true mettle in CQB.

All Leviathans have TWO CQB stats (listed as ‘X/Y’ in their ORBATS):

❯❯ The first number denotes its CQB capability when within 4"
and NOT in Base Contact with the enemy – essentially their
standard CQB Stat.
❯❯ The second number denotes the amount of Attack Dice their
CQB attack will inflict on a single enemy in Base Contact – their
Leviathan CQB Stat.

Models with an especially high Leviathan CQB will often be equipped


with powerful combat weapons, such as Power Mauls, Fighting Glaives,
or even Mandible Claws to further their effectiveness on the Battlefield.
These weapons may have special rules attached to them. See the rele-
vant entry in the Orders of Battle (ORBATS.)

The important thing to remember is that whilst a Leviathan Model


is in Base Contact with the enemy, it may only ever direct its Levi-
athan CQB against a single Model with which they are in Base
Contact. Should a Model Destroy a target with their Leviathan
CQB attacks, the excess floating hits have no effect on the
rest of the Squadron… the Leviathan is too busy pound-
ing the target of its wrath into the dust.

Leviathan CQB: Example 1


In this example, a Terran Thor Class Leviathan charges into Levi-
athan CQB with a Dindrenzi Kratos Heavy Tank… the Kratos isn’t
built for CQB, but the Thor certainly is.

The Thor rolls 20AD and hits on 4+.


The Kratos only rolls 5AD (its basic CQB stat) and hits on 4+ as normal.
CLOSE QUARTERS BATTLE 97

The Thor scores 19 Hits but loses 1 Hit due to the single point of Damage.
The Kratos scores just 3 Hits.

The Thor isn’t Damaged by the attack… but the Kratos has real problems.
A Kratos Heavy Tank has 8+7+7 as its DR, meaning that the 19 hits allocate
as 8+7, + 4 Floating, causing 2 points of Damage.

But the pain doesn’t end there for the Kratos. The Thor’s Leviathan Close
Combat Weapon has the Pinpoint (3) MAR, meaning that, should any one
of the Dice roll a 6, the target takes ANOTHER point of Damage.

Rolling the 3D6, the Terran player cites a long list of griev-
ances before promptly rolling a 6, and causing the last
point of Damage on the Dindrenzi Heavy Tank.

Leviathan CQB: Example 2


In this example, a Terran Thor Class Leviathan is
charged by two Iapetus Battle Robots (A and
B), engaging the behemoth in Leviathan
CQB. Both Forces are built for combat, so
this is bound to be bloody...

All rolls are simultaneous, but we will resolve


the Terran Attack first. A B
With more than one Element in Base-to-Base, the
Thor chooses to target Robot B, hoping to roll well
enough to kill it. The Thor rolls 20AD, hitting on 4+ and
scores 16 Hits.

An Iapetus has 9+9+9 as its DR, meaning that the 16 hits allocated as 9, +7
Floating, causing 1 point of Damage – not enough to kill one of the Robots.
Fortunately the weapon has Pinpoint (3), and once again the Terran Levia-
than manages to roll a 6. This places another point of damage on the target
Robot, destroying it.

The two Iapetus also roll 20AD (10+10), hitting on 4+ and score a punish-
ing 22 hits, taken down to 21 Hits due to Damage on the Squadron from a
previous attack.

The Thor has 10+10+9+9 as its DR, meaning that the 21 hits are allocated
as 10+10, +1 Floating, causing 2 points of Damage. The Iaepatus have
Fighting Glaives (a Leviathan close combat weapon) with the Pinpoint (2)
MAR… rolling the 2 Dice… they fail to score any 6s.
98 COMBAT
MAIN ORDNANCE SEGMENT 99

MAIN ORDNANCE SEGMENT


Once a Squadron has performed all desired actions in the Movement
Segment, and any CQB Engagements have been resolved, play moves
in to the Main Ordnance Segment. Here it can open fire with its main
weapons, tearing apart opposing vehicles with turret-mounted guns,
multi-barrelled cannons, high-velocity rail-guns or destructive missiles.

To maximise their potential, all Models in a Squadron will attempt to fire


on the same target Squadron simultaneously. The Fire Action represents
the Squadron’s ability to rapidly snap-fire at targets which present them-
selves whilst the Squadron completes its own manoeuvres.

If the active Squadron did NOT make a Flat Out move during the Move-
ment Segment of this Activation or set an Overwatch, it may now per-
form Firing Attack Actions with its Main Ordnance Weapons.

FIRING STEPS & ACTIONS


Declare Main All Attacks from a Squadron must be directed towards the
Ordnance Attacks same target unless a MAR or Game Condition applies.

Determine Range Determine if Models are in range to fire.

1. Agree upon which Models may participate in the attack


based upon Line of Sight.
Mutual
2.Agree if any Models are not viable as targets.
Agreements
3. Agree order of viable targets in the Target Priority Chain.
4. Agree on any Flank or Aft Bonuses.
Main Ordnance Segment

1. Decide which weapons are firing.


2. Determine if any weapons are able to combine, then
Compile compile the Attack Dice.
AD Pools 3. Firing Solution – In situations where targets exist at
both Long Range and Effective Range, decide whether
you are firing the weapons at Effective or Long Range.

1. Determine the Roll To Hit Number and roll Attack Dice.


2.Calculate Successes and reduce the total by any Dam-
age on the Firing Squadron.
Resolve Attack 3. Allocate Damage.
4. Perform Shield Saves.
5. Apply Damage and Remove Casualties.
6. Move on to next Attack by the Squadron.

Firing Apply any Disorder Tests and Game Markers that might
Consolidation be required.
100 MAIN ORDNANCE SEGMENT

DECLARE MAIN ORDNANCE ATTACKS


Declare an enemy Squadron to be the target of the Squadron’s Main
Ordnance Attacks. Unless otherwise stated, ALL Attacks from a Squadron
MUST be directed towards a single target Squadron.

DETERMINE RANGE
An Attack is considered to be in Effective Range by measuring from the
leading edge of the furthest contributing Model to leading edge of the
closest target Model. If the distance is less than or equal to their weapon’s
Effective Range value. If the distance is greater than the weapon’s Effec-
tive Range value, but less than or equal to their weapon’s Long Range
value, the Long Range Attack Dice are used.

MUTUAL AGREEMENTS
1. Agree Upon Which Models May Participate In The
Attack Based Upon Line Of Sight
Commanders must agree upon each Model in the active Squadron
who can draw Line of Sight to a Model in the target Squadron, and
so may contribute to the Attack. If no Models in the Squadron can
draw Line of Sight to the target, then the Attack is Blocked.

In certain occasions, Models will be restricted in their Line of


Sight by a weapon’s Fire Arc. In these cases, players should use
the Planetfall Template to determine if a Model is in line of sight.

In the example, left, a Dindrenzi Charon Command Barge wishes to fire


its Main Ordinance. The Charon has an F-90° Fire Arc on all of its weapons
and so could only fire these at targets in the area shown.

Armoured Class

Light Class

Light Heavy Light Tank Medium Utility / Weapon / APC Infantry


Infantry Infantry (Recon) Tank Designator Sky Drop Sky Drop
MAIN ORDNANCE SEGMENT 101

CHECK LINE OF SIGHT


Although the futuristic vehicles of Planetfall are fully equipped with
advanced targeting systems, and they are able to pinpoint their fire on
minute target areas, their shells cannot penetrate solid rock or multiple
buildings. To this end, determining Line of Sight is strict, but very simple.

For a Model to contribute to an Attack against a target Squadron, it


needs to be able to draw Line of Sight to it. If a straight line can be drawn
from ANY part of the attacking Model’s base to ANY part of the target
Model’s base WITHOUT crossing another Blocking Model’s base, Building
or otherwise Blocking Terrain Feature, then its Line of Sight is Clear and it
can contribute to the Attack. If this line CANNOT be drawn, then its Line
of Sight is Blocked and it CANNOT contribute to the Attack.

INTERVENING MODELS BLOCKING LINE OF SIGHT


Models in Squadrons MAY fire over other models if they or their target is
of a vastly differing size.

❯❯ All Light Elements are small and so find themselves Blocked by


intervening Light, Armoured and Elevated Elements. However,
Light Elements MAY fire over Intervening Light and Armoured
Elements to engage Elevated or Flying Elements. Flying Class

❯❯ Armoured Elements make up the largest portion of the Models


in the game. They may fire over Light Elements without penalty
but are Blocked by Intervening Armoured and Elevated Elements.
However, Armoured Elements MAY fire over Intervening All Flyers
Armoured Elements to engage Elevated or Flying Elements.

❯❯ All Elevated Elements have a commanding


view of the battlefield and may Elevated Class
draw Line of Sight over any
Intervening Armoured or Light
Elements but are Blocked by
Intervening Elevated Elements.

Heavy Tank Mobile Building Leviathan


Command Centre
102 MAIN ORDNANCE SEGMENT

C B Remember, Models that occupy Elevated


Elements – Terrain Features such as Buildings
and Hills are considered to be the Elevated.

A ❯❯ Line of Sight to and from Flying


Elements can never be Blocked by
Intervening Models or Terrain.

2. Agree If Any Models


Are Viable Targets
Commanders should agree whether
a Model is a viable target for the
incoming attack. Models may be con-
Z sidered viable even if they are technically
Blocked by other members of their OWN
SQUADRON, since the incoming attack
might remove a Blocking Model as a casualty
and carry further damage forwards into the
Model behind.

Left, above: the Dindrenzi Mobile Command Centre


can nominate Tanks A and B as viable targets but
C B 2 Tank C is not viable since it is behind an Elevated
Building.

3. Agree Order of Viable


A 1
Targets by creating a Target
Priority Chain
Commanders should agree upon the
order of viable targets, from the
closest to the furthest.

In cases where no Target Priority


Chain can be determined (such as
Infantry in buildings for example),
the owning player must allocate the
Target Priority Chain, using the highest
Z DR first, then working down.

Left: The Terran Tank A is closest, with Tank B


next in the firing line. Tank C is not, of course,
a viable target and so is ignored.
MAIN ORDNANCE SEGMENT 103

C B
4. Agree on any Flank or Aft Bonuses
Commanders should agree if any target Models
are likely to be attacked in the Flank or Aft. A
In the diagram to the right, the Terran Tank
A is being attacked in its Front Arc, but
the Terran Tank B is being attacked in its
Flank Arc (and so will suffer penalties to
its Damage Rating as a result).

Right: Sleek, fast and


packing a punch. The
Aquan Heavy Skimmer
is a thing of beauty
to behold on the
battlefield.
104 MAIN ORDNANCE SEGMENT

COMPILE AD POOLS
1. Decide which weapons are firing
Models need not necessarily fire with all its weapons, but only Models
with the Independent Targeting MAR may choose to fire at different
Squadrons.

2. Determine if any weapons are able to combine


Weapons may combine if they possess a common MAR irrespective of
any values involved (such as Pinpoint [1] and Pinpoint [3]). In addition,
Weapons with NO MARs may always combine with each other.

3. Determine Firing Solution


All attacks must be considered EITHER an Effective Ranged attack or a
Long Ranged attack, regardless of whether it is a single weapon firing or
multiple weapons combining their fire.

In situations where targets exist at both Effective Range AND Long Range,
decide whether you are firing the weapons as an Effective Ranged attack
or a Long Ranged attack – this may lead to an alteration in which Models
may be considered to be viable targets, and create variable roll to hit
numbers.

In cases where weapons will have differing rolls to hit when targeting a
Below: Having made squadron, or will be affected by MARs such as Hover Vehicle or Kinetic
Planetfall a Dindrenzi
Federation force with two
Weapon, if a weapon wishes to avoid detriment to its roll to hit (due to
Leviathan Helixes makes the Hover Vehicle MAR incurring a -1 to hit penalty at Long Range, for
ready for battle. This one is example) it must target only the models within its Effective Range and
going to be a bloody one... this is considered an Effective Ranged attack.

If the weapon seeks to target models outside its


Effective Range but still within its Long Range
(perhaps because the next model in the Target
Priority Chain is damaged or has a Debilitat-
ing Effect Marker or is likely to be Flanked,
etc), the attack is considered to be a Long
Ranged attack for the purposes of MARs
BUT the number of Attack Dice for each
weapon is determined according to
their individual ranges and the viable
targets in the Target Priority Chain.
MAIN ORDNANCE SEGMENT 105

RESOLVE FIRING ACTION


1. Determine the Roll To Hit and Roll Attack Dice
The roll to hit in Planetfall varies greatly, depending on how well the
firing Squadron has been able to focus on its target. This manifests itself
in a number of ways, be it Firing Quality or through MARs. When
determining the roll to hit, first assess the Firing Quality and then
apply any MARs that might be applicable to the ‘To Hit’ number.

Firing Quality is divided into three types:


Placed, Regular and Rushed firing.

Placed Firing occurs when the Squadron’s fire has been care-
fully directed, and is able to focus on shooting without any
distractions. These shots hit on a 3+.

Regular Firing are shots under normal combat conditions. These


shots will hit on a 4+.

Rushed Firing are fired under hazardous or stressful conditions, with no


Above: The Sorylians favour
time to aim properly. These shots will hit on a 5+. long range weaponry.

Unless otherwise stated, ALL Firing begins as Regular and requires a 4, 5


or [RED] 6.

Various conditions can change the quality of firing. If conditions exist


that make the Quality of an Attack both Placed and Rushed at the same
time, the firing becomes Regular instead.

Once Commanders have determined the Firing Quality, any MARs that
might affect the roll to hit should be considered: A Focused Firing Action
against a Squadron of Light Infantry with Hard Target (-2), for example,
would make a Placed Shot need 5+ to hit (3+, -2 for Hard Target).

Once the Hit Number is ascertained, total all Attack Dice to be used to
make the Attack and roll them!

2. Calculate Successes
The total number of Successes are calculated. This may be modified by
Tactical Game Cards and other factors.

The amount of Successes is then reduced by the amount of Damage


Markers present on the members of the Squadron participating in the
attack. This gives the Attack Success Pool. Commanders should then
ensure they have a number of Dice that is equal to this pool as this will
become important in later Steps.
106 MAIN ORDNANCE SEGMENT

3. Allocate Damage
If the total number of Attack Successes is equal to or greater than the
Damage Rating of the closest Model in the target Squadron, then that
Model is Damaged. Place the number of Dice that were needed to dam-
age the Model next to it, taken from the Attack Successes Pool.

If the closest Model in the Squadron has more than one Damage Rating
remaining, apply the excess hits to the same Model – if another level of
DR is reached the Model is Damaged again. Place the number of Dice
that were needed to damage the Model next to it taken from the Attack
Successes Pool. This process continues until all hits have been applied
sufficiently to Destroy the Model.

Any Remaining Hits are then carried forwards to the next Model and the
process begins again. Any hits that cannot be allocated to a Model are
left to the side of the target Squadron and are consider to be ‘Floating’.

Floating Hits are very important as they are the FIRST to be removed by
any successful Shield or Cover Saves.

4. Perform Shield Saves


If the affected Models in a Squadron do not have a Shield Rating, ignore
this Step.

In cases where Shields are present, the total amount of hits inflicted can
then be reduced by rolling the combined total of all Shield Saves within
the target Squadron that would take Damage as a result of the attack.

Shield Saves require a 4, 5 or [RED 6] unless a MAR or condition applies,


and each Success generated reduces the total amount of hits scored by 1.
These Successes should be removed from the Floating Dice FIRST then
working back from the farthest Model to the closest.

NOTE: This may mean that Models who were previously Damaged in the
previous Step are no longer Damaged, as the overlapping shield harmonics
of the Squadron saved them!

5. Apply Damage and Remove Casualties


For each time a Model’s DR was reached, apply a Damage Marker.

If a Model has sufficient Damage Markers so that all its levels of DR have
been breached, it is Destroyed and removed from play in this Step.

6. Move on to the next Firing Solution


Begin the process again with the next Firing Solution in the Squadron
until all nominated Attacks have been resolved.
MAIN ORDNANCE SEGMENT 107

FIRING CONSOLIDATION
In this Step Commanders should apply Game Markers that might be
required such as Debilitating Effect or Cyber Attack Markers.

In addition, should a Squadron suffer Damage, they will be called upon


to take a Disorder Test in this Step. See Page 85.

FLANK AND AFT BONUSES


Most armoured vehicles in Planetfall have their thickest armour at their
front, providing the best defence to the incoming shots from that aspect.
However, a wily Commander will always attempt to engage the enemy
on a Flank or even better on the Aft in order to do the most damage.

❯❯ Models attacked by Main Ordnance in the Flank suffer a -1 to


their DR.
❯❯ Models attacked by Main Ordnance in the Aft suffer a -2 to
their DR.
❯❯ Models with the Flying LoS Class, Infantry (both types) or with
the Sectored Armour MAR are never affected by Flank or Aft
Attacks.

To gain this bonus, more than 50% of the firing


Models must be in the correct aspect and the
targeted Models in the enemy Squadron
who have their Flank or Aft exposed MUST
be the closest viable casualties.

In this example, a Squadron of 4"


Sorylian Light Tanks are targeting
3"
a Squadron of Terran Medium
Tanks. The Light Tanks can claim
a Flank Bonus because more 2"
than 50% of their tanks can
draw a line of sight to the flank of
a Terran Medium Tank and those 5"
targets are the closest.
108 MAIN ORDNANCE SEGMENT

In the example to the left, a Squadron of Sorylian Light


Skimmers are targeting a Squadron of Terran Medium Tanks.
The Skimmers may not claim a Flank Bonus because despite
the fact the flanked Tanks are the closest, more than 50%
of the Light tanks cannot draw a line of sight to the flank
of a Terran Medium Tank.
3"
2"
4"
5"

5"
4"
4"
2"
3"

In the example above, the Sorylian Skimmers may not claim a Flank Bonus
for the FIRST Terran Medium Tank because, despite the fact more than 50%
of the Skimmers can draw a line of sight to the flank of a Terran Medium
Tank, the Skimmers are closest to the front-most Medium Tank.

However, should the amount of Successes rolled in the attack be sufficient to


Destroy the closest Medium Tank, the remaining hits WOULD benefit from
the Flanking Bonus as the closest remaining Tank would be Tank B.

COVER SAVES
All Infantry gain bonuses when occupying certain Terrain Features (such
as Buildings and Vegetation) in the form of Cover Saves. These saves are
treated like normal Shield Saves except they are always present and are
not ignored by CQB (unless part of a successful Storming Engagement).
This makes Cover vitally important for Infantry, especially when the fight
gets up close and personal. See Page 77 for more details on specific
Terrain and its relevant Cover Save bonus.
MAIN ORDNANCE SEGMENT 109

An Example of Firing
C B
In this example a Dindrenzi Mobile Command Barge
opens fire on a Squadron of Terran Heimdahl Medium
Tanks (with Tank A having a Damage Marker).
A
The Commanders agree that Tank A is the closest
viable casualty, then Tank B but Tank C is not
under threat due to the building blocking Line
of Sight. Both players agree that neither A or B 1
are being attacked in the Flank or Aft.

The Dindrenzi Command Centre opens fire with


devastating effect, scoring a staggering 22 Hits. Z
This total is immediately reduced by one to 21 Hits
due to the Damage Marker that is present on the Mobile
Command Barge.

The 21 Hits are then distributed amongst the affected


Models. The Terran Medium Tanks have a DR of 6+6 and C B 6 6
Tank A is closest. But Tank A has suffered a Damage
Marker earlier in the game, meaning that only 6 Hits
are allocated to it to cause the point of damage
A 6
needed to Destroy the Tank.

With Tank A having been allocated hits


sufficient to Destroy it, the remaining 15 2
hits then move on to Tank B. Tank B also has
21 HITS FLOATING
a DR of 6+6 and no damage, so takes 6 Hits,
= 2 Tanks 3
and then a further 6 Hits… enough to Destroy
taking Damage
it too. The remaining 3 hits would normally be Z
= 2 Sets of
allocated to Tank C, but both Commanders agreed
Shield Saves
that Tank C was out of Line of Sight before firing
began. Irrespective of this, the 3 Hits are kept to the side
as ‘Floating Hits’.

Normally this would mean that the Terrans would lose both Tank A and
Tank B, with the remaining 3 Floating Hits being lost. Fortunately for
the Terrans these Tanks are equipped with Shields that might be able to
mitigate this debilitating damage. Because 2 separate Models are suffering
Damage under this attack, BOTH are permitted to combine their Shield
Dice to create a Shielding Pool. The Terran Medium Tank has a Shield
Rating of 3 each, so 6 Dice are rolled.

Rolling the Pool, the Terran Player needs a 4, 5, or [RED 6] (assuming no


MARs or game effects are in play) and scores 7 Hits. This reduces the total
number of hits scored by the attack to 14 Hits.
110 MAIN ORDNANCE SEGMENT

The 14 hits are still enough to Destroy Tank A with the


C B first 6 hits, Tank B takes another 6 hits and suffers
a Damage Marker and the remaining 2 Floating
Hits are insufficient to cause Damage, and so
are lost.

The Terran Commander then removes Tank


A from play.
3
The Terran Commander must now take a
Disorder Test, requiring 2 passes (one pass
for each point of Damage taken as a result of
Z the attack).

Left: Let the assault begin!


A Sorylian and Terquai Allied
Force makes its move...
END PHASE 111

END PHASE
The End Phase of each Game Turn allows Commanders to pause for
breath and assess the battle as it unfolds.

During the End Phase of each Game Turn, certain actions may occur, in
the following order:

Segment Step
1. Compulsory Actions Disordered HP Loss.
All Objectives on the Battlefield are scored at this point
2. Score Objectives
and the Zero Hour Tracker is amended.
3. Check for the End If either Commander has achieved their Zero Hour,
of the Game the battle is over.
4. Repair Debilitating Effects Repair Tests.
5. Remove In-Game Effects Remove In-Game Effects that have expired.
Remove all Activation Markers from each
6. Prepare for the Next Turn
Squadron and prepare for the next turn!

1. COMPULSORY ACTIONS
Disordered HP Loss – Any Squadron with Disordered Game Markers
will automatically replace them for Damage Markers at this Step. Dam-
age Markers should be distributed by the controlling player. Should the
Damage applied be sufficient to remove Models, then this must be done
immediately and any Logistics Points are scored before the next Step.

2. SCORE OBJECTIVES
All Objectives on a Battlefield have a Tactical Value assigned to them.
The value of Objectives to a Commander will depend on the size of the
game being played and/or specific scenario conditions.

TACTICAL VALUE OF OBJECTIVES


Suggested Suggested Suggested
TV Points TV Points TV Points
Total MFV
Primary Secondary Tertiary
Objective Objective Objective
3000 points or less 4 2 1
3001 points – 6000 points 8 4 2
6001 points – 9000 points 12 6 3
9001+ points 16 8 4
112 END PHASE

3. CHECK FOR END OF GAME


At this point, players should check their Zero Hour Trackers to see if
they have achieved Planetfall. For more information on how to win a
game of Planetfall see Winning the War, opposite.

4. REPAIR
Any Squadron may attempt to repair any Cyber Attack or Debilitating
Effect Game Markers they may have. Roll a D6 for each Persistent Game
Marker: on the roll of a 4, 5 or 6, the Game Marker is removed, otherwise
the effect remains for the next Game Turn.

5. REMOVE IN-GAME EFFECTS


Any effects that last a Game Turn, such as Tactical Action Cards, will
expire, and any relevant Markers should be removed.

6. PREPARE FOR THE NEXT TURN


Ready your Forces for the next turn by removing ALL Activated Game
Marker from each Squadron. It is also a good idea to tidy up any casual-
ties and think about your objectives in the upcoming turns.
Below: The Directorate
Recon ‘Buggy’ may
be small, but it packs
a punch.
WINNING THE WAR 113

WINNING THE WAR


The game of Planetfall is decided by a ‘count-down’ system that builds
drama and time-driven elements into the game. This is made possible by
the use of the Planetfall ‘Zero Hour’ Tracker.

The victor in a game of Planetfall is normally decided by one side (or


both) scoring enough Tactical Value Points to move their Zero Hour
down the track, towards Zero Hour, i.e. When their Tracker reaches Zero.

If a Commander reaches their Zero Hour by the end of a Game Turn,


the game ends, unless a Scenario is being played that gives alternative
Victory Conditions.

Setting the Start Point on the Zero Hour Tracker


The level where the Zero Hour Tracker is set at the start of the battle
is determined by the Maximum Force Value, decided upon by both
players, or may be determined using certain scenario conditions.

In most cases, the Starting Point for the Zero Hour Tracker is simply the
total MFV divided by 100.

This means that a 6000 point Game would have both players with a Zero
Hour Tracker set at 60 prior to the first turn beginning. If players would
like a longer or shorter game, however, then by mutual agreement the
Zero-Hour Tracker may be set at a different value before play starts.

SCORING TACTICAL VALUE POINTS


A player scores Tactical Value Points for the following:

1. For each opposing Squadron that a player has completely


Destroyed, they IMMEDIATELY score Tactical Value Points equal
to the Squadron’s Tactical Value (TV) of all the Elements that
made up the Squadron.
114 WINNING THE WAR

For Example: A Squadron that comprised 5 Light Recon Tanks,


with the Squadron having a TV of 5, would reduce their Zero Track
by 5 Points when wiped out.

2. For each Objective a player has Captured, they receive a


variable number of Logistics Points dictated by the type of
Objective during the Score Objectives Segment of EACH
TURN.

For Example: A Secondary Objective might be TV of 6, meaning


that during the Scoring Segment of the End Phase the capturing
player would score 6 TV, lowering their Zero Hour Track by 6.
In later turns, should the Commander continue to hold the
objective, they will score the same number of TV as a result of their
continued Occupation.

Note: The golden rule to remember regarding Scoring Logistics Points is


that whilst enemy Squadrons score ONCE, Objectives score MULTIPLE times.
Squadrons tend to be worth more individually, but a canny Commander will
often err on the side of Battlefield Control rather than enemy obliteration to
achieve their operational goals.

MARGIN OF VICTORY
After all players have calculated their Tactical Value Points, they should
amend their Planetfall Zero Hour Trackers accordingly. If one or more
players achieve their Zero Hour Point, refer below:

1. A Commander that reaches their Zero Hour without the


opponent achieving theirs in a turn wins the game with a
Major Triumph.

2. A Commander that reaches their Zero Hour in the same Turn


as their Opponent, but scores more Tactical Value Points PAST
the Zero Hour Point than their opponent wins the game with a
Minor Victory.

3. If BOTH Commanders achieve their Zero Hour Point AND score


the same amount of Tactical Value Points in the same Turn, the
game will result in a Draw.
MODEL ASSIGNED RULES 115

MODEL ASSIGNED RULES


A Model Assigned Rule is often abbreviated to MAR in the game rules.
It is most commonly attached to Models to give them additional rules or
abilities beyond the set of statistics presented on their Profile.

Model Assigned Rules do not need to be specific to Models, however, as


they can also be attached to Weapons mounted on Models, and even
specific to actions executed in-game.

MARs are a ‘catch-all’ method of giving all these diverse Models and
actions a framework of common rules to allow players to follow their use
Below: With three Damage
on the tabletop.
Tokens this Dindrenzi Leviathan
is about to face a world of hurt
In any case where a Model Assigned Rule would change or conflict with a courtesy of two full Squadrons of
standard rule, the MAR takes precedence over the standard rule. Terquai Heavy Infantry.

Sub Types of MAR


There are two sub-types of MAR that exist which
function in exactly the same manner as other
MARs except as follows:

Protective MARs: These MARS refer to abili-


ties or effects that allow a Model to increase
their survivability.

Weapon MARs: These MARs refer to


abilities that transfer to a specific
effect or weapon type during an
Attack.

The reason for this differenti-


ation becomes important in
instances where the effects of
a Protective/Weapon MAR may
be altered or even negated by
other factors.
116 MODEL ASSIGNED RULES

Anti-Personnel  (Weapon MAR)


Models with the Anti-Personnel MAR ignore any negative modifiers
from the Hard Target MAR when firing at Infantry targets.

Artillery Support [Value]


This Model has the ability to place a number of Drop Sites equal
to the Value listed in the bracket onto the Battlefield during the
Deploy Sky Drop Sites Phase of the Pre-Game Sequence.
During the game this Model may call in Artillery Strikes as
part of their Activation (see Page 82).

Assault Vehicle
Models Embarked inside a model with the Assault Vehicle
MAR may elect to Activate IMMEDIATELY after the Assault Vehi-
cle has resolved its Activation.

Barrage  (Weapon MAR)


Models targeted by a Barrage weapon do not receive Cover Saves.

Above: The Dindrenzi


Cloaked (Protective MAR)
have one of the meanest All Main Ordnance Ranged Attacks against a Squadron which is Cloaked
Command vehicles in may not use the Explosive Dice Mechanic, and instead use the Heavy
the game. Dice Mechanic.

Bulky [Value]
Models with the Bulky MAR take up a number of slots on any Transport
they are Embarked upon equal to the number listed in the bracket.

Eg. Heavy Infantry with Bulky [2] could only have a maximum of 3 onboard
a Transport with 6 slots.

Command Element [X"]


All Helix-Squadrons within the range listed in the bracket (including
the actual model itself ) gain an additional Morale Dice when testing for
Disorder due to the stabilising presence of their Command Element.
Should the Command Element be Destroyed or Withdraw from the battle,
ALL Squadrons in the Helix must take an immediate Disorder Test requir-
ing TWO successes – without the bonus for Command Element.

Corrosive  (Weapon MAR)


Should a model be Damaged (but not Destroyed) by a weapon with the
Corrosive MAR, place a Debilitating Effect Marker next to it. A Model with
a Debilitating Effect Marker has each level of its DR reduced by -1 until such
time as the Model is removed as a casualty. Debilitating Effect Markers can
be removed if a Model completes a Repair Test. Debilitating Effect Markers
are NOT cumulative in their effects but must still be repaired individually.
MODEL ASSIGNED RULES 117

Crystal Formation
A Model with the Crystal Formation MAR may be the target of a friendly
Main Ordnance Firing Action made by Aquan Prime Laser Weapons.
The hits caused by the attack do not do damage against the targeted
Crystal and instead are stored up by the Crystal itself.

The Crystal must then make an immediate out-of-sequence attack


(with all relevant modifiers and conditions in play – Hard Target, Flanks,
etc) against an enemy target model that is within its Line of Sight. The
Attack Dice rolled by the Crystal’s attack are equal to the number of Hits
recorded in the previous attack against it.

The Crystal’s Attack does not use any Weapon MARs and is affected by
Damage as normal.

Cyber Weapon  (Weapon MAR)


A Cyber Weapon does not do damage in the normal sense. Rather, it is
used to debilitate an enemy target Squadron by breaching the enemy’s
defences by more subtle means.

Cyber Weapons ignore all Shielding effects and may ONLY target Non-
Infantry Models.

Compile the AD Pool as normal and roll to hit using any MARs that may
be in play.

Should the number of hits generated equal or exceed the nearest


enemy’s current DR, roll once on the table below. Should an attack roll
enough hits to match or beat the nearest enemy’s current DR multiple
times, then roll a number of times on the table equal to the number of
times the DR was reached, and apply all results.

D6
Name Effect
Result
Advanced The affected Squadron treats all
1 Targeting Main Ordnance Firing as Rushed, and may not
Offline use Focused Fire or Overwatch.
The nearest Model in the Squadron
Internal
2-3 gains a Debilitating Effect Marker
Malfunction
(see the Corrosive MAR for its effects).
False Fall-back
4-5 The Squadron gains a Disorder Marker.
Order
6 Total Disarray The Squadron gains an Activation Marker.
118 MODEL ASSIGNED RULES

Drone
Models with the Drone MAR increase their Quality to Regular and gain
+1 to their CQB Value when within the area of control of a Drone Nexus.

Drone Nexus [Area of Control"]


Models with the Drone Nexus MAR are able to bolster Drone Forces that
are within their Area of Control listed in the bracket. The Area of Control
of a Drone Nexus is reduced by 4" for each point of Damage the Model
has sustained.

Enhanced Repair Systems


The Model may add +1 to the result of any Repair Test.

Fearless
This Model does not take Disorder Tests for any reason.

Flying Vehicle
If a Model makes a Main Ordnance Attack against a Flying Vehicle, the
targeted Flyer is considered a Hard Target (-1) when moving at Cruising
Speed, and a Hard Target (-2) when moving at Flat Out Speed. In addi-
tion, no Flying Vehicle may have damage allocated to it as a result of an
Artillery Strike.

Hard Target [Negative Modifier]  (Protective MAR)


Any Main Ordnance Attacks against this Model suffer the Negative
Modifier listed in the bracket to the required roll to hit. This MAR may
only apply under certain conditions, noted in the Model’s entry.

Hit and Run


A Squadron with the Hit and Run MAR may elect to Move and
Shoot in their Activation as normal OR may choose to Shoot
MODEL ASSIGNED RULES 119

then Move in the Activation instead. Models in the Squad-


ron may not move Flat Out if they choose to use this MAR.
In addition, Models choosing to Shoot then Move may
not take advantage of any Target Locks or Specialist
Fire Orders such as Overwatch or Focused Fire.

Hover Vehicle
When firing against this Model with weaponry
at Long Range, the target Model is consid-
ered to have the Hard Target (-1) MAR. For
Models that already possess the Hard
Target MAR (of any type), the Hover
Vehicle MAR is ignored.

Independent Targeting
A Model with the Independent Targeting
MAR is not restricted to firing all its weap-
ons at the same target Squadron during the
Main Ordnance Segment, and may instead
nominate multiple targets if desired.

Interceptor  (Weapon MAR)


Models with this MAR suffer no Hard Target penal-
ties when firing Main Ordnance at a Model with the
Flying Vehicle MAR.

Improved Shield Harmonics [+Value] 


(Protective MAR) Above: Aquan Prime
Models with this MAR increase the Shield Rating of any Model within its Stingray sites are invalu-
Squadron (including itself ) by the Value Listed in the Bracket. able against enemy flyers.

NOTE: If the Squadron becomes Disordered for any reason, this MAR is lost
until the Disorder is removed.

Kill Team
Models with the Kill Team MAR increase their CQB stat by +1 when they
INITIATE a CQB engagement.

Kinetic  (Weapon MAR)


Provided all weapons used KIare within Effective Range, Models with
Shields targeted by a Kinetic Weapon use the Heavy Dice Mechanic
when making Shield Saves. Note this MAR has no effect on Cover Saves..

Lumbering
Should a model with the Lumbering MAR find itself unable to move due
to Terrain at the beginning of its Movement Segment, it may perform a
120 MODEL ASSIGNED RULES

Pivot Action (even if it is normally unable to do so), to turn on the spot


to face any direction. This unusual movement is treated as making a Flat
Out Movement Action. In all other instances, a Lumbering model must
use the 45-degree Turning Template (see page 69).

Lumbering Models who enter Leviathan CQB do not count as Ramming


their targets, as the contact will be resolved later in the activation in the
form of a Leviathan Close Quarters Battle Action.

Pinpoint (Value)  (Weapon MAR)


After all firing is determined and casualties are removed, should a Main
Ordnance Attack using a weapon with the Pinpoint MAR cause Dam-
age, yet fail to Destroy a non-Infantry Model in the target Squadron, the
firer may roll an additional number of Dice equal to the value listed in
the bracket. Should the result contain one or more 6s, the target Model
Below: Terquai Heavy suffers an additional point of Damage that cannot be mitigated by
Infantry emerge through any MARs or Shield Saves. If an Attack contains weapons with differing
their Temporal Portals. Pinpoint Values, choose the highest.

Portal Technology [Limitations]


Models with this MAR are considered to be
Portals with the limitations shown in the
bracket designating those models that
may make use of them to deploy. See
Page 82 for more information.
MODEL ASSIGNED RULES 121

Rear Echelon
A Model with the Rear Echelon MAR is always considered to have
Activated once it is deployed.

Recon Specialist
Elements with this MAR may perform an out-of-sequence Movement
Below: The Terran HQ
Action in the Recon Phase at the start of the game. See Page 48.
vehicle can extend its
shields to protect other
Scatter  (Weapon MAR) vehicles.
Scatter Weapons ignore any negative modifi-
ers from the Hard Target MAR when firing at
non-Flying Targets.

Sectored Armour
This Model never suffers from the penal-
ties to their DR from Flank or Aft Main
Ordnance Attacks.

Shield Projector
[+X Shield Dice, Range"]
(Protective MAR)
A Model with a Shield Pro-
jector counts all friendly
Elements within the
range listed as having a
Shield Rating equal to the
X listed in the bracket. This
Shield Save is not cumulative
with any other Cover/Shield
saves but MAY provide Elements
without Shield Ratings a degree of
protection.

Sky Drop
This Model may make use of the Sky Drop
Deployment Rules. (see on Page 78)

Sky Drop Nexus [Limitation,


Value]
This Model has the ability to place a number of Drop Sites equal to the
value listed in the bracket onto the battlefield during the Place Drop-
Sites Segment of the Pre-Game Sequence. In some cases, the Sky Drop
Nexus MAR will have a limitation attached to it – this means that these
Designators may only be used to bring down Elements stated as the
Limitation noted in the brackets.
122 MODEL ASSIGNED RULES

Take & Hold


This Model may be used to Score when playing with Objectives (see
Page 44)

Target Lock
Models with the Target Lock MAR may elect to target their Nexus Des-
ignator at an enemy Squadron prior to firing their Squadron’s Main Ord-
nance. Total the amount of hits scored by the Target Lock Attack and
refer to the table below. Note: A model using Target Lock MUST have
Line of Sight to at least one model in the Target Squadron.

Result Effect
0-3 Hits Target Lock has no effect
The Firing Squadron gains a Placed Bonus with a single
4+ Hits
Attack from Main Ordnance during this Activation.

Terror Weapon  (Weapon MAR)


Should a Squadron suffer damage from a weapon with the Terror
Weapon MAR, the Squadron loses -1 Die when taking Disorder Tests.

Tracked/Wheeled Vehicle
Models with the Tracked/Wheeled MAR often interact differently with
various Terrain Types (see Page 77).

Transport [Elements, Value]


This model is deployed with a number of Elements Embarked. The Value
Below: Both the listed in the brackets indicates the maximum capacity of the Elements
Terrans and Directorate permitted to be Embarked. A Transport may only ever carry a single
make use of APCs. Squadron.

Walker
Models with the Walker MAR often interact differ-
ently with various Terrain Types (see Page 77)

MODEL QUALITY RULES


Elite
An Elite Squadron rolls an additional
Dice when making Disorder Tests.

Militia
A Squadron of Militia rolls one
fewer Dice when making Disor-
der Tests.
QUICK PLAY GUIDE 123

QUICK PLAY GUIDE


THE PRE-TURN PHASE TAKING DISORDER TESTS
Segment Step
Tactical Action Disorder Tests are normally taken by rolling 3D6 and
Play TAC Cards
Cards (TAC) attempting to score successes equal to the amount of
Roll Opposed Test and initiate damage they sustained in that Segment.
Determine Bidding
Initiative Nominate Helix Activation Modifiers to the Number of Disorder Dice Rolled
First Activation Segment A Squadron gains +1 Die
when one or more Models are within the
ACTIVATION PHASE Command Range from their Helix’s Command Element
Segment Step A Squadron gains +1 Die if it has the Elite Quality Type
Declare and Resolve Movement A Squadron loses -1 Die if it has the Militia Quality Type
Movement
Actions
A Squadron loses -1 Die if it was targeted by a weapon
Declare CQB Engagements & with the Terror Weapon MAR
Determine Range
Mutual Agreements
CQB Engagements
Compile AD Pools
Resolve Engagement
CQB Consolidation
PROTECTIVE MARS
Declare Main Ordnance Attacks
Determine Range CLOAKING FIELD
Main Ordnance Mutual Agreements All Main Ordnance Ranged Attacks against a Squadron
Firing Compile AD Pools with a Cloaking Field may not use the Explosive Dice
Step and instead use the Heavy Dice Mechanic.
Resolve Attack
Main Ordnance Consolidation
HARD TARGET (NEGATIVE MODIFIER)
Any non-CQB Ranged Attacks against
THE END PHASE this Model suffer the Negative Modifier
Segment listed in the bracket to its required
Compulsory Actions roll to hit. This MAR may only apply
Score Objectives under certain conditions, noted in the
Model’s entry.
Damage Repair
Remove In-Game Effects
IMPROVED SHIELD HARMONICS (+VALUE)
Check for End of Game
Models with this MAR increase the Shield Rating of any
Model within its Squadron (including itself ) by the Value
listed in the Bracket.

SHIELD PROJECTOR (+X SHIELD DICE, RANGE")


A Model with a Shield Projector counts all friendly
Elements within the range listed as having a Shield Rating
equal to the X listed in the bracket. This added Shield
save is not cumulative with any other Cover/Shield
saves but MAY provide Elements without
Shield Ratings a degree of protection.
124 QUICK PLAY GUIDE

WEAPON MARS

ANTI-PERSONNEL KINETIC
Models with the Anti-Personnel MAR ignore any Provided all weapons used are within Effective
negative modifiers from the Hard Target MAR when Range, Models with Shields targeted by a Kinetic Effect
firing at Infantry targets. use the Heavy Dice Mechanic when making Shield Saves.

BARRAGE PINPOINT [VALUE]


Models targeted by a Barrage weapon do not 1 2 After all firing is determined and casualties
receive Cover Saves. are removed, should a Main Ordnance attack using a
weapon with the Pinpoint MAR cause Damage, but fail to
CORROSIVE Destroy a non-infantry Model in the target Squadron, the
Should a Model be Damaged (but not Destroyed) Models using the Pinpoint MAR may roll additional Dice
by a weapon with the Corrosive MAR, place a Debilitating equal to the value listed in the bracket (or within the hex
Effect Marker next to it. A Model with a Debilitating icon, as above). Should the result contain one or more 6s,
Effect Marker has each level of its DR reduced by -1 the target Model suffers an additional point of Damage
until such time as the Model is removed as a casualty. that cannot be mitigated by any MARs or Shield Saves.
Debilitating Effect Markers can be removed if a Model If an Attack contains weapons with differing Pinpoint
completes a Repair Test. Debilitating Effect Markers are Values, choose the highest.
NOT cumulative in their effects but must still be repaired
individually. SCATTER
Scatter Effects ignore any negative modifiers from
INTERCEPTOR the Hard Target MAR when firing at Non-Flying Targets.
Models with this MAR suffer no Hard Target
penalties when firing Main Ordnance at a Model with the TERROR WEAPON
Flying Vehicle MAR. Should a Squadron suffer damage from a weapon
with the Terror Weapon MAR, the Squadron loses -1 Die
when taking Disorder Tests.

CYBER WEAPON
A Cyber Weapon does not do damage in the normal sense. Rather, it is used to debilitate
an enemy target Squadron by breaching the enemy’s defences by more subtle means.
Cyber Weapons ignore all Shielding effects and may ONLY target Non-Infantry Models.
Compile the AD Pool as normal and roll to hit using any MARs that may be in play.
Should the number of hits generated equal or exceed the nearest enemy’s current DR, roll
once on the table below. Should an attack roll enough hits to match or beat the nearest
enemy’s current DR multiple times, then roll a number of times on the table equal to the
number of times the DR was reached, and apply all results.

D6 Result Name Effect


1 Advanced Targeting The affected Squadron treats all Main Ordnance Firing
Offline as Rushed, and may not use Focused Fire or Overwatch.
2-3 Internal Malfunction The nearest Model in the Squadron gains a
Debilitating Effect Marker.
Refer to the Corrosive MAR for its effects.
4-5 False Fall-back Order The Squadron gains a Disorder Marker.
6 Total Disarray The Squadron gains an Activation Marker.
FIRESTORM: SYSTEM WARS 125

FIRESTORM: SYSTEM WARS


A fundamental design goal of Firestorm: Planetfall was the ability to
interconnect brutal ground-pounding warfare with space-borne assaults
by giant fleets of spaceships that have been sent to invade a star system.
Building on the incredible success of Firestorm Armada, Spartan Games’
fast-paced, exciting tabletop game of spaceship combat set in a deadly,
distant future, a number of add-on game mechanics have been devel-
oped to allow gamers to link their armoured forces with their Firestorm
Below: Dindrenzi invasion
Armada Fleets. ships move to land forces
on a planet as part of a
Go to www.spartangames.co.uk for more information on Firestorm: Firestorm Armada /
System Wars and to download the free resources. Planetfall combined game.
126 INDEX

INDEX
In this index we have tried to keep things within nested hierarchies so
that any item listed should nest within a group related to the part of the
game it relates to. Anything to do with Terrain should be found beneath
Terrain, anything to do with Main Ordnance should be found under Main
Ordnance and so on.

A Activation Markers ������������������������������������������������������������������ 26, 129-130


Activation ��������������������������������������������������������������������������������� 26, 32, 63-65
Arcs of Fire ������������������������������������������������������������������������������������������������ 33, 37
Artillery Strikes ���������������������������������������������������������������������������������������� 82-84

B Building a Force �������������������������������������������������������������������������������������� 51-59


Alliances ���������������������������������������������������������������������������������������������� 54-56
Attached Helix ����������������������������������������������������������������������������������� 51-52
Battle Group ��������������������������������������������������������������������������������������� 51-52
Core Helix �������������������������������������������������������������������������������������������� 51-52
Maximum Force Value (MFV) ������������������������������������������������������� 42, 57

C Close Quarters Battle (CQB) �������������������������������������������������������� 36, 89-97


CQB Summary ������������������������������������������������������������������������������������������ 89
Leviathan CQB ����������������������������������������������������������������������������������� 96-97
Storming CQB Engagements ������������������������������������������������������� 93-95

D Damage Rating (DR) ����������������������������������������������������������������� 36, 106-107


Dice ������������������������������������������������������������������������������������������������������������� 28-31
Basic Dice ��������������������������������������������������������������������������������������������������� 29
Exploding Dice ����������������������������������������������������������������������������������������� 29
Heavy Dice ������������������������������������������������������������������������������������������������� 29
Initial Dice ������������������������������������������������������������������������������������������� 28, 30
Modifiers ���������������������������������������������������������������������������������������������������� 28
Natural 1 / Natural 6 ������������������������������������������������������������������������������� 28
Re-Rolls ������������������������������������������������������������������������������������������������������� 30
Rounding Up �������������������������������������������������������������������������������������������� 31
XD6 ��������������������������������������������������������������������������������������������������������������� 30
Disembarking ������������������������������������������������������������������������������������������������� 72
Disorder ������������������������������������������������������������������������������������� 33, 85-87, 111
Quality �������������������������������������������������������������������������������������������������� 38, 85

E Embarking ������������������������������������������������������������������������������������������������������� 70
End Phase �������������������������������������������������������������������������������������������� 111-112
Compulsory Actions ���������������������������������������������������������������������������� 111
Disorder ������������������������������������������������������������������������� 33, 85-87, 111
End of Game ������������������������������������������������������������������������������������������ 112
Objectives ������������������������������������������������������������������������ 44-46, 111, 113
Repair ������������������������������������������������������������������������������������������������������� 112
Tactical Value Points (TV) ����������������������������� 26, 39, 44-46, 111, 113
INDEX 127

F Focus Fire ��������������������������������������������������������������������������������������������������������� 73


Forlorn Hope �������������������������������������������������������������������������������������������������� 86

G Game Markers ����������������������������������������������������������������������������� 25, 129-130


Game Turn ������������������������������������������������������������������������������������������������������� 63

H Height Bands �������������������������������������������������������������������������������������������������� 32


Aerial ������������������������������������������������������������������������������������������������������������ 32
Surface �������������������������������������������������������������������������������������������������������� 32
Helix ������������������������������������������������������������������������������������������������������������ 51-52

L Line of Sight ���������������������������������������������������������������������������������������� 100-102


Logistics Points ����������������������������������������������������������������������������������������� 30, 5

M Main Ordnance �������������������������������������������������������������������������������� 37, 99-11


Attack Dice (AD) �������������������������������������������������������������������� 37, 104-105
Casualties ������������������������������������������������������������������������������������������������ 106
Cover Saves ������������������������������������������������������������������������������� 76-77, 108
Damage Rating (DR) ����������������������������������������������������������� 36, 106-107
Damage ��������������������������������������������������������������������������������������������������� 106
Flank Bonus ����������������������������������������������������������������������������������� 103, 107
Line of Sight ���������������������������������������������������������������������������������� 100-102
Placed Firing ����������������������������������������������������������������������������������� 73, 105
Range Bands ����������������������������������������������������������������������������������� 37, 100
Rear Bonus ������������������������������������������������������������������������������������� 103, 107
Regular Firing ���������������������������������������������������������������������������������������� 105
Rushed Firing ����������������������������������������������������������������������������������������� 105
Shield Saves ������������������������������������������������������������������������������������������� 106
Summary ���������������������������������������������������������������������������������������������������� 99
Target Priority Chain ��������������������������������������������������������������������������� 102
Measuring to Models ���������������������������������������������������������������������������� 25, 31
Measuring ������������������������������������������������������������������������������������������������� 25, 31
Model Assigned Rules (MARs) ������������������������������������ 115-122, 123-124
MAR Types ���������������������������������������������������������������������������������������������� 115
Model Profile ������������������������������������������������������������������������������������������� 35-39
Movement ������������������������������������������������������������������������������������������������ 67-73
Coherency �������������������������������������������������������������������������������������������������� 67
Disembarking ������������������������������������������������������������������������������������ 71-72
Embarking ������������������������������������������������������������������������������������������ 70-71
Movement Actions �������������������������������������������������������������������������� 68-69
Cruising ������������������������������������������������������������������������������������������������� 69
Flat Out ������������������������������������������������������������������������������������������������ 69
Ramming and Collisions ���������������������������������������������������������������� 69-70
Stationary ��������������������������������������������������������������������������������������������������� 72
Focus Fire ��������������������������������������������������������������������������������������������� 73
Overwatch ������������������������������������������������������������������������������������������� 73
Withdrawing ��������������������������������������������������������������������������������������������� 70

O Objectives ����������������������������������������������������������������������������� 44-46, 111, 113


Tactical Value Points (TV) ����������������������������� 26, 39, 44-46, 111, 113
128 INDEX

Opposed Tactics Test ����������������������������������������������������������������������������������� 30


Logistics Points ��������������������������������������������������������������������������������� 30, 58
ORBAT ��������������������������������������������������������������������������������������������������������������� 58
Logistical Strength ���������������������������������������������������������������������������������� 58
Race Rules �������������������������������������������������������������������������������������������������� 58
Sky Drop Focus ���������������������������������������������������������������������������������������� 58
Special Rules ��������������������������������������������������������������������������������������������� 58
Tactical Bonus ������������������������������������������������������������������������������������������� 58
Overwatch ������������������������������������������������������������������������������������������������������� 73

P Planetfall Zero Hour Tracker �������������������������������������������� 26, 39, 111, 113


Portals ��������������������������������������������������������������������������������������������������������������� 82
Pre-Game Sequence ����������������������������������������������������������������������������� 41-48
Battle Group Strength ��������������������������������������������������������������������������� 42
Capturing Objectives ����������������������������������������������������������������������������� 46
Deploying Sky Drop Sites ��������������������������������������������������������������������� 47
Deployment ���������������������������������������������������������������������������������������������� 46
Main Force ������������������������������������������������������������������������������������������������� 41
Maximum Force Value (MFV) �������������������������������������������������������������� 42
Placing Objectives ��������������������������������������������������������������������������� 44-45
Recon Phase ���������������������������������������������������������������������������������������������� 48
Table Size ��������������������������������������������������������������������������������������������������� 42
Tactical Action Cards (TACs) �������������������������������������������������� 48, 61-62
Terrain Set Up ������������������������������������������������������������������������������������������� 43

R Ranges �������������������������������������������������������������������������������������������������������������� 31
Measuring to Models ���������������������������������������������������������������������� 25, 31

S Sequence of Play Chart ��������������������������������������������������������������������� 65, 123


Sequence of Play ��������������������������������������������������������������������������� 63-65, 123
Sky Drops ������������������������������������������������������������������������������������������� 47, 78-82
Deploying from Sky Drop ������������������������������������������������������������� 80-81
Storming ���������������������������������������������������������������������������������������������������������� 93

T Tactical Action Cards ��������������������������������������������������������������������� 48, 61-62


Buying back cards ����������������������������������������������������������������������������������� 61
Playing cards ��������������������������������������������������������������������������������������������� 61
Tactical Value Points (TV) ����������������������������������� 26, 39, 44-46, 111, 113
Templates ���������������������������������������������������������������������������������������������� 27, 131
Terrain ������������������������������������������������������������������������������������������������� 43, 75-77
Infantry Occupying Terrain ����������������������������������������������������������� 75-76
Terrain Table ���������������������������������������������������������������������������������������������� 77
Cover ������������������������������������������������������������������������������������������������������ 77
Terrain Types ��������������������������������������������������������������������������������������������������� 75
Tokens �������������������������������������������������������������������������������������������� 25, 129-130

W Winning the War �������������������������������������������������������������������������������� 113-114


Tactical Value Points (TV) ����������������������������� 26, 39, 44-46, 111, 113
Margin of Victory ���������������������������������������������������������������������������������� 114

Z Zero Hour Tracker ��������������������������������������������������������������� 26, 39, 111, 113


Zeroe-ed In ������������������������������������������������������������������������������������������������������ 80
TOKENS AND TEMPLATES 129

TOKENS AND TEMPLATES


Overwatch
Place this Game Marker next to Squadrons on
Overwatch. This Game Marker remains in play until the
Squadron next activates.

Damage
This Game Marker is used to denote Models that have
suffered Damage in-game.

Flat Out
This Game Marker is used to denote a Squadron that
elected to move Flat Out as a Movement Action. The
Flat Out Marker remains in play until the Squadron
next Activates.

Disordered
This Game Marker is used to denote Squadrons
that are suffering under a Disorder Effect. During
the Compulsory Actions part of the End Phase all
Disorder Markers translate to Damage Markers.
Activated
This Game Marker is used to denote Squadrons that
have completed their Activation. In rare cases it can
be applied to Squadrons still to Activate, to indicate
they do not get an opportunity to activate this Turn.
Forlorn Hope
This Game Marker is used to denote Squadrons
that have become Forlorn Hope Squadrons. Such
doomed individuals are certain to fight to the last.

Cyber Attack
This Game marker is used to denote Squadrons that
are suffering under the Advanced Targeting Offline
effect that comes from a successful Cyber Attack.

Debilitating Effect
This Game Marker is used to denote effects that may
cause a Model’s structural integrity to reduce. These
are not cumulative, but must be repaired individually
during the Repairs Segment of the End Phase.
TOKENS AND TEMPLATES
You may Photocopy these Tokens and Templates for personal use only. © Spartan Games 2014.
130
131

INDEX
Firestorm: Planetfall is an action-packed ground warfare game set in the
compelling Firestorm Galaxy. At your command are a host of vehicle types
including tanks, skimmers, leviathan war machines, flyers, infantry and much more.
Choose from any of the six major races and their allies, organised into
the mighty Alliance of Kurak and deadly Zenian League.
Adapt and build your invasion task force to suit your needs, employing the largest
of combat machines to crush your foes or the fastest of units to outmanoeuvre and
destroy them. From lumbering leviathans to fast and nimble recon tanks, each battle
group brings a plethora of models and numerous options to the gaming table.
Fast-paced and brutal, Firestorm: Planetfall is a rapid-play game that rewards
tactics and strategy at any scale of engagement. Seize and hold vital objectives to
gain victory, air-drop reinforcements at pivotal moments, and eliminate the enemy!
Prepare your troops, Commander – it is time to make PLANETFALL!

You might also like