Planetfall Rulebook White PDF
Planetfall Rulebook White PDF
Planetfall Rulebook White PDF
Derek Sinclair
ADDITIONAL WRITING
Sam Bevan
PHOTOGRAPHY
Neil Fawcett
COVER DESIGN
Paul Kime
SPECIAL THANKS GO TO
The SESWC Playtest Group, Alex Mann, Giles Pritchard,
Oscar Mann, Daniel Fawcett and Jeff Porter
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...
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.
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.
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.
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.
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
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).
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).
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.
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.
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 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.
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.
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
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
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.
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
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
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.
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.
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.
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.
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.
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
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.
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).
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.
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.
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
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.
WEAPONS Mv DR SH CQB
WRIST BLADE 2
Sq-Size LoS Class Quality TV
COIL LAUNCHERS
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.
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
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.
In some cases a Model will have a dash (–) within a Range Bracket, mean-
ing that the weapon cannot fire at that range.
WEAPONS Mv DR SH CQB
WRIST BLADE 2
Sq-Size LoS Class Quality TV
10 11 12 13
COIL LAUNCHERS
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:
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:
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
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.
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
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.
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.
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.
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
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.
CAPTURING OBJECTIVES
Only Squadrons with the Take & Hold MAR can
be Scoring, and only Scoring Squadrons can
capture Objectives.
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.
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.
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.
AIR
AIR
HELIX
FS HVY
FIELD SUPPORT HEAVY ARMOUR
HELIX HELIX
CORE
LEV ASL
LEVIATHAN ASSAULT
STRIKE HELIX HELIX
RCN
RECON
HELIX
expensive in terms of points than others, and care should be taken when
deciding the right Helixes for the job at hand.
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
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)
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.
points when added together than the Main Force. Apart from that, all
Battle Group rules apply.
AIR
RELTHOZA
AIR HELIX
FS HVY
DIRECTORATE DIRECTORATE
FIELD SUPPORT HEAVY ARMOUR
HELIX HELIX
DIRECTORATE
CORE
LEV ASL
DIRECTORATE DIRECTORATE
LEVIATHAN ASSAULT
HELIX HELIX
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
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
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.
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
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).
The Pre-Turn Phase is divided into the following Segments, which must
be resolved in order:
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.
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.
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
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.
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.
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.
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
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.
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.
Blocks Line of Sight: Terrain that Blocks Line of Sight cannot be fired
through, even using CQB attacks.
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 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).
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
*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.
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.
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.
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.
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.
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 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
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
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.
Since all Artillery counts as hitting targets in the Aft (reducing the DR of each
Element by -2), the hits are allocated as follows:
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.
For example: A Squadron that failed the Test by 3 would take 3 Disorder
Markers.
86 DISORDER
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.
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.
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).
< 12"
2 PASSES
88
CLOSE QUARTERS BATTLE 89
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.
CQB 1. Perform any Disorder Tests and place any Game Markers
Consolidation that might be required.
90 CLOSE QUARTERS BATTLE
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
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).
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.
X Y Z Both sides must take a Disorder Test with the Terrans requiring
1 pass, and the Dindrenzi requiring 2.
2
6" B
C
D
X Y Z
A
CLOSE QUARTERS BATTLE 93
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
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.
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.
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.
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
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 Apply any Disorder Tests and Game Markers that might
Consolidation be required.
100 MAIN ORDNANCE SEGMENT
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.
Armoured Class
Light Class
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).
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.
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.
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+.
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.
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.
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.
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!
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.
FIRING CONSOLIDATION
In this Step Commanders should apply Game Markers that might be
required such as Debilitating Effect or Cyber Attack Markers.
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.
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.
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.
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.
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.
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.
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:
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.
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.
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.
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’s Attack does not use any Weapon MARs and is affected by
Damage as normal.
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.
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.
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.
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.
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.
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
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)
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.
Tracked/Wheeled Vehicle
Models with the Tracked/Wheeled MAR often interact differently with
various Terrain Types (see Page 77).
Walker
Models with the Walker MAR often interact differ-
ently with various Terrain Types (see Page 77)
Militia
A Squadron of Militia rolls one
fewer Dice when making Disor-
der Tests.
QUICK PLAY GUIDE 123
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.
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.
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.
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
R Ranges �������������������������������������������������������������������������������������������������������������� 31
Measuring to Models ���������������������������������������������������������������������� 25, 31
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!