Planet Fall Rulebook
Planet Fall Rulebook
Planet Fall Rulebook
Derek Sinclair
ADDITIONAL WRITING
Sam Bevan
PHOTOGRAPHY
Neil Fawcett
COVER DESIGN
Paul Kime
SPECIAL THANKS GO TO
www.spartangames.co.uk
CONTENTS
THE FIRESTORM: PLANETFALL GALAXY
What is Planetfall?........................................................................... 7
The Firestorm-Planetfall Galaxy................................................ 8
Aquan Prime...............................................................................12
Bakash..........................................................................................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
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
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 games 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!
Allies Attack:
Above you can see a
simple example of a
Sorylian Core Helix with
Terquai Recon units
assaulting a Dindrenzi
Federation position.
10
11
12
Guardians of Csera
The Aquan Sebrutan or Union is one of the oldest 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 methodology 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
unusuallooking force.
Organized into Waves, often from the same planetary cluster and grown
from the same material culture, Aquan ground forces are formed of
13
BAKASH
Above: It is a common
sight to see Aquan Heavy
Skimmers
escorted by
Terquai Empire
Light recon units.
Veydreth
14
Below: Dindrenzi
Federation Heavy
Skimmers are devastating
in combat as they
unleash their railguns.
15
DIRECTORATE
Above: Directorate
Medium Battle Crawlers
form the mainstay of this
races forces.
16
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
it was. Many years of peace saw Hawkers line in military 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-commissioned 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 effectiveness; 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 considered elite. The pay, conditions and dashing lines of the vehicles make
them the butt of many an envious joke amongst Terran Alliance personnel, 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
The Relthoza Warrior culture uses warfare to accelerate 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 tradition of how warfare is fought, one
that is completely alien to human notions of honour but to a Relthoza
is steeped in history and glory, the Empires warriors fight hard to proof
their worth. Membership of an Invader formation is a great honour in
caste society, and gladiatorial combats are often held to decide who is
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 Empires thriving population, and hordes of drones help make up the numbers. An Invader formation 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 warriors arsenal: projectile
launching Shard Cannons and talons.
17
18
Works Raptor
Ba Kash
Terquai Empi
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 Collective is slow to react to the wider universe, preferring a cautious, methodical approach to matters, guided by their conservative mindset and coldblooded 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
Veydreth
19
20
21
TERRAN ALLIANCE
22
Ba Kash
Terquai Empire
THE VEYDRETH
WORKS RAPTOR
Ba Kash
Rense System
23
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 fastpaced, dynamic action.
Below: A standardised
basing design makes
playing Planetfall simpler.
GAME BASICS
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 dont have
access to a tape measure marked in inches, use the conversion of:
1 Inch = 2.5 centimetres
THE BATTLEFIELD
Planetfall is played on a Battlefield. The easiest way to make a Battlefield 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
25
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 considered Ready to Activate. There are also some rare circumstances in which
a Squadron can acquire an Activation Marker without having been Activated, in which case it will not get to Activate at all that Game Turn.
This Template is used to determine how close a Commander is to achieving Planetfall with all objectives achieved and the area secured, the
High Command will announce Planetfall secured and the assets in orbit
can begin to deliver the heavy elements to continue the invasion. Of
course, in the case of the Defenders, the Tracker can represent the desperate defence of the target area and the buying of time for their own
heavy elements to reach the location.
GAME BASICS
27
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
1 or 2
3 or 4
5 or 6
Result
1
2
3
Rolling of a Natural 1
Rolling of 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
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
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.
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.
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
from all Dice rolled. Each [RED] 6 counts
as TWO Successes instead of one.
In some rare circumstances, a special rule
may modify how many Exploding Dice you
get from a [RED] 6, allow numbers other than
[RED] 6 to Explode, or otherwise vary this common mechanism.
BLACK 6
= ONE Success
BLUE 6
= TWO Successes
RED 6
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.
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
GAME BASICS
31
ROUNDING UP
RANGES
Range is the distance (in inches)
between the Firing weapon and
the target, along which Line of
Sight is also measured. For more information 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
of control the Model exerts and is considered to be part of the Model at
all times. All measurement is done from Model to Model (or feature) and
this includes the base.
ALTERNATING ACTIVATIONS
The game of Planetfall uses an Alternating Activation mechanic, meaning 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
SURFACE
This Height Band refers to the part of the game where the majority of
Models exist. Be it Tanks, mighty Leviathans or Infantry, they all move
and operate at this Height Band.
GAME BASICS
33
DISORDER TESTS
During a game, Commanders frequently are asked to take Disorder Tests.
These Tests represent the difficulty a Squadron may face when attempting to follow its orders, or whether or not the Squadron can keep its
nerve when under heavy fire.
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
35
DINDRENZI
WEAPONS
WRIST BLADE
240 Points 3
Mv
DR
SH
CQB
Sq-Size
LoS Class
Quality
TV
COIL LAUNCHERS
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
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
36
DINDRENZI
240 Points
Mv
DR
SH
CQB
9a
WRIST BLADE
9d
9b
COIL LAUNCHERS
9e
Sq-Size
LoS Class
Quality
TV
9c
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
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 layered shielding.
8
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 single Model in Base-to-Base Contact.
37
WEAPON STATISTICS
Barrage
This entry contains the name of the weapon. The weapon may have
additional rules concerning its interactions with defensive systems
Commanders should check the Weapons Table at the start of the Force
List for more information.
9b
Weapon Type
All Main Ordnance and Designators will have an Arc listed. The notations
of weapon arc are as follows:
R: Right 90-degree
A: Aft 90-degree
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
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, meaning that the weapon cannot fire at that range.
9e
Corrosive
Cyber
Interceptor
Kinetic
Arc
F: Fore 90-degree
L: Left 90-degree
Anti-Personnel
Pinpoint [X]
Scatter
Terror
38
DINDRENZI
WRIST BLADE
240 Points
Mv
DR
Sq-Size
10
SH
LoS Class
11
CQB
Quality
12
TV
13
COIL LAUNCHERS
15
10
SQUADRON SIZE
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
39
This line refers to the various Model Assigned Rules that might apply to
a Model.
15
ADDITIONAL RULES
This line refers to rules that are specific to that Model, such as allowing the purchase of various other Elements at a discount, or Battlefield
effects that are persistent when this Model is chosen.
Below: A BaKash
Heavy Interceptor soars
above a digital render
of the exciting Planetfall
Cityscape Scenery.
40
GAME BASICS
GAME
BASICS
B. Set Up Terrain
C. Roll for
Game Board Edge
D. Place Objectives
E. Deploy Forces
G. Choose Tactical
Action Cards
H. Recon Phase
I. Commence Battle
A. MUTUAL AGREEMENTS
To set up a game of Planetfall, all you need to do is follow these simple
Mutual Agreements. Its always a good idea to agree upon these BEFORE
you turn up to play so you can get to the action faster.
Battles come in all shapes and sizes, ranging wildly from a small numbers 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 continent, 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
41
42
Total MFV
4 feet x 4 feet
6 feet x 4 feet
8 feet x 4 feet
Commanders Choice
Friendly Set Up
Tournament Set Up
43
44
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 suitably impressive Terrain Features that might conceivably be considered
worthy of capture.
OBJECTIVES
Size of Game
Number of Primary
Objectives Per Side
Number of Secondary
Objectives
Number of Tertiary
Objectives Per Side
0-3000
3001-6000
6001-9000
9001+
1
1
1
1
1
2
3
4
+1*
+1*
+1*
+1*
45
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 placing their Primary Objective. The Primary Objective for any game MUST
be placed in the enemys Deployment Zone. The Primary Objective of
the enemy ALSO counts as the Tertiary Objective for the other Commander, allowing either Commander the chance to score Tactical Value
points during the End Phase (see Page 111).
46
EXCEPTIONS
The following are exceptions to the rules which apply to BOTH types of
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 Commanders
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
Commanders 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.
47
48
H. RECON PHASE
During this important Phase, Commanders have the opportunity to race
forwards and grab important parts of the Battlefield using their reconnaissance forces, preparing the ground for their main assault and denying 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 completed, 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 completed, the battle can begin.
GAME BASICS
49
50
GAME BASICS
BUILDING A FORCE
BUILDING A FORCE
What is a Battle Group?
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.
These Helixes are smaller battle formations that have attached themselves to the Core Helix to give a more cohesive command structure and
heightened offensive capability.
AIR
FS
AIR
HELIX
FIELD SUPPORT
HELIX
HVY
HEAVY ARMOUR
HELIX
CORE
LEV
ASL
LEVIATHAN
STRIKE HELIX
ASSAULT
HELIX
RCN
RECON
HELIX
51
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.
FS
AIR
HVY
AIR
HELIX
HEAVY ARMOUR
HELIX
FIELD SUPPORT
HELIX
HVY
HEAVY ARMOUR
HELIX
CORE
LEV
ASL
LEVIATHAN
STRIKE HELIX
ASSAULT
HELIX
RCN
RECON
HELIX
BUILDING A FORCE
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 coupled 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
HELIX
AIR
HELIX
FS
FIELD SUPPORT
HELIX
HVY
HEAVY ARMOUR
HELIX
CORE
LEV
LEVIATHAN
STRIKE HELIX
LEV
ASL
LEVIATHAN
STRIKE HELIX
ASSAULT
HELIX
RCN
RECON
HELIX
RCN
RECON
HELIX
53
54
BUILDING A FORCE
FORMING ALLIANCES
In the Firestorm Galaxy, vast empires have come together to form alliances 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
Hawker Industries
(Natural Ally with the Terran Alliance)
Veydreth Tribes
BaKash Clans
Terquai Empire
Works Raptor
Xelocians
Kedorians
Tarakians
Saurian Conclave
Ryushi
Illosians
Natural Allies
Some Races are off-shoots of larger Races, or hold values and methodology 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.
Allies can be taken in one of three ways: Full Battle Group, Alliance Battle Group and Natural-Allied Battle Group.
Full Battle Group Method: Including allies in a Firestorm-Planetfall
Force with this method couldnt 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
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 didnt 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 commander 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
FS
RELTHOZA
AIR HELIX
DIRECTORATE
HVY
DIRECTORATE
FIELD SUPPORT
HELIX
HEAVY ARMOUR
HELIX
DIRECTORATE
CORE
LEV
ASL
DIRECTORATE
DIRECTORATE
LEVIATHAN
HELIX
ASSAULT
HELIX
55
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 Races Core Helix and the Battle Group options are unaffected. The only restriction is that if the total point cost of an all NaturalAllied Helixes DOES NOT exceed the Battle Groups total Core Helix
points cost, the Battle Group is permitted.
FS
AIR
HVY
DIRECTORATE
AIR HELIX
DIRECTORATE
DIRECTORATE
HVY
HEAVY ARMOUR
HELIX
DIRECTORATE
FIELD SUPPORT
HELIX
HEAVY ARMOUR
HELIX
DIRECTORATE
CORE
LEV
ASL
DIRECTORATE
DIRECTORATE
LEVIATHAN
HELIX
RCN
WORKS RAPTOR
RECON HELIX
ASSAULT
HELIX
ASL
DIRECTORATE
ASSAULT
HELIX
RCN
DIRECTORATE
RECON HELIX
BUILDING A FORCE
57
Contents of a Helix
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 Races level of combat capability,
logistic strength and predisposition towards certain types of engagement 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 Logistics 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 SkyDrop 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
this section.
HVY
AQUAN
HEAVY ARMOUR
HELIX
AQUAN
CORE
RCN
TERQUAI
RECON HELIX
BUILDING A FORCE
Here is the Force List:
AQUAN FORCE
Helix Type
Aquan
Core Helix
Aquan
Heavy Helix
Terquai
Recon Helix
Helix Contains
460
360
360
240
110
110
150
200
200
3x Votari Crystals
120
280
360
110
2x Votari Crystals
80
215
200
200
1x Temporal Portal*
60
1x Temporal Portal
60
2310
830
735
Logistical Strength
5 x 25
Points Spent
4000
59
60
GAME BASICS
No. of Cards
0-3000
3001-6000
6001-9000
9001+
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.
61
62
U
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.
63
64
Using a 2D6 Opposed Tactics Roll, both Commanders 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.
The Commander who is first in the Initiative 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
Heavy Gunship is truly
intimidating.
ACTIVATION PHASE
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.
Movement
Close Quarters
Battle
(CQB)
Step
Action
Movement
Declarations
Movement and
Manoeuvre
Resolve Movement
Resolve Overwatch
Movement
Consolidation
Nominate Targets
CQB Consolidation
Declaring Attacks
Resolve Main
Ordnance Fire
Firing
Consolidation
Firing
Move on to the
Next Activation
Step
Compulsory Actions
Disordered HP Loss
Score Objectives
Damage Repair
Remove
In-Game Effects
65
66
SEQUENCE OF PLAY
PICTURE
MOVEMENT SEGMENT
MOVEMENT SEGMENT
Models can make short distance manoeuvres, getting themselves into
prime position to open fire with their weapons, Models may set an Overwatch, 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
Check Coherency
Nominate
Movement Action
Execute
Movement Action
Fire on Overwatch
Movement
Consolidation
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 Segment 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.
67
68
MOVEMENT SEGMENT
MIXED SQUADRONS
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 Squadrons movement is subject to the following restrictions:
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 different 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 Template and may not Pivot.
3"
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
may reverse using the Template, following the same rules as if it were
moving forwards.
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 models move 3" directly forwards in a straight line between each use of the
45-degree Template.
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 Squadron. This move will cause any Squadron to lose their Overwatch, if they
have it.
71
MOVEMENT SEGMENT
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 Infantrys 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"
8"
72
MOVEMENT SEGMENT
Disembarking From A Vehicle or Exiting
A Building
This Movement Action is only available to Infantry Models.
4"
Remain Stationary
4"
MOVEMENT SEGMENT
73
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.
If, at ANY point between the end of the Squadrons Activation and the
start of its next Activation, an opposing Squadron completes ANY Movement Action within the Fire Arc of one or more Models in the Squadron,
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 Activation Marker instead. The Target
Squadron may then continue its
Activation (if able).
A Squadron may choose to
maintain its Overwatch
Turn to Turn, but automatically 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 agreements or through a random manner using the method detailed in the
Pre-Game Sequence. The types of terrain and tier effects on the Battlefield 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.
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 movement 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)
Below: Swarms of
Relthoza Drones move
into and occupy a bunker.
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
Buildings 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 Buildings 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.
NO
NO
NO
Tracked / Wheeled,
Hover and
Walker Models
Bridge/
Crossroads
(Roads only)
Walkway
(Buildings only)
NO
NO
Roads
YES
NO
NO
NO
NO
Infantry,
Tracked /Wheeled
Models
Rivers
(Non Lethal!)
Raised Ground/
Hills
YES
NONE
Rough Ground/
Craters
YES
Light and
Armoured
Elements
Light and
Armoured
Elements
Non-Flying
Models
Huge Rocks/
Spires
NO
Light
Elements
Variable
NONE
Tracked / Wheeled
Models
Vegetation /
Forests/Jungle
Variable
NO
Non-Flying or
Non-Infantry
Models
Buildings
Blocks
Elevated
Line of Sight
NO
Impassable to:
Terrain Type
This Terrain Feature attaches two Buildings together, and may only be traversed by Infantry.
This Terrain Feature attaches to Roads. Infantry, Tracked or Wheeled Models may increase their
Movement by +3" if they spend their entire Activation on the Road.
B
ridges are used to connect two pieces of Road over a River.
All Infantry, Tracked/Wheeled Models may increase their Movement Value by +3" if they spend
their entire Movement Segment on the Road.
The Edges of Raised Ground can also be designated as Cliffs, which are Impassable to ALL Models
apart from Flying Models.
Tracked/Wheeled Elements and Infantry may not move Flat Out over Rough Ground
NONE
This Terrain Feature provides a Cover Save (RED 1) for any Light or Heavy Infantry within.
Walkers may not move Flat Out through Vegetation.
An area of Vegetation may be Occupy-able if both commanders agree. If so, then this feature has
an Occupancy Level of 1.
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
from all Non-Flying Models.
B
uildings with a single storey are not considered to be Elevated and Block Line of Sight to and from
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.
Special Rules
78
Nexus Designator
A Nexus Designator is NOT a weapon, but rather a piece of equipment 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.
79
80
The Micro-die in the centre of the Sky Drop Marker represents the number 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 direction; 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 relevant racial ORBATS.
An Element or in the case of Transports, multiple Elements that deviate off the table are destroyed. The opponents Zero-Hour Tracker is
immediately amended by the total Tactical Value of the Elements lost.
SECONDARY OBJECTIVE
RELTHOZA SD MARKER
10"
Preferred
Direction
81
Z
C
8"
Preferred
Direction
82
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 IMMEDIATELY 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 Battlefield where they consider it likely that the enemy will congregate, or
wish to deny routes of advance to the enemy both of these strategic considerations are often achieved through the use of Artillery
Designation.
An Artillery Strike may be called in by a Model with a Nexus Designator 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.
83
In this example, we show the importance of Designation. A Terran Commander 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.
13"
1
3
2
4
84
COMBAT
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 Floating Hits... but the Dindrenzi dont
have Shields and so the 3 Recon
Tanks are simply Destroyed and
the Floating Hits are discarded.
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.
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 Squadron have been allocated to already.
Forlorn Hope
If a Squadron gains sufficient Disorder Markers
that it would be completely removed from play in
the End Phase (when Disorder
becomes Damage), the Squadron 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
Markers and Two Disorder
Markers the end of the
Turn spells the end of this
Terran unit. With death
guaranteed, the Tank
Destroyers get a Forlorn
Hope Token and go out in
a blaze of glory!
DISORDER
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 Helixs Command Element (a
Vidar Heavy Tank).
This means they would be required to take a Disorder Test with the following 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
Marker will change to a Damage Marker.
1
< 12"
2 PASSES
87
88
89
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 Segment
Mutual
Agreements
Compile
AD Pools
Resolve
Engagement
CQB
1. Perform any Disorder Tests and place any Game Markers
Consolidation
that might be required.
90
What makes CQB Different from Main Ordnance
Shooting?
CQB represents close support weapons externally mounted on vehicles. 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.
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
Action is taking place (see Page 93).
The DR Value of a target never goes down when attacked by
CQB in the Flank or Aft. Only Main Ordnance gains the Flank/Aft
Bonuses.
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 otherwise stated, all CQB Engagements require a 4, 5 or [RED] 6 to Hit.
92
Example of CQB Engagement
3"
6"
3"
Both sides must take a Disorder Test with the Terrans requiring
1 pass, and the Dindrenzi requiring 2.
4"
2
C
D
X
93
94
4"
Below Right:
The Defenders
then open
fire with their
CQB weaponry.
The Dindrenzi Light
Infantry have CQB =
4 each, so roll 16AD,
hitting on 4+.
Rolling 8 Hits,
2 Terran Light
Infantry (with
DR3) are killed
and removed
from play.
6"
95
96
In this example, a Terran Thor Class Leviathan charges into Leviathan CQB with a Dindrenzi Kratos Heavy Tank the Kratos isnt
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.
The Thor scores 19 Hits but loses 1 Hit due to the single point of Damage.
The Kratos scores just 3 Hits.
The Thor isnt 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 doesnt end there for the Kratos. The Thors 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 grievances before promptly rolling a 6, and causing the last
point of Damage on the Dindrenzi Heavy Tank.
97
98
COMBAT
Determine Range
Mutual
Agreements
Compile
AD Pools
Resolve Attack
Firing
Consolidation
99
100
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 weapons
Effective Range value. If the distance is greater than the weapons Effective Range value, but less than or equal to their weapons 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 weapons 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
Infantry
Heavy
Infantry
Light Tank
(Recon)
Medium
Tank
Utility /
Designator
Weapon /
Sky Drop
APC
Infantry
Sky Drop
101
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.
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
Armoured Elements to engage Elevated or Flying Elements.
All Elevated Elements have a commanding
view of the battlefield and may
draw Line of Sight over any
Intervening Armoured or Light
Elements but are Blocked by
Intervening Elevated Elements.
Heavy Tank
Mobile
Command Centre
Flying Class
All Flyers
Elevated Class
Building
Leviathan
102
103
104
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 cases where weapons will have differing rolls to hit when targeting a
squadron, or will be affected by MARs such as Hover Vehicle or Kinetic
Weapon, if a weapon wishes to avoid detriment to its roll to hit (due to
the Hover Vehicle MAR incurring a -1 to hit penalty at Long Range, for
example) it must target only the models within its Effective Range and
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 Debilitating 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.
105
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 Squadrons fire has been carefully 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
time to aim properly. These shots will hit on a 5+.
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
106
Begin the process again with the next Firing Solution in the Squadron
until all nominated Attacks have been resolved.
4"
3"
2"
5"
107
108
3"
2"
4"
5"
5"
4"
4"
3"
2"
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.
109
B
A
6
A
21 HITS
= 2 Tanks
taking Damage
= 2 Sets of
Shield Saves
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.
FLOATING
3
Z
110
END PHASE
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.
2. Score Objectives
4. Repair
1. COMPULSORY ACTIONS
2. SCORE OBJECTIVES
Suggested
TV Points
Primary
Objective
Suggested
TV Points
Secondary
Objective
Suggested
TV Points
Tertiary
Objective
12
9001+ points
16
111
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 effects that last a Game Turn, such as Tactical Action Cards, will
expire, and any relevant Markers should be removed.
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 casualties and think about your objectives in the upcoming turns.
Below: The Directorate
Recon Buggy may
be small, but it packs
a punch.
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.
113
114
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.
115
116
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
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.
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 Crystals attack are equal to the number of Hits
recorded in the previous attack against it.
The Crystals Attack does not use any Weapon MARs and is affected by
Damage as normal.
Name
Effect
Advanced
Targeting
Offline
2-3
Internal
Malfunction
4-5
6
False Fall-back
Order
Total Disarray
117
118
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.
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.
Fearless
This Model does not take Disorder Tests for any reason.
Flying Vehicle
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 Models entry.
A Squadron with the Hit and Run MAR may elect to Move and
Shoot in their Activation as normal OR may choose to Shoot
119
then Move in the Activation instead. Models in the Squadron 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
Independent Targeting
Models with this MAR suffer no Hard Target penalties when firing Main Ordnance at a Model with the
Flying Vehicle MAR.
Models with this MAR increase the Shield Rating of any Model within its
Squadron (including itself ) by the Value Listed in the Bracket.
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.
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
After all firing is determined and casualties are removed, should a Main
Ordnance Attack using a weapon with the Pinpoint MAR cause Damage, 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
suffers an additional point of Damage that cannot be mitigated by
any MARs or Shield Saves. If an Attack contains weapons with differing
Pinpoint Values, choose the highest.
121
Rear Echelon
Recon Specialist
Scatter Weapons ignore any negative modifiers from the Hard Target MAR when firing at
non-Flying Targets.
Sectored Armour
This Model never suffers from the penalties to their DR from Flank or Aft Main
Ordnance Attacks.
Shield Projector
[+X Shield Dice, Range"]
(Protective MAR)
Sky Drop
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 DropSites 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
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 Designator at an enemy Squadron prior to firing their Squadrons Main Ordnance. 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
4+ Hits
Tracked/Wheeled Vehicle
Walker
Models with the Walker MAR often interact differently with various Terrain Types (see Page 77)
Militia
123
Segment
Tactical Action
Cards (TAC)
Determine
Initiative
Segment
Movement
Main Ordnance
Firing
Mutual Agreements
Compile AD Pools
Resolve Engagement
CQB Consolidation
Declare Main Ordnance Attacks
Determine Range
Mutual Agreements
Compile AD Pools
Resolve Attack
Main Ordnance Consolidation
PROTECTIVE MARS
CLOAKING FIELD
All Main Ordnance Ranged Attacks against a Squadron
with a Cloaking Field may not use the Explosive Dice
Step and instead use the Heavy Dice Mechanic.
124
ANTI-PERSONNEL
KINETIC
BARRAGE
CORROSIVE
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.
PINPOINT [VALUE]
SCATTER
Scatter Effects ignore any negative modifiers from
the Hard Target MAR when firing at Non-Flying Targets.
INTERCEPTOR
Models with this MAR suffer no Hard Target
penalties when firing Main Ordnance at a Model with the
Flying Vehicle MAR.
TERROR WEAPON
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 enemys 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 enemys current DR, roll
once on the table below. Should an attack roll enough hits to match or beat the nearest
enemys 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
Advanced Targeting
Offline
2-3
Internal Malfunction
4-5
Total Disarray
125
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.
INDEX
F
G
H
Focus Fire 73
Forlorn Hope 86
Game Markers 25, 129-130
Game Turn 63
Height Bands 32
Aerial 32
Surface 32
Helix 51-52
Line of Sight 100-102
Logistics Points 30, 5
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
Objectives 44-46, 111, 113
Tactical Value Points (TV) 26, 39, 44-46, 111, 113
L
M
127
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
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
Ranges 31
Measuring to Models 25, 31
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
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
Winning the War 113-114
Tactical Value Points (TV) 26, 39, 44-46, 111, 113
Margin of Victory 114
Zero Hour Tracker 26, 39, 111, 113
Zeroe-ed In 80
R
S
T
W
Z
Damage
Flat Out
Disordered
Activated
Forlorn Hope
Cyber Attack
Debilitating Effect
129
You may Photocopy these Tokens and Templates for personal use only. Spartan Games 2014.
131
INDEX