Fighter Group

Fighter Group introduces new rules for playing Armada with only squadrons in small, fast-paced skirmishes. This rules reference document contains the rules for this unofficial format, including the custom cards necessary for play.

Modified Rules

The Fighter Group format follows the rules found in the Armada Rules Reference with the following modifications and exceptions:

Fleet Building

Fighter Group fleets are built with a fleet value of 120 fleet points.

Objective Cards

Fighter Group skirmishes are played using objectives from a new category of Skirmish objectives.

ID Tokens

Each leader must be assigned a flagship ID token pair of the appropriate faction. If a player has multiple copies of the same squadron, they must assign ship ID tokens to each of those squadrons. If both players’ fleets belong to the same faction, each player must assign ship or squadron ID tokens to any squadrons of the same type represented in both players’ fleets. ID tokens are assigned during the “Gather Components” step of setup.

Setup

Fighter Group skirmishes are played on a 3’ x 3’ play area.

Winning and Losing

Fighter Group skirmishes use the following rules for winning and losing:

Tournament Rules

Tournaments using the Fighter Group format follow the rules and regulations in the Armada Tournament Regulations, with the following exceptions:

Tournament points are calculated as follows:

Margin of Victory Win Loss
0 - 14 6 5
15 - 39 7 4
40 - 64 8 3
65 - 89 9 2
90 - 120 10 1

Special Rules

Leader

A leader is a squadron equipped with a leader ability card.

Leader Ability Cards

When building a fleet, one leader ability card must be equipped to a squadron by adding its fleet point costs to the total fleet point cost.

Bomb Tokens

Some leader ability cards may refer to bomb tokens.

At the end of the Squadron Phase, for each bomb token in the play area, gather dice equal to the battery armament of the squadron that placed the bomb token. Roll those dice for each squadron at distance 1 of the bomb token. If one or more hit icons were rolled, that squadron suffers 1 damage. After rolling dice for all squadrons, remove that token from the play area.

Concentrate Fire command tokens may be used in place of bomb tokens.

Disabled Vessel

Some objective cards may refer to one or more Disabled Vessels. A Disabled Vessel consists of a small ship base and a small ship token of any type and any faction. Optionally, a ship model of any type may be used but has no effect on the Disabled Vessel.

Disabled Vessels are treated as ships when resolving effects with the following rules:

Cards

Leader Ability Cards

Skirmish Objective Cards

Disabled Vessel Card

Card Clarifications

Callous Tactician
A squadron that cannot be placed within distance 1-2 of the leader must be placed as close as possible to the leader.

Crew Panic
Disabled Vessels have no command dials to reveal and thus suffer no additional damage from faceup Crew Panic damage cards.

Game Components

As a reminder, it is recommended that players bring the following in addition to the components used for squadrons in a standard game of Armada: