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Armada 1
Armada 1
(/) Armada Rules (/armada-rules/) Getting Started
Getting Started
Getting Started
i. Models
ii. Dice
iii. Re-rolls
v. Wind Rose
x. Gaming Area
Welcome to Armada. Prepare to set the sails, weigh anchor and hunt on the seas
of Pannithor, to thwart your enemies and plunder their gold.
This book contains all the information you need to construct your fleet and sail
By continuing to use to war.
this website, you agree
to our use of necessary
cookies. Cookie Policy The rules section explains how to play the game, covering everything you need
(/cookies/) to know about moving, shooting, boarding actions, and collisions!
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There are 10 exciting scenarios to play, from capturing a mighty kraken, to
finding buried treasure, and hunting enemy flagships.
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The background section takes a deep dive into the history of the sea-faring
races and naval engagements in Pannithor around the regions of Upper and
Lower Mantica, as well as exploring the ships of the Basileans, Orcs, Dwarfs and
the undead Empire of Dust in greater detail.
Note that you will also need the fantastic Mantic Armada ship models and their
cards to play the game (available separately).
Fame and glory await you. Cast off, and set sail for adventure!
c. Game Components P6
i. Models P6
ByMantic Games
continuing tosupplies
use a range of ready-made Fleets for Armada so it’s easy to
thisstart
website,
your you agree and get playing. You don’t have to paint your models to
collection
to our use of necessary
play the
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Cookie but painting is a fantastic part of the gaming hobby and we
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would encourage you to do so. Playing with amazing looking miniatures you
have painted yourself only adds to the fun!
Throughout this book, you will find wonderful examples of painted ships and
fleets to inspire your own collection. Whenever the rules talk about a ship, they
mean a ship model, on its base.
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ii. Dice P6
Armada uses both 10-sided dice (D10s), six-sided dice (D6s) and three-sided dice
(D3s).
If you do not have a D3, you can use a D6 and half the result, rounding up (1 or 2
= 1, 3 or 4 = 2 and 5 or 6 = 3).
2D6 means that you should roll two six-sided dice and add their results together.
iii. Re-rolls P6
Sometimes, a rule will allow the re-roll of one or more dice. Dice cannot be
re-rolled more than once, so the second result stands, even if it is worse
than the first!
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v. Wind Rose P7
No matter the source of power for the ships and fleets used in Armada, they are
all influenced by external forces, be it the wind, the waves and currents of the
oceans, or even the eccentricities of the magic that flows through the world of
Pannithor. For simplicity, we simply refer to all these factors as the Wind.
The Wind Rose indicates from which direction the wind is blowing. When the
wind changes direction, the Wind Rose is moved to that location on the edge of
the gaming area. The direction of the wind is very important as it determines
the order that ships will Activate in a Turn.
You will need a tape measure, or measuring stick, marked with inches to move
ships and measure ranges while playing the game. You are allowed to measure
distances at any time.
Weapons
ByThis
continuing to use by a number of dice (10-sided, or “D10”) used for each
is represented
this website, you agree
Weapon
to our use ofPosition (see page 22 for more details). The following coloured dice are
necessary
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attributed Policyweapons so you can resolve attacks in one roll of the dice:
to these
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Movement (M)
Each ship has its own movement rate, in inches, shown by its Movement (M)
value.
Nerve (Nv)
The Nerve (Nv) value on a ship represents the point at which the crew might
surrender due to the amount of damage and casualties taken (see page 29 for
more details).
Size
Ships in Armada are classified into five different sizes. The models representing
each size of ship then have a specific base size related to them. Models must
always be mounted on the appropriate base for their size.
By Size
continuing to use Base (L x W)
this website, you agree
Tiny
to our use(Squadron) (T)
of necessary 30mm x 30mm
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Small (S)
(/cookies/) 50mm x 30mm
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Special Rules
If there are any special rules specific to a ship, they will be detailed, or
referenced, on the ship card.
x. Gaming Area P9
For small or medium-sized games, an area approximately 48” x 36” or 48” x 48”
is recommended. For larger games, a playing area of 72” x 48” or even larger
may be required. This rulebook provides a number of scenarios you can choose
to play. Each scenario will detail the initial wind direction, and any special
terrain or rules that apply and may affect the set-up of the game. In the rules,
the gaming area is often simply referred to as the table, or the board.
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