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05/11/2023, 14:56 Armada Rules | Mantic Companion

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Getting Started
Getting Started

a. Ahoy There Land Lubber!

b. What’s in these Rules?

c. Game Components a. Ahoy There Land Lubber! P4

 i. Models

 ii. Dice

 iii. Re-rolls

 iv. Markers and Counters

 v. Wind Rose

 vi. Friends and Enemies

 vii. Tape Measure

 viii. Ship Cards

 ix. Identifying Ships

 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.

b. What’s in these Rules? P5

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!
OK
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
cookies. game,
Cookie but painting is a fantastic part of the gaming hobby and we
Policy
(/cookies/)
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.

Sometimes modifiers might be applied to a dice roll. Unless specified otherwise,


these are cumulative. For example, if a +1 modifier applied to a roll and the roll
was 4, the final result would become 5. If both a -2 and +1 modifier applied, the
net result would be a -1 modifier to the roll.

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!

iv. Markers and Counters P6


ByThere
continuing to usetypes of tokens, markers and counters used in games of
are several
this website, you agree
Armada.
to our use ofThese can represent additional upgrades, statuses or loot.
necessary
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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.

vi. Friends and Enemies P7


All the ships on one side, used by a player are collectively known as a Fleet.
By continuing to use
this website, you agree
to ourFriendly
use of necessary
ships/models are those in the same Fleet.
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(/cookies/)
Conversely, Enemy ships/models are those the Friendly ships are fighting
(usually your opponent’s Fleet!). Any other ships or models used in the
game are considered Neutral, unless otherwise specified.

vii. Tape Measure P7


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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.

viii. Ship Cards P8


Each ship in Armada is accompanied by a ship card which details its speed,
weaponry and any other information such as special rules or key information.

Ship Turning Angle


The red or yellow chevron corresponds to the same coloured line on the Turning
Marker and indicates the maximum turn angle the ship can make (see page 17
for more details).

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
cookies. Cookie
attributed Policyweapons so you can resolve attacks in one roll of the dice:
to these
(/cookies/)

Icon Name Abbreviation Dice Colour

Heavy Weapons H Blue D10

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Light Weapons L Red D10

Close Weapons C Black D10

Indirect Weapons IDW Green D10

Movement (M)
Each ship has its own movement rate, in inches, shown by its Movement (M)
value.

Structure Points (SP)


Structure Points (SP) represent the integrity of the hull, masts, sails, engine (or
magic!), and also the wellbeing of the crew. The current “health” of a ship can
be tracked on the ship card using Damage Counters. As a vessel is battered by
enemy fire or spells, counters are added accordingly. Once the amount of
Damage has met or exceeded the ship’s SPs, the ship is destroyed!

Crew Strength (CS)


This number represents the capability of the ship’s crew in Boarding Actions.

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

Medium (M) 70mm x 30mm

Large (L) 100mm x 30mm

Extra Large (XL) 125mm 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.

ix. Identifying Ships P8


Armada provides some pairs of coloured counters to help you identify
ships when you are using two or more of the same type. Simply put a
counter on a ship card and its twin on the ship. Of course, most players will
ultimately want to paint their ships in different ways and come up with
their own identification flags for their models to personalise their Fleet.
Whatever you do to distinguish your ships, make sure it’s clear to both you
and your opponent!

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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Next Chapter: The Turn (?chapter=2)

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