The Summa of All Things Event
The Summa of All Things Event
Nothing has been removed or edited and anything in Black is “as written” by FFG
/ AMG. If you are viewing this in dark mode. Thats not my problem.
Any updated changes since its initial release will be in Blue. The blue text is
hyperlinked to the relevant rules topic located on the AMG rules forum.
This sheet provides official rules and helpful suggestions for running a The Summa of All Things
Event. This kit will help you engage your community and create an opportunity for players to
gather and play a unique scenario for Star Wars: Armada at your location.
This kit is designed to be used as a one-day event and support eight players. If you have more
players, you can combine multiple kits to have enough prizes for each player. Every player who
attends your event will receive a copy of the included prize card as well as a copy of the
scenario and all of the components necessary to play it again in the future.
Below we outline the suggested guidelines for running this event and the responsibilities of
players and Event Organizers.
Event Structure
This event is a one-day casual play event. Players are free to play as many games as they like
against any opponent. At the start of the event, each player receives one scenario card and one
token sheet, which are theirs to keep.
Do not track wins and losses. This event is designed to give players a unique scenario for
playing Star Wars: Armada and is not about winning or losing games. Players should help each
other with the rules and tactics of the game during play.
Player Responsibilities
Miniatures
Each player must have the miniatures for each ship and squadron in their fleet. Players are
allowed to customize their miniatures as they like but must follow these guidelines.
1. The miniature must be made from a majority of Atomic Mass Games miniature parts
from the Star Wars: Armada miniature line.
2. The miniature must be easily identifiable as the ship or squadron it represents.
3. Players may not customize a miniature in such a way that any part of the miniature
represents the intellectual property of any party except Lucasfilm, including copyrighted
logos, symbols, iconic elements, or other iconography.
4. The size or pose of a customized miniature cannot interfere with game play.
5. Miniatures must always be attached to an Atomic Mass Games base or a base that is
the appropriate size and shape of the original miniature.
Cards
A player must have all ship cards, upgrade cards, and condition cards included in their squad.
Proxies of cards are not allowed.
Tokens
A player must have all the required tokens for their fleet. Some tokens have a specific size and
are supplied with the ships and squadrons that require them. Players are never allowed to
modify these tokens but may replace them. Players using substitutions should check with the
Event Organizer before the event begins so the tokens can be verified as the correct size and
shape.
Players may modify or replace any other tokens as long as the tokens used are clear and do not
interfere with gameplay.
Dice
Players must use official Star Wars: Armada dice. This includes the dice found in the Core set,
Dice Pack, and/or promotional material distributed by Atomic Mass Games. Players may not use
replacement dice.
Measuring Tools
Players are required to bring their own set of measuring tools. This includes range rulers and
maneuver templates. Players may paint or replace their measuring tools but are never allowed
to modify their measuring tools in any other way. Players using substitutions should check with
the Event Organizer before the event begins so the tools can be verified as the correct size and
shape. Players may not use measuring devices that do not have an equivalent tool supplied by
Atomic Mass Games.
Fleets
Players should build their fleets using the rules found on the scenario card.
Sportsmanship
Disputes and disagreements about the application of rules may happen during the course of a
game, but this is an event designed to let everyone learn the rules of the game in a fun, friendly,
and positive atmosphere.
If players have trouble locating a rule or solving a dispute, they can either ask another player or
the Event Organizer for help or simply use a red defense die to roll off for it. After the game, the
players should take the time to check the rules to determine how to handle the situation in the
future.
Prior to the beginning of the Galactic Civil War, salvage crews from across the Outer Rim clash
while collecting discarded coaxium canisters jettisoned by smugglers along the infamous Kessel
Run. Whether driven by profit or a desire to follow orders, these brave pilots will learn all too well
the dangers that lurk within the Maelstrom.
This scenario is designed for two players or teams. As many as four players can participate in a
game, each controlling their own fleet as part of two opposing teams.
Fleet Building
Each player builds a 200-point fleet following the rules for fleet building in the rules reference
with the following exceptions:
Setup
To set up this scenario, follow the steps in the rules reference with the following exceptions:
Define Play Area and Setup Area: This scenario is played on a 3’x3’ play area. The setup area
is the entire play area. Players will set up on opposite edges of this play area.
Choose Objective: Players skip this step. This scenario takes the place of objectives.
Place obstacles: Before placing obstacles, the second player places the summa-verminorth
obstacle in the center of the setup area. Then place obstacles as normal, excluding the station,
in the setup area. Obstacles must be placed beyond distance 3 of the edges of the play area
and beyond distance 1 of each other.
After placing obstacles, the players alternate placing a total of five coaxium canister objective
tokens in the setup area, starting with the second player. The first four coaxium canisters must
be placed within distance 1 of the Summa-verminoth and not within distance 1 of any other
coaxium canister. The fifth coaxium canister must be placed touching the Summa-verminoth
and not overlapping any other coaxium canister.
Optional: Before placing obstacles, the second player places a gravity rift obstacle in the center
of the setup area and then places the Summa-verminoth obstacle in the center of the gravity rift.
The gravity rift obstacle cannot be moved by card effects.
Deploy Ships: Squadrons must be placed within distance 1 of a friendly ship. They may be
placed outside deployment zones but not outside the setup area.
End of Round
Remove the Summa-verminoth control token from the play area.
If the Summa-verminoth is within a player’s deployment zone, the game ends in a loss for that
player.
End of Game
At the end of the game, check to see if either player has any ships in the play area. If a player
has no ships in the play area, they lose. If both players still have ships in the play area, the
player who has the most coaxium canisters on friendly ship and unique squadron cards wins. If
neither player has more coaxium canisters on friendly ship and unique squadron cards, the
game ends in a draw.
Special Rules
Making Up Lost Time: At the start of the first round, each of the second player’s ships gain a
Navigation command token.
Coaxium Recovery: When a ship or unique squadron activates, its controlling player may
choose one coaxium canister at distance 1 of that ship or unique squadron to recover. Remove
the chosen coaxium canister from the play area and place it on the activating ship’s or unique
squadron’s card.
When a ship or unique squadron that has any recovered coaxium canisters is destroyed, before
it is removed from play, the opposing player removes the coaxium canisters from the destroyed
ship or squadron’s card and places them in the play area such that they are touching the
destroyed ship or squadron’s base. Then the destroyed ship or squadron is removed from play.
A ship or unique squadron can have multiple coaxium canisters on its card.
The Maelstrom: Starting on the second round, at the start of each round and before any player
resolves any effects, the second player rolls a blue die and consults the Maelstrom Effects
chart. Maelstrom effects last until the end of the round.
Control: During the Ship Phase, before a ship activates, determine if any player will control the
Summa-verminoth, as follows:
1. Count the number of squadrons within close range of the Summa-verminoth. Each player
gains 1 control point for every two friendly squadrons within close range of the
Summa-verminoth, rounding down.
2. Each player totals the command value of their friendly ships at distance 1-2 of the
Summa-verminoth and adds that total to their control point score.
3. The player with the most control points takes the control token.
After determining control, the player who has the control token must conduct a speed 2
maneuver with the Summa-verminoth. The Summa-verminoth has a yaw value of “I” at speed 1
and a yaw value of “-” at speed 2.
Ensnaring Tentacles: If a ship executes a maneuver and its final position would overlap the
Summa-Verminoth, it cannot finish its maneuver normally. Instead, temporarily reduce its speed
by one (without changing the speed dial) and move the ship at the new speed. This process
continues until the ship can finish its maneuver, even if that maneuver is to remain in place at
speed “0”. Then, the opposing player rolls one blue die. On a Hit result, that ship is dealt one
faceup damage card.
When the Summa-verminoth overlaps a ship, the player who has control rolls one blue die. On
an Hit result, that ship is dealt one facedown damage card.
● Tentacle Lash: Roll 3 blue dice. Each ship that has the Summa-verminoth at close
range and each squadron at distance 1 of the Summa-verminoth suffers 1 damage for
each Hit result.
● Voltaic Discharge: Choose 1 ship at close range. The chosen ship must choose and
discard 1 of its defense tokens. If it cannot, it is dealt 1 faceup damage card.
● Devour: Choose 1 squadron at close range. The chosen squadron must discard a
defense token. If it cannot, roll a number of black dice equal to the chosen squadron’s
remaining Hull value. The squadron suffers 1 damage for each hit result.
Summa overlapping
1.https://forums.atomicmassgames.com/topic/8218-summa-verminoth-and-overlapping-mecanis
ms/#comment-40791
2.https://forums.atomicmassgames.com/topic/8347-summa-overlapping-and-being-overlapped-
by-squadrons/#comment-41194
3.https://forums.atomicmassgames.com/topic/8353-summa-overlapping-obstacles-and-tokens/#
comment-41213
Summa Control
1.https://forums.atomicmassgames.com/topic/8226-summa-verminoth-ensnaring-tentacles-contr
ol/#comment-40802
2. https://forums.atomicmassgames.com/topic/8383-summa-control/#comment-41283