Firefight Rules Update – Part 1
18th Jul 2025
Clive Stone
Firefight: Alignment Protocols Are Live! Now to hand over to our Firefight Rules Committee to talk us through some of the changes!
The second edition of Firefight launched in 2022 with a simple but rewarding ruleset—one full of that classic Mantic DNA: easy to learn, hard to master. With the Command Protocols supplement in 2023, the game received its first major wave of tweaks, balance changes, and new units.
That was over two years ago. Since then, battles have been fought in homes, clubs, stores, and tournaments around the world. Factions have evolved. Units have entered the fray. And thanks to extensive community feedback and internal testing, it’s time for the next step.
Enter the Alignment Protocols—a comprehensive balance pass, two new missions, minor rule tweaks, and a long-overdue polish of the game’s core command orders. Now live on the Mantic Companion, here’s what you’ll want to know.
Core Rules – Minimal Tweaks, Maximum Clarity
This update contains very few changes to the core rules. However, two elements were refined for clarity and gameplay balance:
- Slow Reload was always intended to stop units from moving and shooting, but otherwise perform just as well as any other unit. Unfortunately, since they couldn’t benefit from Steady Aim, they were simply worse at shooting overall. That restriction has now been removed — if a unit has time to reload a heavy weapon, it’s fair to say it’s been aiming pretty steadily too.
- Exiting Flying Transports has been clarified to ensure consistent interactions across all unit types.
Orders – A Full Wording Review
One of the most visible changes is a full standardisation of how Orders are written and formatted. While almost all effects remain the same, the presentation is now consistent across all factions.
Here’s the new structure:
[Name] [Cost] [If aura/instant] [Target] [Effect] [Boosted Cost] [Boosted Effect]
Where an element isn’t needed, it’s simply left out. It’s worth noting that the Target sections refers to friendly units unless otherwise stated. For example:
Balance Through Death (1) [Aura, 12”] All Designation: Kalyshi units.
The unit may add 3” to any Advance or Sprint action it performs this Round.
Benefit of the Drills (1) Any unit without the Vehicle or Construct keywords.
During a Shoot or Steady Aim action, this unit may ignore an additional -1 to hit modifier.
Boosted (2): In addition, this unit may use a SH stat of 4+.
You’ll also notice:
- Boosted costs are now shown directly (e.g. “(2)” instead of “+1”) to save players from unnecessary maths.
- Complex unit target lists have been replaced with Designation keywords (e.g. Designation: 3rd Gen instead of “Ghouls, Zombies, Bruisers…”). These are clearly defined in each relevant unit’s keywords in the Companion.
Missions – Two New Scenarios
We’ve added two new missions that Firefight players may find familiar—especially if you’ve played Kings of War. They'll hit the App and the PDF Soon!
Gun Smoke & Holograms
A mission of shifting priorities. As bluff tokens are revealed and more enter play, the available VPs increase, drawing both players into a tightening tactical dance.
Secure the Line
This mission uses progressive scoring—but with a twist. The available points scale up and down throughout the game, rewarding decisive action during the mid-game, while still offering late-game clutch plays.
These missions do not replace any current ones but are designed to provide even more variety for your battle plans.
Balance Updates Begin…
Its time to dive into what you’re all here for: faction balance changes. Let’s look at which units have received changes and pick out a few key examples, especially where they exemplify broader changes made across multiple factions. The first four are below:
The ancient, enigmatic Asterians have received updates across the board. Keep an eye out to changes to:
- Marionettes
- Matsudan Fire Teams & Support Teams
- Weapon Platforms
- Chroma Force Platform
- Escort
- Narsa
While we don’t have space to go through every change here, We’d like to highlight a couple that reflect wider trends across the factions.
Larger infantry squads can now field a second special weapon once they hit a certain size threshold. For example, Marionettes may now take a second special weapon when the unit reaches eight models. This change appears across several factions and offers more incentive to run full-strength squads.
Ion Barrage gains Blaze Away. This keyword has been applied more broadly to rapid-firing heavy weapons. Previously, choosing “blaze away” with a squads rifles, meant your automatic weapon designed for blazing away couldn’t join in. Not anymore.
Once the galaxy’s finest elite troops, Enforcers have struggled a little, being heavily effected by both previous core rules changes and list rebalances. They’ve now received a healthy dose of attention, bringing them back into contention. Scan through the list for:
- Faction Order: High Velocity Ammo
- Pathfinders
- Enforcer Operatives
- Enforcer Jetbikes & Heavy Support
- Assault, Breach, and Eradicate Enforcers
- Defenders
- Peacekeepers
- Enforcer Drones
- Strider
- Accuser Interceptor
- MkIV Novashock Peacekeepers
- Damantor Sniper Platform
- Forward Observer
- Pathfinder Lieutenant
- Assault Enforcer Captain
- Enforcer Captain
Of particular note here, troop units starting sizes are commonly reduced and costed down, with additional models bought back in as options. This allows more flexible list building and helps Enforcer players unlock elite choices more efficiently. The HMK-32 Missile Launcher — once too versatile — now has split roles. Players must choose between anti-infantry or anti-armour ammo, not both in one tidy shot.
The Forge Fathers, tough as nails, packed with firepower, receive subtle refinements across the board: Stroke your beard thoughtfully as you read through:
- Steel Warriors & Stormrage Veterans
- Iron Ancestor & Doomstorm Pattern
- Hultr Halfk Track
- Rekkhyrr
- Thorgarim
- Knarr Assault Tank
- Artificers
- Heavy Inferno Drill
- Brandr Urban Assault Vehicle
- Gungnir Artillery Tank
- Jotunn Weapons Platform
- Sturnhammer Battle Tank
- Master Artificer
- Thorgarim Huscarl
- Forge Guard Huscarl
Blaze Away for Hailstorm Autocannons. A recurring theme across the update, these weapons now gain the Blaze Away keyword — allowing them to support suppression fire alongside their rifle-equipped counterparts. This is especially impactful for mixed weapon squads like Steel Warriors and Stormrage Veterans.
Despite being amazing models, artillery vehicles have not been as effective as we first hoped and have been boosted across the game. The Gungnir Artillery Vehicles has received points adjustments and minor stat boosts to make them more attractive choices.
Artificers have been reimagined to give this distinctive unit more breathing room alongside other Forge Father specialists. Previously outshone by overlapping roles, they now offer clearer tactical utility and more competitive value for their points.
Subterranean Surprise! The Heavy Inferno Drill now gains Subterranean Deployment — a change that not only fits the mining theme perfectly, but also gives players a new way to threaten enemy lines with brutal close-range firepower that can quite literally burst from the earth.
Listen up soldier! Put down those cooperation approved rations and have a look at these units:
- Mule Transport
- Rangers
- Marine Heavy Weapon Teams
- GCPS Medic
- TAC Drones
- Wolverine APC
- Riot Troopers
- Ranger Tank Hunters
- GCPS Strider
- TAD-65 Hornet Dropship & Horntail Gunship
- Onager Artillery Vehicle
- Marine Lieutenant
One of the most significant areas of focus was the GCPS’s transport game. The Mule Transport, once notorious for being as fast as a jetbike, has had its top speed reduced slightly. However, it retains its Advance Move speed, meaning it’s still a reliable option for fast deployment of troops across the field. The Wolverine APC has been reclassified to make it easier to include in lists that might previously have struggled to include it, while the TAD-65 Hornet is now easier to use thanks to the tweaked flying transport rules
A major quality-of-life improvement across factions is now in play for the GCPS too. Infantry anti-armour weapons like the Thermal Rifle now come with the Targeting Systems keyword, allowing them to engage vehicles more effectively without requiring the entire squad to shoot the same target. This makes anti-tank fire from GCPS squads far more practical in mixed-combat situations.
Come back soon for part 2!