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• On the result of a 1 the target suffers a Point Defence Offline Critical Hit Effect.
• On the result of a 2 the target suffers a Engine Failure Critical Hit Effect.
• On the result of a 3 the target suffers a Weapon Damage Critical Hit Effect.
• On the result of a 4, 5 or 6 the target suffers a Secondary Systems Offline Critical Hit Effect.
The target model does not take any Hull Point damage associated with taking a Critical Hit. Flight Tokens cannot be the target of a Disruption Attack.
A model CANNOT make a Disruption Attack if its Cloaking Field is turned on.
DRONE MINES
This model can move each Mine it has dropped onto the Game Board, up to 2” in any direction, during the End Phase of each Turn. Any Mine explosion resulting from this movement is resolved immediately. If this model is Lost, any Mines dropped by the model are no longer able to move.
DOUBLE MINES
This model can drop 2 Mines during the Movement Segment of its Activation.
ELITE CREW
If this model is involved in a Boarding Assault it receives a +1 bonus to hit on its Attack Dice (AD) rolls during that Boarding Assault.
ELUSIVE TARGET
This model is only hit on a 6 with Primary or Torpedo weapons system Attacks from Capital Class models, and on a 5 or 6 by non-Capital Class models.
ENERGY TRANSFER
During the Command Segment of its Squadron Activation this model can increase the current Attack Dice (AD) value of ONE Primary weapon system by 2, and reduce the current Attack Dice (AD) value of every other Primary weapon system by 1. The Attack Dice (AD) value of any Primary weapon system on the model will return to their original value during the End Phase of the current Turn.
ESPIONAGE
This model increases its controlling player’s Hand of Game Cards by ONE if it has been deployed and is NOT Lost.
This can increase a player’s Hand size beyond the normal maximum of 5. If Game Cards are not being used this model provides a +1 bonus to the relevant initiative roll.
Multiple instances of the Espionage Model Assigned Rule are not cumulative.
EXPERIENCED ENGINEERS
This model’s Damage Repair Tests are successful on a 1, 2, 3 or 4.
FIRING SOLUTION (weapon)
This weapon CAN perform Linked Fire with any other Primary weapon system on this model, against a model that is a valid target for both weapon systems.
HIDDEN KILLER
This model CANNOT be targeted by ANY weapons firing at Range Band 3 or Range Band 4 if it has Cut Engines.
IMPERVIOUS
If this model is the target of a Boarding Assault reduce the Boarding Assault Strength by HALF after resolving any Anti-Boarding Point Defence fire.
LARGE MASS
Any Attack against this model receives a +1 bonus to hit on its Attack Dice (AD) rolls.
LAUNCH TUBES
This model can initiate a Boarding Assault against a target within 8”.
LIMITED RESOURCES
If this model initiates a Boarding Assault, it receives a -1 penalty to hit on its Attack Dice (AD) during that Boarding Assault.
LOTS OF GUNS
This model never suffers any Weapon Damage Critical Hit Effect. Any Hull Point, Crew Point or Assault Point loss associated with any Critical Hit Effect is still applied.
MANOEUVERABLE
This model can reduce its Turn Limit value by 1”. A model with an initial Turn Limit value of 0” has 360 degree movement. If this model has Cut Engines, it can rotate up to 90 degrees around its Flight Peg during its next Squadron Activation instead of removing its Cut Engines marker.
MEDICAL SHUTTLES
This model, and any friendly model within 8” of this model, can roll 1D6 in the Command Segment of its Squadron Activation and restore 1 Crew Point AND 1 Assault Point Damage marker on a roll of 5 or 6.
MINEFIELDS
After all models have been deployed this model can place 3 Mines, each with an AD of 5. They MUST be dropped within 12” of the centre line of the Game Board. A Mine CANNOT be dropped within 4” of a model, token or any other Mine.
MINE LAUNCHERS (weapon)
This model can drop its Mines within 8” of the centre of its Flight Peg anywhere in its Fixed Fore Arc of Fire. If this weapon is used to drop any Mines it CANNOT fire during the current Squadron Activation.
If NO weapon is listed, the Mine Launchers MAR is applied to ALL Primary and Torpedo weapon systems on the model with any Fore Arc of Fire.
NO FSD
This model CANNOT perform any Shunt move, or deploy using Shunt Deployment, during the game.
PACK HUNTERS (weapon)
Any Attack, that includes at least two weapons with the Pack Hunter Model Assigned Rule, will receive +1 Attack Dice (AD) for each additional weapon, after the first, which has the Pack Hunter MAR.
The maximum bonus to any Attack from the Pack Hunters Model Assigned Rule is +2. If NO weapon is listed, the Pack Hunters MAR is applied to all Primary and Torpedo weapon systems on the model. A model DOES NOT gain the Pack Hunters bonus for performing Linked Fire with itself.
POINT DEFENCE BARRAGE
This model can use its Point Defence systems to Attack Small Class models during its Squadron Activation using the Exploding Dice Mechanic and requiring a 4, 5 or 6 to hit. Any Attack against another model using Point Defence systems can ignore the normal conditions for a Capital model firing at a Small model and the Elusive Target Model Assigned Rule.
PRIDE OF THE FLEET
If this model suffers a Magazine Explosion result on the Critical Hit Table it does not suffer the Critical Hit Effect, and loses 2 Hull Points instead.
PROTECTED SYSTEMS
If this model suffers a Critical Hit roll 1D6, on a result of 4, 5 or 6 the Critical Hit Effect is ignored but any Hull Point, Crew Point or Assault Point loss associated with the Critical Hit Effect will still be applied to the model. A model which suffers a Magazine Explosion is still Destroyed, but no other models are damaged. On a result of 1 this model must perform ONE additional roll on the Critical Hit Table, suffering the additional Critical Hit Effect, but NOT the associated damage.
QUICK LAUNCH
Flight Tokens that Launch from this model can be Activated in the same Turn that they Launch. A model or token cannot activate more than once per Turn.
REINFORCED FORE
This model receives +1 to its Critical Rating (CR) against any Attack if the Flight Peg of each FIRING model in the Attack is entirely within the TARGET model’s Fore 90 degree Arc of Fire.
REINFORCED PORT/STARBOARD
This model receives +1 to its Critical Rating (CR) against
any Attack if the Flight Peg of each FIRING model in the Attack is entirely within the TARGET model’s Port or Starboard 90 degree Arc of Fire.
REPAIR SHUTTLES (value)
A number of friendly models up to the Repair Shuttles value within 8” of this model, including this model itself, can roll 1D6 in the Command Segment of its Squadron Activation and remove ALL Critical Hit Effect markers on a roll of 5 or 6. If no value is listed, treat the value as 1.
SCATTER CANNON (weapon)
This weapon can Attack ONE model within Range Band 1, roll the Attack Dice (AD) ONCE and then apply the result to EVERY other model, NOT including your own, within the Firing Channel of the weapon and Range Band 1. This effect is NOT applied against Wings. When this Ship fires at a target within Range Band 2 to 4, resolve the attack normally. This weapon CANNOT use any Firing Option when it fires in Range Band 1.
SCOUT
The Fleet with the most models with the Scout Model Assigned Rule can Redeploy any ONE Squadron after ALL Squadrons have been deployed on the Game Board.
SECURED BULKHEADS
This model reduces the number of hits from any Boarding Assault against it by 2.
SECTOR SHIELDING
During the Command Segment of its Squadron Activation this model may nominate ONE direction, either the Fore, Aft, Port or Starboard 90 degree Arc of Fire, and increase its Shield value by 1 against any Attack from that direction.
The bonus is applied if the Flight Peg of each FIRING model in the Attack is entirely within the TARGET model’s nominated 90 degree Arc of Fire. The model’s Shield value is reduced by 1 against any Attack NOT from the nominated direction. The Shield value on the model will return to its original value during the End Phase of the current Turn.
SHIELD PROJECTOR
A model with the Shield Projector MAR creates a Shield Sphere with a 4” radius. A model with the Shield Projector MAR rolls a number of Shield Dice equal to its Shield Value to cancel the hits of ANY (friendly or enemy) Primary or Torpedo weapon system Attack, or exploding Mine, that fires into or through the Shield Sphere. Attacks originating from within the Shield Sphere are not affected.
If a model is protected by multiple Shield Systems (its own, or those of a Shield Projector), only the HIGHEST Shield Value is used.
If a model with the Shield Projector MAR also has the Sector Shielding MAR, it CAN choose to use Sector Shielding on its Shield Sphere. For the remainder of the Turn, if any Attack
originates from within this model’s designated Arc and fires into or through the Shield Sphere en route to its target, the target can use the increased Shield value. However any Attack passing through the Sphere which DOES NOT originate from within the designated Arc is affected by the reduced Shield value.
SHUNT MATRIX
When a model with the Shunt Matrix MAR activates it may declare that it is going to perform a Battle Shunt. The model must choose a number of D6 between 2 and 8 that determines the random distance of its Battle Shunt move. It declares which direction it will move in, and what its final orientation will be (this DOES NOT include pointing at a particular target).
Roll the chosen number of dice for the Battle Shunt; the total determines the exact distance in inches that the model MUST move in a straight line in the direction that it declared. Once the model has moved it MUST be placed with the orientation that was declared.
A Battle Shunt IGNORES the rules for intervening Terrain and Mines. A model CAN declare that it is going to Cut Engines after a Battle Shunt. A model fires normally after a Battle Shunt and CAN perform a Boarding Assault. If a model ends its move in an Asteroid Field it MUST perform a Manoeuvre Test. If the model ends its move in a Planetoid it is Destroyed automatically.
SPECIAL FORCES
This model can either re-roll ALL misses from any Boarding Assault OR, any Boarding Assault against this model must re-roll ALL hits, and MUST accept the second result.
The forced re-rolls of successful dice happens BEFORE 6’s grant their extra rolls, and only ONE dice is re-rolled for each 6, the opponent CANNOT gain additional dice as a result of this MAR.
SPLIT BERTH
ALL Wings on models in this model’s Squadron MUST be the same Type. ALL Wings on the models in this model’s Squadron MUST Launch at the same time and MUST form ONE Flight containing a number of Wings equal to the number that just Launched. This Flight may be Deployed within 4” of ANY model that just Launched a Wing.
A Flight CANNOT Land on a model with the Split Berth MAR during a game.
STEALTH SYSTEMS
Any Attack against a model with the Stealth Systems MAR must re-roll ALL successful rolls if any weapon in the Attack is firing at Range Band 3 or 4. This re-roll is performed BEFORE any extra rolls for Exploding Dice, and before Hits are discounted by Shield Systems or Point Defence. Only ONE dice is re-rolled for any 6’s scored. The second result MUST be accepted.
SUPERIOR DESIGN
If this model suffers any Critical Hit Effect, the loss of any Assault Points or Crew Points is reduced by HALF. This model NEVER has a Raging Fire Marker placed on the model as the result of any Critical Hit Effect.
SYSTEMS NETWORK
The Cloaking Field on this model will affect any friendly model from the same Squadron, including any attached Escort Squadron model, whose Flight Peg is within 4” of its Flight Peg and which ALSO has the Systems Network MAR.
The Cloaking Field must be turned on to be effective and a model can only benefit from a maximum of ONE Cloaking Field.
TARGET RESOLUTION
This model’s Parent Model receives a +1 bonus to hit on its Attack Dice (AD) rolls when firing its Primary and Torpedo weapon systems if the target model’s Flight Peg is within 8” of this model’s Flight Peg. The maximum bonus to any Parent Model from the Target Resolution Model Assigned Rule is +1.
TORPEDO SPOOK
If a model is targeted by a Torpedo Attack by at least one model with the Torpedo Spook MAR it must re-roll all successful Point Defence rolls against this Attack and MUST accept the second result.
The forced re-rolls of successful dice happens BEFORE 6’s grant their extra rolls, and only ONE dice is re-rolled for each 6, the opponent CANNOT gain additional Point Defence as a result of this MAR.
UNCOMMON CLASS
A maximum of ONE model with the Uncommon Class Model Assigned Rule can be in any Squadron.
VULNERABLE
If this model suffers a Critical Hit, the Critical Hit Table result CAN be re-rolled by your Opponent, but they MUST accept the new result.