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MODEL ASSIGNED RULES

ABLATIVE ARMOUR
This models Damage Rating (DR) is equal to its Critical Rating (CR) and it CANNOT suffer a Critical Hit. If this model suffers any Damage it loses the Ablative Armour Model Assigned Rule (MAR) for the rest of the Game and CANNOT regain it. EXAMPLE: An undamaged Russian Coalition Suvorov Class Cruiser takes 13 hits. It suffers one Hull Point (HP) of Damage and does not roll on the Critical Hit Table, but it has now lost the Ablative Armour MAR.

ARMOURED BELLY
This model receives +1 to its Critical Rating (CR) against any Attack or Counterattack made from a lower Height Level.

ARMOURED SUPPORT (value)


This model has a Squadron of Medium Tanks Embarked on it equal to the listed value. During the Command Segment of its Squadron Activation, if this model is on the Surface, it can deploy the Medium Tank Squadron within 4 of the centre of this model. This Medium Tank Squadron can activate IMMEDIATELY after the current Squadron Activation. If this model is Destroyed before it deploys the Squadron Embarked on it, the Squadron Embarked on it is also Destroyed. This Squadron of Medium Tanks is ignored when calculating the number of Squadrons in a Fleet for the purpose of calculating the maximum Game Card Hand size.

AIR HUNTER (weapon)


This weapon receives a +1 bonus to hit on its Attack Dice (AD) rolls against Obscured models. If NO weapon is listed, the Air Hunter Model Assigned Rule is applied to ALL weapons on the model.

ALL-TERRAIN VEHICLE
This model may re-roll ONE Treacherous Terrain Test per Turn, the new result MUST be accepted.

ARMOURED TOPSIDE
This model receives +1 to its Critical Rating (CR) against any Attack or Counterattack made from a higher Height Level.

ALTITUDE SKIMMING
If this model is Obscured and at an All Stop, it can ONLY be affected by Ack Ack (AA) and Boarding Assaults.

ASSAULT WEAPON (weapon)


During the Boarding Segment this model can initiate a Boarding Assault with this weapon, as if it were a Robot model, using its initial Assault Point (AP) value, OR it can initiate a standard Boarding Assault using its current Assault Point value. If NO weapon is listed, the Assault Weapon Model Assigned Rule is applied to ALL weapons on the model.

AMPHIBIOUS
This model can move in Water and on Land. If moving through Water reduce its Movement (Mv) by HALF. Apply any reduction for moving through Water before making any other adjustment to the models Movement. If a model with the Amphibious Model Assigned Rule is in Water, IGNORE the Hulking and Long Legs MARs, if it has them.

ATTACHMENT (size, designation, value)


During Fleet Organisation this model may be ADDED to a Squadron of models of the Size Class indicated by the listed size and of the designation indicated by the listed designation. This Squadron CANNOT contain any Robot model and CANNOT already contain this model. The maximum number of models that can be ADDED to a Squadron is equal to the listed value. If no size is listed this model can be added to a Squadron of Large or Medium models and if no designation is listed this model can be added to a Squadron of Armoured models. Any Squadron with any Attachment is regarded as a standard Squadron for the purposes of Command, generating a Hand of Game Cards and performing ALL relevant actions during its own, or any other, Squadron Activation. Any model that is an Attachment to another Squadron is in ADDITION to any other models in that Squadron.

ANTI-INFANTRY (weapon)
This weapon can Attack a Regiment, requiring a 3, 4, 5 or 6 to hit. Each natural roll of a 5 or 6 will result in ONE Infantry Company in the Regiment being Destroyed. If no weapon is listed, the AntiInfantry Model Assigned Rule is applied to ALL weapons on the model.

APC (value)
This model is an Armoured Personnel Carrier and may have a number of Regiments Embarked on it equal to the listed value. At any point duing the Movement Segment of this models Squadron Activation ONE Embarked Regiment can disembark and may be Deployed on the Game Board anywhere within 4 of the Base of this model. Any Regiment that is disembarked CANNOT perform a Squadron Activation on the Turn they are Deployed.

Last Updated: 18 December 2012

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Copyright 2012 Spartan Games

BRIDGING EQUIPMENT (size)


ONCE per game this model may place a Bridge across any Terrain on Land that has no Surface Height. A Bridge is a Road and is the same width as an Armoured model Base of the indicated size and any length up to twice the length of an Armoured model Base of the indicated size. A Bridge negates the effects of Treacherous or Impassable Terrain for any Armoured model or Regiment the same size or smaller than the Bridge. A Bridge must be placed entirely in contact, and aligned, with the Fore Fixed Channel of the model, Base or Flight Stand of the model placing the Bridge.

Combat Launch
If this model performs a Launch action during its Squadron Activation it CAN use any eligible Generator or fire any eligible weapon.

COMBUSTIBLE CARGO
If this model is Destroyed all models that are within 4 of the centre of the model, and at the same Height Level, are attacked with a number of Attack Dice (AD) equal to DOUBLE the initial Hull Point (HP) value of the Destroyed model. This explosion has no effect on models that are on the other side of Obstructing Terrain, and is worked out separately from any explosion caused by the Magazine Explosion Critical Hit.

BOARDING PARTY
This model CAN initiate a Boarding Assault against an enemy Large or Massive model that has been left Derelict and may then take that model as a Prize.

CONCUSSIVE BARRAGE (weapon)


If the number of hits from an Attack, that includes at least one weapon with the Concussive Barrage Model Assigned Rule (MAR), equals or exceeds the Damage Rating (DR) of the target model, the target model loses 1 additional Assault Point (AP). If no weapon is listed, the Concussive Barrage MAR is applied to ALL weapons on the model. If any model suffers Damage from an Attack that includes at least one weapon with the Concussive Barrage Model Assigned Rule, all Mines within 8 of the centre of the target model IMMEDIATELY explode.

BOMBARD (weapon)
When using Indirect Fire this weapon hits on a 5 or 6. If NO weapon is listed, the Bombard Model Assigned Rule is applied to ALL weapons on the model. If a Weapon Type is listed as being a Bombard, it automatically has this MAR.

BUNKER BUSTING (weapon)


When taking Damage if the number of hits from an Attack equals or exceeds the Damage Rating (DR) of a target Fortification model, but NOT its Critical Rating, and ALL weapons in the Attack have the Bunker Busting Model Assigned Rule, the target model loses 1 Hull Point (HP) AND rolls on the Critical Hit Table for the Critical Hit Effect only, ignoring any HP Lost result. If the number of hits equals or exceeds the Critical Rating (CR) then roll as normal for a Critical Hit. If no weapon is listed, the Bunker Busting Model Assigned Rule is applied to ALL weapons on the model.

CONCUSSIVE TREMOR
If this model moves to the Surface, all Mines within 8 of the centre of the model IMMEDIATELY explode.

CONSCRIPTED CREW
If this model is involved in a Boarding Assault, it suffers a -1 penalty to hit on its Attack Dice (AD) rolls during that Boarding Assault.

CONVOY DUTY
This model can have up to one Tiny Flyer Fighter Plane Wing attached to it as a Combat Air Patrol (CAP). The CAP becomes part of the models Squadron.

Close Air Support (value)


This model has a designated complement of Tiny Flyer Fighter Planes equal to the listed value. This Fighter Plane Wing MUST be used as a Combat Air Patrol for this model when they Launch. This model can only Launch or Land its own Fighter Plane Wing. This model can only have ONE Combat Air Patrol attached at any given time.

COORDINATED ASSAULT
If two or more models with the Coordinated Assault Model Assigned Rule initiate a Boarding Assault against the same target model, the Boarding Assault will receive +1 Attack Dice (AD) for each model initiating the Boarding Assault that has a current Assault Point (AP) value greater than 0 AND the Coordinated Assault MAR.

COMBAT DROP (designation, value)


This model may have ONE Squadron of Armoured models of the listed designation, Embarked on it with the listed value of models OR a number of Regiments equal to the listed value, indicated by a designation of Infantry. At any point during the Movement Segment of this models Squadron Activation ONE Embarked Squadron or Regiment can disembark and may be Deployed on the Game Board anywhere within 4 of the Flight Stand of this model. Any Squadron or Regiment that is disembarked CANNOT perform a Squadron Activation on the Turn they are Deployed.

CORROSIVE (weapon)
If the number of hits from an Attack or Counterattack, that includes at least one weapon with the Corrosive Model Assigned Rule, equals or exceeds the Damage Rating (DR) of the target model, place ONE Corrosive Marker on the target model. If the number of hits equals or exceeds the Critical Rating (CR) of the target model, place TWO Corrosive Markers on the target model. During the End Phase roll 1D6 for each Corrosive Marker

Last Updated: 18 December 2012

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Copyright 2012 Spartan Games

on a model. On a roll of 1, 2 or 3 remove the Corrosive Marker, on a 4, 5 or 6 the model loses 1 Hull Point (HP) and keeps the Corrosive Marker. If NO weapon is listed, the Corrosive MAR is applied to ALL weapons on the model.

DRILLING MACHINE
This model MUST be Deployed Underground, and is represented by its Driller Template whilst Underground. A model with the Drilling Machine Model Assigned Rule (MAR) that is Underground is considered to be Submerged for the purpose of calculating Attacks and can ONLY be targeted by Concussion Charges and Bomb Ordnance, and is NOT eligible to have a Boarding Assault made against it. Whilst Underground, this model can ONLY target other models or tokens with its Concussion Charges, and CANNOT initiate a Boarding Assault. A model with the Drilling Machine MAR that is under Land Terrain can Surface at any point during the Movement Segment of its Activation and IMMEDIATELY gains the Immovable and Low Profile Model Assigned Rules. Once a model with the Drilling Machine Model Assigned Rule has surfaced it MUST remain on the Surface for the rest of the game. Important Note: A Drilling Machine that is Underground CANNOT be targeted by Tiny Flyer Dive Bombers.

COVERED DECKS
Tiny Flyers on this model cannot be targeted with Ack Ack (AA).

DASH AND ELAN


If this model initiates a Boarding Assault, the Boarding Assault receives +1 Attack Dice (AD).

DECK CREWS
Once per game this model can take ONE previously Destroyed Tiny Flyer and place it on this model. The Destroyed Tiny Flyer MUST be from the same Fleet as this model and the models maximum Tiny Flyer complement CANNOT be exceeded.

DESTRUCTIVE ORDNANCE (weapon)


If the number of hits from this weapon equals or exceeds the Damage Rating (DR) of the target model, roll on the Critical Hit Table as if the roll had equalled or exceeded the Critical Rating (CR) of the model. If NO weapon is listed, the Destructive Ordnance Model Assigned Rule is applied to ALL weapons on the model.

ECHO CREATOR
This model is represented by an Echo Template when Submerged. The Echo Template directly replaces the model, keeping the same orientation. An Echo is a Naval Diving model for the purpose of any Attack or Boarding Assault on the Echo Template representing the model, and for Movement, Turning, Line of Sight, Range and Arcs of Fire, as appropriate. If this model makes a Surface move, it CAN replace ANY Echo it controls and MUST remove any other Echo it controls from the Game Board.

DEVASTATING ORDNANCE (weapon)


Any 6 on the FIRST roll of any Attack Dice (AD) from an Attack that includes at least one weapon with the Devastating Ordnance Model Assigned Rule, results in TWO extra D6 being rolled. Any subsequent 6s result in ONE extra D6 as normal. If NO weapon is listed, the Devastating Ordnance MAR is applied to ALL weapons on the model.

ELECTRICAL DEFENCES
If this model is the target of a Boarding Assault it gains +3 Ack Ack (AA) against that Boarding Assault.

DIEHARD CREW
This model rolls an additional 1D6 when resolving a Break Test or Bravery Test.

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.

DIRECTED FIRE
ONE Attack from this models Squadron per Squadron Activation that includes any Ordnance weapon may use the Combined Fire Firing Option. The Split Fire Firing Option is not available to any model using the Directed Fire Model Assigned Rule.

ELUSIVE TARGET
This model is only hit on a 5 or 6 if targeted by Ordnance weapons from a Small Class model.

DOLPHIN DIPPER
If this model does not make any turns during the Movement Segment of its Squadron Activation, its Movement (Mv) allowance is increased by 3.

EMPLACED
This model can be Deployed anywhere between the Deployment Edge of the player Deploying this model and the centre line of the Game Board. This model is Deployed using the standard Deployment rules.

DOUBLE DECKER
This model can Launch TWO Wings of Tiny Flyers during its Squadron Activation. This models designated compliment of Tiny Flyers is doubled for the purpose of calculating the maximum number of Tiny Flyers that can Land on this model.

EXPERIENCED ENGINEERS
This models Damage Repair Tests are successful on a 1, 2, 3 or 4.

Last Updated: 18 December 2012

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Copyright 2012 Spartan Games

EXTENDED RANGE
This model can initiate a Boarding Assault against a target within 8.

GAS ALERT
If this model initiates a Boarding Assault, the Boarding Assault receives +2 Attack Dice (AD).

FEARLESS
This model automatically passes all Break Tests and Bravery Tests.

GROUND CLAMPS
If this model is at an All Stop it cannot move, be moved, or be Rotated, and receives a +1 bonus to hit on its Attack Dice (AD) rolls. If this model suffers a Sturginium Flare result on the Critical Hit Table while at an All Stop, it does not Teleport, instead this model is Destroyed.

FAST TARGET
This model is only hit on a 6 if targeted by Ordnance weapons from a Capital Class model.

GROUND SUPPORT (value)


This model has a Squadron of Small Tanks Embarked on it equal to the listed value. During the Command Segment of its Squadron Activation, if this model is on the Surface, it can deploy the Small Tank Squadron within 4 of the centre of this model. This Small Tank Squadron can activate IMMEDIATELY after the current Squadron Activation. If this model is Destroyed before it deploys the Squadron Embarked on it, the Squadron Embarked on it is also Destroyed. This Squadron of Small Tanks is ignored when calculating the number of Squadrons in a Fleet for the purpose of calculating the maximum Game Card Hand size.

FEROCIOUS
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. Additionally, if this model is Submerged it MAY initiate a Boarding Assault against another Submerged model.

FLAK BARRAGE
This model can use the Combined Fire Firing Option with other models from the same Squadron when performing an Attack or Counterattack with its Ack Ack Auxiliary weapons.

FLAME RETARDANT ARMOUR


The first 6 rolled against this model from any Attack from a Flame Weapon, or as the result of any explosion due to the Combustible Cargo Model Assigned Rule, is counted as a 6. Any Damage Repair Test to remove a Raging Fire Marker from this model will succeed on a 1, 2, 3 or 4.

HARD IMPACT (weapon)


If the number of hits from this weapon equals or exceeds the Damage Rating (DR) of a target, the target is knocked back 2 directly away from the source of the Attack. This may cause a Collision to occur. If the target model cannot move the full 2 it still causes Collision damage as if it were a new contact. If NO weapon is listed, the Hard Impact Model Assigned Rule is applied to ALL weapons on the model.

FLEET AUXILIARY
This model MUST be declared as attached to a maximum of ONE Squadron of Armoured models from the same Fleet and is part of that Squadron for the purposes of Squadron Activation and Game Card Hand size. If a Squadron is Embarked on this model, this model MUST be declared as attached to that Squadron. This model CANNOT perform any Firing Options.

HARD SHELL
This model can make a Hard Shell Attack against one target that is at the same Height Level, or lower, and within 4 of the centre of this model. The Attack Dice (AD) value of the Attack is equal to TRIPLE this models initial Hull Point (HP) value. This IS an Attack and so can be targeted with Counterattack Ack Ack, where applicable. A model performing a Hard Shell Attack CANNOT use Firing Options or fire any weapons during the current Squadron Activation. Once a Hard Shell Attack has been resolved this model is Lost.

FLIGHT CAPABILITY
This model can move in the Air and on Land. If moving through the Air, in either the Flying or Obscured levels, reduce its Movement (Mv) by HALF. Apply any reduction for moving through the Air before making any other adjustment to the models Movement.

HIGH VELOCITY (weapon)


When taking Damage if the number of hits from an Attack equals or exceeds the Damage Rating (DR) of a target Armoured model, but NOT its Critical Rating, and ALL weapons in the Attack have the High Velocity Model Assigned Rule, the target model loses 1 Hull Point (HP) and rolls on the Critical Hit Table for the Critical Hit Effect only, ignoring any HP Lost result.

FORWARD OBSERVER
This model can fire its Bombard weapon using Indirect Fire at Range Band 2. If it does fire into Range Band 2, it does NOT need a Spotting model or Tiny Flyer Reconnaissance Plane to provide Line of Sight for it.

FUEL RESERVES
If this model suffers a Critical Hit roll 1D6. On a 5 or 6 place a Raging Fire Marker on the model.

Last Updated: 18 December 2012

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Copyright 2012 Spartan Games

If the number of hits equals or exceeds the Critical Rating (CR) then roll as normal for a Critical Hit. A weapon with the High Velocity Model Assigned Rule CANNOT use the Indirect Fire Firing Option. If no weapon is listed, the High Velocity Model Assigned Rule is applied to ALL weapons on the model.

IMPERVIOUS
If this model is the target of a Boarding Assault, reduce the amount of Attack Dice (AD) rolled against this model by HALF during that Boarding Assault.

HIGH ANGLE (weapon)


This Ordnance weapon CAN target Flying or Obscured models in Range Band 1. If no weapon is listed, the High Angle Model Assigned Rule is applied to ALL weapons on the model.

INCENDIARY ROUNDS (weapon)


If the number of hits from an Attack or Counterattack, that includes at least one weapon with the Incendiary Rounds Model Assigned Rule, equals or exceeds the Damage Rating (DR) of the target model, place one Raging Fire Marker on the target model. If NO weapon is listed, the Incendiary Rounds MAR is applied to ALL weapons on the model.

HIT AND RUN


This model may move up to HALF of its Movement (Mv) immediately after completing the Combat Segment of its Squadron Activation, but only if it has moved no more than HALF of its Movement (Mv) during the Movement Segment.

INDEPENDENT
This model ignores the Command Distance rules and is never Out of Command.

HULL BREAKER
If this model performs a Ram and equals or exceeds the Critical Rating (CR) of its target, the target loses 1D3 additional Hull Points (HP) as well as suffering the full effect of the Critical Hit. This model ignores the effects of Treacherous Terrain.

INDESTRUCTIBLE
If this model is Destroyed, do not remove it from the Game Board. A Boarding Assault can still be performed against this model after it has been Destroyed and it can still be Captured as normal. Any Critical Hit that affects Assault Points (AP) will still apply to this model after it has been Destroyed, if it has any Assault Points remaining or a Prize Crew.

HULL RIPPER
If this model performs a Ram and equals or exceeds the Damage Rating (DR) of its target, place this model with its Aft touching the opposite side of the target model, as if it had just passed underneath it in a straight line. This model cannot be touching any other model or solid terrain at the end of this movement. If there is not enough room to place this model, you cannot use the Hull Ripper Model Assigned Rule.

INFANTRY HQ (value)
This model is a Headquarters and may control a maximum number of Regiments equal to the listed value. The player that Deployed this model may deploy a number of Regiments from the same Fleet equal to the listed value within 4 of this model during Deployment. A Regiment CANNOT be Deployed within 4 of an enemy model or token, CANNOT be Deployed across the centre line of the Game Board and will cost the appropriate number of points per Regiment during Fleet Organisation.

HULKING
This model counts as being one Size Class larger than its defined Size Class for the purpose of determining Line of Sight only. When a model is determining Line of Sight to this model, a model on the Surface is NOT an Obstructing Model if it is one Size Class smaller than the Firing or Spotting model.

INVENTIVE SCIENTISTS
If this model uses a Generator, you can re-roll ONE of the D6 rolled, but must accept the new result. If a 1 is rolled as a result of using the Inventive Scientists Model Assigned Rule, this model CANNOT use a Generator, of any type, again during the current Activation.

ICE ENGINES
If this model moves Backwards, it can move a maximum of 3. If the Aft of this model Collides with a model or Terrain while moving Backwards reduce the amount of Attack Dice (AD) rolled against this model, as a result of the Collision, by HALF.

ICON
If a model in your Fleet is within 8 of the centre of this model, roll an additional 1D6 when resolving any Break Test or Bravery Test. Multiple instances of the Icon Model Assigned Rule are NOT cumulative.

INVINCIBLE
This model CANNOT be Damaged by Rocket or Torpedo Ordnance attacks, or any Model Assigned Rule associated with them.

IRON RAM
If this model performs a Ram, reduce the amount of Attack Dice (AD) rolled against this model, as a result of the Ram, by HALF.

IMMOVABLE
This model cannot move, be moved, or be Rotated. If this model suffers a Sturginium Flare result on the Critical Hit Table it does not Teleport, instead this model is Destroyed.

Last Updated: 18 December 2012

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Copyright 2012 Spartan Games

JETTISON DAMAGE
This model can recover 1 Hull Point (HP) once per game, at the beginning of any of its Squadron Activations, but it gains the Vulnerable Model Assigned Rule for the rest of the game.

LANDING CRAFT (TYPE)


This model can have a maximum of ONE Squadron from the same Fleet Embarked on it during Deployment OR during a game, at any point in which all models in the Squadron to be Embarked can move to within 1 of the centre of the Front or Rear Fixed Channel of this model. The type, size and number of models in an Embarked Squadron will depend on the Landing Craft type: A Large Barge can carry ONE Large, FOUR Medium or SIX Small Size Class Armoured models. A Platform can carry THREE Medium or SIX Small Size Class Armoured models. A Small Barge can carry FOUR Small Size Class Armoured models.

If the number of hits from an Attack or Counterattack, that includes at least one weapon with the Lethal Strike Model Assigned Rule, equals or exceeds the Damage Rating (DR) of the target model, the target model loses 1 additional Assault Point (AP). If NO weapon is listed, the Lethal Strike MAR is applied to ALL weapons on the model.

LIGHTNING ROD (weapon)


If the number of hits from an Attack equals or exceeds the Damage Rating (DR) of the target model, and ANY weapon in the Attack has the Lightning Rod Model Assigned Rule, the target model gains a Lightning Rod Marker. A model may only remove a Lightning Rod Marker by performing a successful Damage Repair Test during the End Phase of a Turn. If no weapon is listed, the Lightning Rod Model Assigned Rule is applied to ALL weapons on the model. Any Attack that includes ANY Tesla Coil weapon against a target model with a Lightning Rod Marker, will gain the Devastating Ordnance Model Assigned Rule for NO points difference. Multiple instances of a Lightning Rod Marker do NOT have a cumulative effect.

This model CANNOT Attack with its Ordnance or Auxiliary weapons but CAN perform a Counterattack or Defensive Fire. This model CANNOT initiate a Boarding Assault. If this model is the target of a Boarding Assault its current Assault Point value is equal to the combined Assault Point value of EACH model Embarked on it. Each hit against this model during a Boarding Assault will reduce the Assault Point value of ANY Embarked model or models by the appropriate amount and may be allocated as required by the player controlling this model. This model CANNOT be taken as a Prize but it, and any Embarked model, will be Derelict if Successfully Boarded or if any Boarding Assault has Succeeded. An Embarked Squadron can disembark during the Movement Segment of its Squadron Activation. Measure any models move from any point within 1 of the centre of the Front or Rear Fixed Channel of this model with any initial orientation. Embarked models CANNOT use Ordnance, Auxiliary or Mine weapons, and CANNOT be targeted by Ordnance, Auxiliary or Mine weapons. Embarked models CANNOT initiate a Boarding Assault, and CANNOT be targeted by a Boarding Assault. Embarked models are Lost if the model they are Embarked on is Lost, and they are unable to traverse any Terrain with 1 of any point on the Landing Craft model. Embarked models CANNOT be directly targeted by any Teleport or movement effect but will be transported with their Landing Craft, and are NOT affected by collateral damage from an Explosion.

LIMITED AVAILABILITY (value)


During Fleet Organisation and if playing a Tournament Game, the number of Squadrons containing this model is restricted to ONE Squadron per number of points, or each part thereof, equal to the indicated value up to any agreed Maximum Fleet Value (MFV). This total MUST include any Squadron taken as part of a Model Assigned Rule. EXAMPLE: In a Tournament Game if the value is 500 and the agreed MFV is 1,250 points the maximum number of Squadrons containing this model in any Fleet is 3.

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.

LOB SHOT (weapon)


This weapon can only perform Firing Options with other weapons with the Lob Shot Model Assigned Rule (MAR). A weapon with the Lob Shot MAR can make a Lob Shot Attack. A Lob Shot Attack ignores Obstructing Models when determining if it has Line of Sight to a target.

LONG LEGS
This model can move over models and terrain that are one Size or more smaller than its defined Size Class, but cannot end its Activation on top of another model. This model can move over Mines without detonating them, but if it ends its Movement (Mv) within 1 of the centre of a Mine Marker it will explode as normal.

LAND TORPEDOES
Torpedo weapons on this model can target Armoured models on Land.

LOW PROFILE
This model counts as being a Small Class model for the purpose of determining Line of Sight only.

LETHAL STRIKE (weapon)


Last Updated: 18 December 2012

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Copyright 2012 Spartan Games

MAGNETIC MINES
This model can move each Mine Marker it has dropped,up to 2 in any one direction during the End Phase of each Turn. If a Mine Marker is moved so that a model is within 1 of the centre of it, the Mine explosion is resolved immediately. If this model is Lost, any Mines that belonged to it are no longer able to be moved in this way.

OBSERVATION PLATFORM
ALL Ordnance weapons in this models Squadron automatically gain the Devastating Ordnance Model Assigned Rule for NO points difference when using the Indirect Fire Firing Option. The Split Fire Firing Option is not available to any model using the Observation Platform Model Assigned Rule.

MAJOR RESOURCE (nation)


Squadrons of this model may be chosen as part of the Core Force of the listed nation.

PACK HUNTER
Any Attack or Counterattack, that includes at least two models with the Pack Hunter Model Assigned Rule (MAR), receives +1 Attack Dice (AD) for each additional model, after the first, which has the Pack Hunter MAR. The Split Fire Firing Option is not available to any model using the Pack Hunter Model Assigned Rule.

MANOEUVRABLE
If this model is at an All Stop, it can rotate up to 90 degrees during its next Activation and remain at an All Stop.

PANIC DIVE
If this model makes an Attack or a Ram, it can attempt to perform a Panic Dive immediately afterwards. Roll 1D6. On a 5 or 6 this model succeeds and is now Submerged. A model can only attempt to use the Panic Dive Model Assigned Rule ONCE per Activation.

MERCENARY (exception)
This model or Squadron can be included in the Fleet of any nation not listed as an exception, but does not count towards any Minimum Squadron Restrictions.

MERCHANT NAVY
This model counts as part of the Naval Core Force of any Nations Fleet. This model CANNOT be the Fleet Commodores Vessel.

QUICK LAUNCH
Tiny Flyer Wings 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.

MINEFIELDS
The player that Deployed this model can also Deploy 5 Mines. Each Mine has an Attack Dice (AD) value of 5 and they MUST be Deployed within 12 of the centre line of the Game Board after all players have Deployed their Fleets. The Mine Markers CANNOT be Deployed within 4 of a model, token or other Mine Marker.

QUICK TRAVERSE (weapon)


Any weapon with the Quick Traverse Model Assigned Rule can fire into EITHER the Fore or Aft Channel, but it CANNOT fire into both in a single Activation. If NO weapon is listed, the Quick Traverse MAR is applied to ALL weapons on the model.

RADIO NETWORK
If this model has been deployed and is NOT Lost, the controlling players Hand of Game Cards is increased by ONE. This can increase a players Hand size beyond the normal maximum of 5. Multiple instances of the Radio Network Model Assigned Rule are not cumulative.

MINESWEEPER
This model may use the Combined Fire Firing Option with other models from the same Squadron when using Concussion Charges as Depth Charges against Mines.

MINOR RESOURCE (nation)


During Fleet Organisation, Squadrons of this model may NOT be chosen as part of the Core Force of the listed nation but can be selected as part of a Fleet for the listed nation if the total percentage of the agreed Maximum Fleet Value used for models with the Minor Resource Model Assigned Rule is less than 25%.

RAPID FIRE
If this model makes an Attack or Counterattack using its Ack Ack (AA), it can re-roll up to TWO of the Attack Dice (AD) rolled against any ONE target, but MUST accept the new results.

REAR ECHELON
This model does not count as a Squadron for the purposes of generating a Hand of Game cards. A Squadron containing this model does NOT perform any Squadron Activation during any Turn.

MOMENTUM
This model CANNOT come to an All Stop and CANNOT move Backwards.

NO REVERSE
This model CANNOT move Backwards.

Last Updated: 18 December 2012

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Copyright 2012 Spartan Games

REASSIGNMENT
After performing a successful Boarding Assault, any models with the Reassignment Model Assigned Rule can redistribute their remaining Assault Points (AP) amongst themselves. No model may exceed its initial Assault Point value as a result of the Reassignment MAR. Models reduced to 0 Assault Points due to the Reassignment Model Assigned Rule can activate normally.

This model does not resolve a Collision if it makes contact with Impassable Terrain. But CANNOT traverse Impassable Terrain.

SALVAGE CREW
This model can initiate a Boarding Assault against a friendly model that has been taken as a Prize. If the Prize Crew is reduced to 0, the Prize model recovers 1D3 Assault Points (AP) and MUST attempt to re-join its Squadron if possible.

REDOUBTABLE (weapon)
Any weapon with the Redoubtable Model Assigned Rule only reduces its Attack Dice (AD) by 1 for every 2 Hull Points (HP) of Damage taken. If NO weapon is listed, the Redoubtable MAR is applied to ALL weapons on the model.

SCENARIO SPECIFIC
This model is not available as part of any nations specific Fleet List but may be Deployed as required anywhere on the Game Board as part of a specific scenario.

REPAIR VEHICLE
Instead of performing a Boarding Assault this model may initiate ONE Repair attempt on a model from the same Fleet within 8 and at the same Height Level, during the Boarding Segment of its Squadron Activation. Line of Sight is NOT required to make a Repair attempt. ALL models initiating a Repair attempt in the current Squadron Activation MUST nominate a target model before resolving any Repair attempt. A model can only be the target of ONE Repair attempt per Squadron Activation but multiple models may attempt to repair the same model as part of a single Repair attempt. Each model in any single Repair attempt allocates its entire current Assault Point value to the Repair attempt. The total number of Assault Points (AP) allocated to each target model is the number of Repair Dice rolled for the target model. Repair Dice require a 4, 5 or 6 to hit. If the number of hits is equal to, or exceeds, the Damage Rating (DR) value of the target model, remove 1 Hull Point of damage from the target model. Additionally, if the number of hits is equal to, or exceeds, the Critical Rating (CR) value of the target model, remove any ONE Critical Damage effect from the target model. Any model with the Repair Vehicle Model Assigned Rule (MAR) may move into contact with a friendly model in order to initiate a Repair attempt; this does NOT cause a Collision. A model with the Repair Vehicle MAR in contact with a Friendly model reduces that models Critical Rating value to its Damage Rating value, for the purpose of Repair attempts, until the end of the current Squadron Activation.

SCUTTLE
This model can Scuttle during the Movement Segment of its Activation. If it does so it can ONLY move in either its Port or Starboard Fixed Channel and CANNOT move Forwards or Backwards. A model using the Scuttle Model Assigned Rule (MAR) CANNOT turn and has a Minimum Move of 0 during this Activation.

SECURITY POSTS
If this model is the target of a Boarding Assault, it ignores the first TWO hits scored against it during that Boarding Assault.

SEMIAQUATIC
This model can move on Land and in Water. If moving on Land reduce its Movement (Mv) by HALF. Apply any reduction for moving on Land before making any other adjustment to the models Movement. If a model with the Amphibious Model Assigned Rule is on Land, if relevant ignore any Model Assigned Rule or ability related to the Submerged Height Level.

SHALLOW WADER
This model can move in Water and on Land, but it must remain within 4 of Land Terrain. If travelling through Water it does not reduce its Movement (Mv). If a model with the Shallow Wader Model Assigned Rule also has the Amphibious MAR, the Amphibious MAR is ignored until this model is further than 4 from any Land Terrain.

SHARPSHOOTERS
At any point during its Squadron Activation, this model can target an enemy model within 4 of it, that is not a Robot, and is neither Obscured nor Submerged. Roll 1D6. On a 5 or 6 the target loses 1 Assault Point (AP). This does NOT count as an Attack.

Retardant Armour
The first 6 rolled against this model during any Attack or Counterattack, is counted as a 6.

RUGGED CONSTRUCTION
Any Attack or Counterattack against a model with the Rugged Construction Model Assigned Rule must reduce the number of Attack Dice (AD) rolled by 1. This reduction happens AFTER performing any available Firing Options.

SHARP TURN
This model does NOT need to move DIRECTLY ahead during its Minimum Move.

RUNNING AGROUND
Last Updated: 18 December 2012

SHEAF FIRE (weapon)


This weapon can only perform Firing Options with other

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Copyright 2012 Spartan Games

weapons with the Sheaf Fire Model Assigned Rule (MAR). A weapon with the Sheaf Fire MAR can make a Sheaf Fire Attack. A Sheaf Fire Attack MUST involve a minimum of two weapons and CANNOT be used with Firing Options. When performing a Sheaf Fire Attack, each weapon in the Attack places a Blast Template, The first Blast Template in the Attack can be placed ANYWHERE on the Game Board within Line of Sight and Range of the firing weapon. Any other Blast Template in the Attack must be placed touching, but not overlapping, at least one other Blast Template placed as part of the same Attack and be within Line of Sight and Range of the firing weapon. Resolve ONE Sheaf Fire Attack against any model on the Surface, fully or partly within the area of any Blast Template, using the initial Attack Dice (AD) value of the firing weapon. If the area covered by any Blast Template is Land and the Blast Template has not covered any part of a model, that area of the Game Board is Broken Ground until the End Phase of the current Turn.

If this model makes an Attack or a Ram, it can attempt to perform a Swift Ascent immediately afterwards. Roll 1D6. On a 5 or 6 this model succeeds and is now Obscured. A model can only attempt to use the Swift Ascent Model Assigned Rule ONCE per Activation.

STURGINIUM MINES
Any hit from a Mine from this model will result in TWO successes. A 6 will STILL result in TWO successes AND a chance to roll the dice again.

STURGINIUM ROUNDS
All Primary weapons on a model with the Sturginium Rounds Model Assigned Rule (MAR) have Sturginium Rounds. If an Attack that includes at least one weapon with the Sturginium Rounds Model Assigned Rule hits the target model, any Shield Generators require a 5 or 6 to succeed.

SURFACE SKIMMER
This model is a Surface Naval model. It ignores Treacherous Terrain and CAN move over Land and Water. This models Base represents the model for the purposes of Movement, Turning, Line of Sight, Range and Arcs of Fire, as appropriate. This model can move over models and Terrain ONE Size Class or more smaller than its defined Size Class, but cannot end its Squadron Activation on top of another model. This model CAN move over a Mine without detonating it, but if it ends any Movement within 1 of the centre of any Mine Marker it will explode as normal. This model counts as being ONE Size Class larger than its defined Size Class for the purpose of determining Line of Sight only. When a model is determining Line of Sight to this model, a model on the Surface is NOT an Obstructing Model if it is ONE Size Class smaller than the firing or Spotting model. This model is only hit on a 5 or 6 by Torpedo Ordnance, but if this model has it, any hits by Torpedo Ordnance will ignore the Retardant Armour Model Assigned Rule.

SILENT RUNNING
If this model is Submerged and at an All Stop, it can ONLY be affected by Concussion Charges (CC) and Boarding Assaults.

SKILLED MINELAYERS
This model can drop 2 Mines during the Movement Segment of its Activation.

SMALL TARGET
This model is only hit on a 5 or 6 if targeted by Ordnance weapons from a Capital Class model.

SPOTTER
If this model has Line of Sight to a target, and is within Range Band 4 of it, a Capital Class model from the same Fleet can use Indirect Fire against that target. A model CANNOT use the Spotter Model Assigned Rule if it is Obscured

STRATEGIC OBJECTIVE (value)


If this model is Captured or Destroyed, the opposing player gains additional Victory Points equal to its Strategic Objective value.

TELESCOPIC ZOOM (weapon/generator value)


Any Auxiliary weapon or Generator with the Telescopic Zoom Model Assigned Rule can increase its range to a number of inches equal to the stated value.

STREAMLINED HULL
If this model does not make any turns during the Movement Segment of its Squadron Activation, its Movement (Mv) is increased by 1.

TERROR WEAPON (weapon)


If the number of hits from an Attack or Counterattack, that includes at least one weapon with the Terror Weapon Model Assigned Rule, equals or exceeds the Critical Rating (CR) of the target model, the target model must immediately take a Break Test. If NO weapon is listed, the Terror Weapon MAR is applied to ALL weapons on the model.

STURGINIUM BOOST
At the start of the Movement Segment of this models Squadron Activation, roll 1D6. On a roll of 5 or 6 the models Movement (Mv) is increased by 2. If this model is part of a Squadron, the Squadron only rolls once, and applies the result to ALL models in the Squadron with the Sturginium Boost Model Assigned Rule.

TINY FLYER COMPLEMENT (value)


This model is a Carrier model and has a designated complement of Tiny Flyers equal to the Tiny Flyer Complement value.

SWIFT ASCENT
Last Updated: 18 December 2012

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Copyright 2012 Spartan Games

TOWABLE
This model can be Towed.

BIG FUEL TANKS


For each hit this Tiny Flyer Wing suffers, that is NOT a Destroyed result, roll 1D6. On a 5 or 6 ignore the hit.

TOWERING
This model can Attack using its Gunnery weapons against Flying and Obscured models in Range Band 1.

VERTICAL DIVE
Any Abort result against this Tiny Flyer Wing is calculated against the size of the Wing BEFORE Destroyed results are applied.

TROOP SHIP
If this model is Destroyed, any friendly models within 8 may regain 1D3 of their initial Assault Points (AP).

FASTER TORPEDOES
Any model using Defensive Fire Concussion Charges (CC) against Ordnance from this Tiny Flyer Wing MUST re-roll all successes and accept the new results.

UNIQUE
This model or Squadron is unique and can only be included ONCE in any Fleet. If more than one Fleet on a Game Board contains this model or Squadron, it is assumed that one of them is an imposter with similar abilities.

MORE MACHINE GUNS


Each Tiny Flyer in this Wing increases its Ack Ack (AA) by +1.

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.

NIGHT FLYER
This Tiny Flyer Wing can ignore the Movement and Combat effects of Twilight or Night. The Night Flyer Tiny Flyer Assigned Rule is removed from any Wing immediately after it Lands on any Carrier. A Spotting Reconnaissance Plane with the Night Flyer Tiny Flyer Assigned Rule can draw Line of Sight for an Indirect Fire Attack if the target is within RB4 during Twilight or Night and any Ordnance weapons performing Indirect Fire using Line of Sight from the Spotting Reconnaissance Plane can ignore the Combat effects of Twilight or Night. ANY Local Air Support Tiny Flyer Wing can add the Night Flyer Tiny Flyer Assigned Rule for 10 points per Wing. ANY Carrier model for 15 points per Carrier can Launch any Wing with the Night Flyer Tiny Flyer Assigned Rule for no points cost. A Model Assigned Rule (or MAR) represents the inherent qualities found in some vessels, the increased ability of certain crew or the additional effectiveness of one weapon over another. The Stat Card of a model will specify any MARs that apply to that model.

WATER HUNTER (weapon)


This weapon receives a +1 bonus to hit on its Attack Dice (AD) rolls against Submerged models. If NO weapon is listed, the Water Hunter Model Assigned Rule is applied to ALL weapons on the model.

WAVE LURKER
A model with the Wave Lurker Model Assigned Rule (MAR) can part-submerge below the Surface and become Immersed. When you activate a model with the Wave Lurker MAR, declare whether it will make a Surface OR Immersed move BEFORE you move the model. The model must remain either on the Surface or Immersed for its entire Activation. A model with the Wave Lurker MAR CAN be Deployed Immersed. If this model is Immersed, replace the Hull Section of the ship with the Wave Lurker Template and place the Bridge Section into the cut-out. Only Ordnance weapons that are part of the Bridge Section of the model can be fired by an Immersed model. A model that is Immersed gains +2 Movement (Mv), is ONLY hit with Ordnance weapons on a 5 or 6, has its current Ack Ack (AA) value reduced by HALF, and counts as being ONE Size Class smaller for the purpose of determining Line of Sight ONLY.

SUPERIOR ENGINE
This Tiny Flyer Wing increases its maximum movement allowance by 2.

SWARM TACTICS
Any Attack using Combined Fire made by Tiny Flyers in this Wing increases its Attack Dice (AD) by +2.

TINY FLYER ASSIGNED RULES


Tiny Flyer Assigned Rules are specific to Tiny Flyers.

ACROBATIC PILOTS
For each Destroyed result this Tiny Flyer Wing suffers, roll 1D6. On a 5 or 6 ignore the Destroyed result.

WELL TRAINED
If attached as a Combat Air Patrol, this Tiny Flyer Wing CAN use Linked Fire with its Parent Model but ONLY against a Boarding Assault.

Last Updated: 18 December 2012

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Copyright 2012 Spartan Games

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