Rules v1.2.1

Special Actions

A Model may declare a Special Action at the start of its activation. The resolution of a Special Action may be done at any point during a Model's movement.

In general, a model may only declare one Special Action as part of its activation, with the following exceptions:

  • Interception
  • Return to Base
  • Launch/Land

The above special actions may be declared in addition to other Special Actions, at any time during a model's activation.

A requirement of X+ means that the Model must currently have at least a rating of X in the required rating. For example, a requirement of Fuel: 2+ means that a Squadron must currently have at least two fuel.

Certain Special Actions require a Skill Test to be used. If more than one rating can be used for Skill Test, the player declaring the action may choose the rating. Particularly complex Special Actions are broken out into their own section.

Generic Special Actions

Generic Special Actions may be declared by either Capital Ships or Squadrons.

Boarding Party

Requirement Skill Test
Marines: 1+ or Exo-Armor -

Initiate a Boarding Action against a Capital Ship or Terrain model that is within 1".

Boost

Requirement Skill Test
Thrusters: 1+ or Fuel: 1+ -

Capital ships may double their Speed rating during their activation. Squadrons may double their Speed rating by expending 1 Fuel or triple their Speed rating by expending 2 Fuel.

Concentrated Fire

Requirement Skill Test
Capital Ship Target Skill/Sensors

The attacking model may only select a single Capital Ship Target. If the Skill Check is passed with a [D+], all non-Missile Attack attacks results of [N] may be re-rolled once. Kinetic Cannon attacks against secondary targets may not be re-rolled.

Evade

Requirement Skill Test
Thrusters: 1+ or Fuel: 2+ Skill/Thrusters/Fuel

The model gains an Evasion token, which is removed in the End Phase. If the Skill Check was [N], the model is reduced to Fire Control: 1. The Evasion token grants the Evasive trait. If the model already had the Evasive trait, the trait now also functions at Short Range. A model with the Sluggish trait may not declare this Special Action.

Land

Requirement Skill Test
Base Contact with Model Dock or Hangers:X Trait -

A Capital Ship in base contact with a Model that has the Dock Trait or a Squadron in base contact with a Model that has the Hangers:X Trait (that also has remaining capacity) may Embark onto that model.

This Special Action may be declared at any time, and does not count towards the single Special Action allowed per activation, but may not be declared in the same activation as the Launch Special Action.

Launch

Requirement Skill Test
Embarked on Model with Dock or Hangers:X Trait -

A Embarked Captial Ship or Squadron may Disembark from the Model it is currently being carried by and be placed within 1" of the carrying model.

This Special Action may be declared at any time, and does not count towards the single Special Action allowed per activation, but may not be declared in the same activation as the Land Special Action.

Lock On

Requirement Skill Test
Fire Control: 2+ -

A model may spend 1 extra Fire Control rating when making an attack. The attack may be re-rolled if the result in [N], and the attacker may choose the value of [D] or [T] results.

Ramming Speed

Requirement Skill Test
Structure: 1+ or Damage: 1+ Skill

Resolve a Ramming Special Action.

Vector Attack

Requirement Skill Test
Sensors: 1+ Skill/Sensors

Move a single friendly Squadron within range up to 3" without activating. A Skill Check result of [D] allows 2 total Squadrons to be moved and a [T+] result allows 3 total Squardons to be moved.

Withdraw

Requirement Skill Test
Must be 6" from Enemy Models Skill/Thrusters

A skill test result of [D+] allows this model to be removed from the board. Models that successfully Withdraw are worth fewer Victory Points to the opponent.

Squadron Special Actions

These Special Actions may only be declared by Squadrons.

Bombing Run

Requirement Skill Test
Capital Ship Target -

This model must be within range to move into base contact with a Capital Ship Target. Resolve a Bombing Run Special Action.

Interception

Active Interception

Requirement Skill Test
Squadron Target in Base Contact Fuel: 1+ -

During a Model's activation, it may declare an Interception against an enemy Squadron that it is in base contact with. If an Interception is possible, resolve a Dogfight.

Reactive Interception

Requirement Skill Test
Squadron Target within 3", Fuel: 1+ -

Squadrons may also declare an Interception during an enemy Model's activation if the active enemy Squadron model ends a Move, resolves an Attack, or resolves a Special Action within 3".

If an Interception is possible, the intercepting Squadron interrupts the active Squadron, moves into base contact, and resolves a Dogfight. Note that this means you may Intercept an active Model attempting to Intercept another one of your Squardon models!

Return to Base

Requirement Skill Test
- -

A Squadron using the Return to Base Special Action must do so at the end of its movement or at the end of the resolution of another effect such as a Dogfight. The Return to Base Special Action requires a model to make a full speed move directly towards either a friendly board edge or friendly model with the Hangers: X trait, owning player's choice. The Squadron may spend 1 fuel if available to double its Speed value, moving the entire distance. If the movement would result in the Squadron moving into base to base contact with a friendly model with the Hangers: X trait, the Squadron may Land.

Capital Ship Special Actions

These Special Actions may only be declared by Capital Ships.

Engage Point Defense

Requirement Skill Test
Defense: 1+ -

This model may resolve a Point Defense Attack against all enemy Squadrons within short range. These attacks only cost 1 Fire Control rating overall, not one per attack.

Long Range Sensors

Requirement Skill Test
Capital Ship Target, Sensors: 1+ -

This model may double its current Sensors range this activation. All attacks declared by this model during its activation must target the same Capital Ship. Do not add flank or rear modifiers to the attack roll, and all Results are Diminished.

Lay Mines

Requirement Skill Test
Minelaying Trait -

This model may lay a minefield as it moves by placing Mine Tokens in base contact. Mine Tokens placed in this way must be separated by at least 2" from one another.

Damage Control

Requirement Skill Test
- Skill

Resolve a Repair attempt.

Reorient

Requirement Skill Test
Thrusters: 1+ Skill/Thrusters

A Result of [D+] on the Skill Test allows the model to turn to face any direction. If a model turns in this way, it halves its Fire Control rating. A model with the Sluggish trait makes two turns instead of one at the end of its move.

Silent Running

Requirement Skill Test
Defense: 1+, Sensors: 1+, Thrusters: 1+ Skill

A Skill Roll result of [D+] allows a model to gain a Stealth token, which is removed in the End Phase. A Stealth token grants the Stealth: 1 trait, or improves an existing Stealth: X trait by 1. The oken is removed if the model attacks, uses Point Defense in Point Defense Attack, defends against a Missile Attack, or is damaged.

Station Keeping

Requirement Skill Test
Thrusters: 1+ -

This ship gains a Station Keeping token, which is removed in the End Phase. The Station Keeping token sets a ship's Speed to 0" and grants a bonus of one Flex Die to all attacks targeting this ship.