Rules v1.2.1
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:
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 may be declared by either Capital Ships or Squadrons.
Requirement | Skill Test |
---|---|
Marines: 1+ or Exo-Armor | - |
Initiate a Boarding Action against a Capital Ship or Terrain model that is within 1".
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.
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.
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.
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.
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.
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.
Requirement | Skill Test |
---|---|
Structure: 1+ or Damage: 1+ | Skill |
Resolve a Ramming Special Action.
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.
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.
These Special Actions may only be declared by Squadrons.
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.
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.
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!
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.
These Special Actions may only be declared by Capital Ships.
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.
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.
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.
Requirement | Skill Test |
---|---|
- | Skill |
Resolve a Repair attempt.
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.
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.
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.