Rules v1.2.2

Action

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

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

  • Interception
  • Launch
  • Land

The above Actions may be declared in addition to other 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 Actions require a Skill Test against Skill to be used, which we'll call "Skill Tests." Particularly complex Actions are broken out into their own section.

Generic Special Actions

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

Concentrated Fire

Requirement Skill Test
Capital Ship Target Yes

The attacking model may only select a single Capital Ship Target for all of its attacks this activation.

A Skill Test result of

  • [N] adds +/- 1d6 Flex Dice to a non-Missile attack.
  • [D+] gains the [N] benefit above and also allows non-Missile Attack attacks results of [N] to be re-rolled once. Kinetic Cannon attacks against secondary targets may not be re-rolled.

Evade

Requirement Skill Test
Thrusters: 1+ or Fuel: 2+ No

The Model gains the Evading state, which is removed in the End Phase.

A model with the Sluggish trait may not declare this Action.

Initiate Boarding

Requirement Skill Test
Marines: 1+, within 1" of target Capital Ship No

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

Land

Requirement Skill Test
Base Contact with Model with Dock or Hangers No

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 trait may become Embarked onto that model.

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

Launch

Requirement Skill Test
Embarked on Model with Dock or Hangers:X Trait No

An Embarked Capital Ship or Squadron may cancel the Embarked state, i.e. leave the Model it is currently being carried by and be placed within 1" of the carrying model.

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

Lock On

Requirement Skill Test
Fire Control: 2+ No

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+ Yes

Resolve a Ramming(/special_actions/ramming) Special Action.

Vector Attack

Requirement Skill Test
Comms/Capital Ship and Sensors: 1+ Yes

Only Capital Ships or Squadrons with the Comms trait may declare this action.

A Skill Test result of

  • [N] choose a Squadron within Sensor Range of the model declaring this action (you cannot choose the declaring model). The chosen Squadron may make a free movement of up to 3". This does not count as activating the Squadron and does not allow for Interception.
  • [D] allows two Squadrons to be chosen and moved, as above.
  • [T+] allows for three Squadrons to be chosen and moved, as above.

Withdraw

Requirement Skill Test
Must be 6" from Enemy Models Yes

A Skill Test result of [D+] allows this model to enter the Withdrawn state. Any models Embarked on the Withdrawing model are also considered Withdrawn.

Models that successfully Withdraw are worth 0.5x points.

Squadron Special Actions

These Special Actions may only be declared by Squadrons.

Boost

Requirement Skill Test
Fuel: 1+ No

Squadrons may double their Speed rating by expending 1 Fuel or triple their Speed rating by expending 2 Fuel.

Initiate Assault

Requirement Skill Test
Exo-Armor No

After an Exo-Armor moves into base to base with a Capital Ship or Terrain Model, initiate an Assault action.

Initiate Bombing

Requirement Skill Test
Capital Ship Target No

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

Interception

An Interception initiates a Dogfight. There are two types of Interceptions, one declared during the activation of a model and one declared during another Squadron's activation.

You may not intercept under the following conditions:

  • The target of an active interception may not intercept the intercepting Squadron.
  • Squadrons in the Return to Base state may not declare an Interception.
  • Squadrons cannot declare more than one Interception in one activation.
  • Squadrons cannot intercept Squadrons taking a free movement after a Dogfight resolution.
  • Squadrons cannot intercept Squadrons taking a 3" move as the result of a Vector Attack action.

Active Interception

Requirement Skill Test
Squadron Target in Base Contact Fuel: 1+ No

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 Movement, declares an Attack, or declares a 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 Squadron models!

Capital Ship Special Actions

These Special Actions may only be declared by Capital Ships.

Damage Control

Requirement Skill Test
- Yes

Resolve a Repair attempt.

Engage Point Defense

Requirement Skill Test
Defense: 1+ No

This model may initiate and resolve separate Point Defense attacks against all enemy Squadrons within short range.

The Engage Point Defense Action does require expenditure of a single Fire Control rating, but only one for the entire Action, not one per Squadron.

Long Range Sensors

Requirement Skill Test
Capital Ship Target, Sensors: 1+ No
  • This model may double its current Sensor Range this activation for the purposes of attacking a Capital Ship target.
  • Short Range becomes 12".
  • Long Range becomes 12" to 12 + 6" times the model's Sensor Rating
  • All attacks declared by this model during its activation must target the same Capital Ship.
  • Do not add flank or rear arc modifiers to the attack roll.

A Skill Test result of

  • [N] means all attack Results are Diminished.
  • [D+] means the attack Results are treated normally.

Lay Mines

Requirement Skill Test
Minelaying Trait No

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

Purge Airlocks

Requirement Skill Test
Boarded Yes

A Skill Test result of

  • [N] reduces both the Marines and Boarders rating by half.
  • [D] reduces the Boarders rating by half.
  • [T+] reduces the Boarders rating to 0.

Reorient

Requirement Skill Test
Thrusters: 1+ Yes

A Skill Test result of

  • [N] allows a single turn in addition to the Model's normal Turn rating.
  • [D+] allows the model to turn to face any direction.

A model with the Sluggish Trait makes two turns instead of one at the end of its move, regardless of the Test result.

Silent Running

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

A Skill Test result of [D+] allows a model to enter the Stealthed State, which is canceled in the End Phase or by expenditure of Fire Control.

Station Keep

Requirement Skill Test
Thrusters: 1+ No

This ship gains the Station Keeping state, which is canceled in the End Phase.