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Rules.cat
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Rules.cat
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<catalogue id="edc4-1a6a-03e6-7be9" name="Rules" revision="30" battleScribeVersion="2.03" authorName="Riccardo Sipone, TrikkStar" authorContact="[email protected]" library="true" gameSystemId="1242-c30b-419f-8229" gameSystemRevision="10" xmlns="http://www.battlescribe.net/schema/catalogueSchema" type="catalogue">
<comment>Update to ORBAT 3.06</comment>
<readme>Rules collection</readme>
<sharedRules>
<rule id="b846-c841-35ad-caa2" name="Ablative Armour [3.07a]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>When the Initial Target of an Attack, this Unit can affect a number of Exploding Hit results in the Attack Action Die Pool up to its Mass value. The affected Exploding Hit results do not generate additional Action Dice. Attacks with Piercing, Rail, Ramming or Submerged Qualities ignores this rule.</description>
<modifiers>
<modifier type="set" value="Ablative Armour" field="name"/>
</modifiers>
</rule>
<rule id="940a-68a8-b107-96e4" name="Ablative Flank Armour [3.06]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>When this Model is Initial Target of an Attack originating from a point in this Model’s Port or Starboard arc, it uses this rule. This Unit can affect a number of Exploding Hit results in the Attack Action Die Pool up to its Mass value. The affected Exploding Hit results do not generate additional Action Dice. Attacks with Piercing, Rail, Ramming or Submerged Qualities ignores this rule.</description>
<modifiers>
<modifier type="set" value="Ablative Flank Armour" field="name"/>
</modifiers>
</rule>
<rule id="2823-33a9-a62b-e29a" name="Ablative Prow Armour [3.07]" publicationId="dbca-8d57-b848-457e" hidden="false">
<description>When this Model is Initial Target of an Attack originating from a point in this Model’s Fore arc, it uses this rule This Unit can affect a number of Exploding Hit results in the Attack Action Die Pool up to its Mass value. The affected Exploding Hit results do not generate additional Action Dice. Attacks with Piercing, Rail, Ramming or Submerged Qualities ignores this rule.</description>
<modifiers>
<modifier type="set" value="Ablative Prow Armour" field="name"/>
</modifiers>
</rule>
<rule id="6381-3c0e-84c8-6b3b" name="Advanced Repair Facilities (x) [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Battle-Ready Models in this Unit with this rule may add a number of Action Dice to their own Repair Tests equal to the value of this ability. Furthermore, Models in this Unit with this rule may use their Action Dice Pool to make Repair Tests for Disorder Levels and/or Damage Markers on themselves or any friendly Models within 4". One or more Exploding Hit results from a Repair Test made by this Model may remove a single point of damage from itself or a Friendly Model within 4". A Model cannot remove more than a single point of damage per Repair Test. Repair Tests can be made on Models without Levels of Disorder or Damage Markers if desired. If the friendly Model is Crippled, it cannot have damage removed that would return it to a Battle-Ready condition.</description>
</rule>
<rule id="4028-cfc7-f428-5413" name="Aggressive Crew [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>While making an Assault, this Unit may re-roll Blank dice results.</description>
<modifiers>
<modifier type="set" value="Aggressive Crew" field="name"/>
</modifiers>
</rule>
<rule id="93e6-1c0e-ac6b-0fc8" name="Agile [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Unless suffering from a Navigation Lock Critical Damage Marker, Models in this Unit with this rule may make turns during Drift movement in the same way as it usually would during normal Movement.</description>
<modifiers>
<modifier type="set" value="Agile" field="name"/>
</modifiers>
</rule>
<rule id="1d20-a887-16ac-7f4c" name="Amphibious [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Unit is a Surface Unit after deployment. The Unit can move across Land and Obstacle terrain at normal Speed without suffering damage or collision. It has a Drift of zero when on Land. While this Unit is on Land or Obstacle Terrain, that Terrain is ignored for LOS purposes to and from this Unit.</description>
<modifiers>
<modifier type="set" value="Amphibious" field="name"/>
</modifiers>
</rule>
<rule id="ad21-8a8b-501a-f08c" name="Automata Repair Platform [3.07]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>Roll an Action Die each time a Mass 1 Friendly AUTOMATA is destroyed within 10” of this Unit. On a roll of a Counter or Heavy Counter the AUTOMATA is not removed and instead remains in play with a single Hull point.</description>
<modifiers>
<modifier type="set" value="Automata Repair Platform" field="name"/>
</modifiers>
</rule>
<rule id="d894-52c8-4b18-f9f5" name="Armoured Decking [3.08]" publicationId="d854-a2d6-3d52-44c4" hidden="false">
<description>Attacks with the Aerial Quality gain a single Hit from a Heavy Hit result rather than the usual two when attacking this Model. Exploding Hits are unaffected by this rule. Attacks with the Piercing Quality ignore this rule.</description>
<modifiers>
<modifier type="set" value="Armoured Decking" field="name"/>
</modifiers>
</rule>
<rule id="e0a4-52b6-676c-9b6d" name="Celerity [3.07]" publicationId="d854-a2d6-3d52-44c4" hidden="false">
<description>Once per Activation, this Unit may make the following Valour Effect provided the Valour card discarded has a value of at least 40 (including by Valorous Conduct). Each Model in the Unit with this rule, that has caused at least one point of damage in a Ramming Action this Activation, may make a second Ramming Action against the same or a new Point of Impact within 3” of the first. The Action Dice Pool for the second Ram is the same as the first. The Moving Model may not use Vigour with this rule and may not make any further movement this Activation if it uses this rule.</description>
<modifiers>
<modifier type="set" value="Celerity" field="name"/>
</modifiers>
</rule>
<rule id="cfe8-adc4-4866-0bc8" name="Cloud Hunting [3.07a]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Once per Activation, this Unit gains +2 to an Attack Action Dice Pool for each Model with this rule that contributes to the Attack provided that the Initial target is an Aerial Unit.</description>
<modifiers>
<modifier type="set" value="Cloud Hunting" field="name"/>
</modifiers>
</rule>
<rule id="5eca-214c-5274-55db" name="Combat Air Patrol [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Units with this rule may Launch a number of SRS Tokens in the First Round of the Encounter (to a maximum of their Crippled Capacity value) against any Enemy Unit in the Play Area rather than the usual range.</description>
<modifiers>
<modifier type="set" value="Combat Air Patrol" field="name"/>
</modifiers>
</rule>
<rule id="50d4-3fc7-f4ae-9736" name="Coastal Bombardment [3.07a]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Models in this Unit may re-roll blanks when shooting at Ground Units with weapons that have the Gunnery Quality</description>
<modifiers>
<modifier type="set" value="Coastal Bombardment" field="name"/>
</modifiers>
</rule>
<rule id="78c8-6a85-daa7-3625" name="Command Override [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>If a Battlefleet has this rule, once per Encounter the Player may declare they are using the Battlefleet’s Command Override to immediately cancel all the dice results in any one Action Dice Pool generated by Units in the Force. The Command Override must be played before any manipulation of the Action Dice Pool takes place by either Player. The Action Dice pool is then rolled afresh exactly as if the previous Action Dice Pool had not been rolled. You may not cancel part of the Action Dice Pool or another Player’s Action Dice Pool using this rule.</description>
<modifiers>
<modifier type="set" value="Command Override" field="name"/>
</modifiers>
</rule>
<rule id="177e-3490-5f5e-f4b9" name="Contra Rotation [3.07a]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This is a Special Operations Action that may be made by any Model in the Unit with the Paddlewheel Trait unless it has a Navigation Lock Critical Damage Marker or is making another Action requiring the Paddlewheels Trait. The Model making a Contra Rotation Action has a Drift of zero and reduces its Speed Attribute by its Mass for the Activation. At any point during its Movement Step the Model may make a single turn on the spot of up to 90 degrees. It may Move and Turn normally in addition to this Action.</description>
<modifiers>
<modifier type="set" value="Contra Rotation" field="name"/>
</modifiers>
</rule>
<rule id="4836-a907-b316-55b2" name="Corvette Duty [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Model may add +1 to the Defence Action Dice Pool on any friendly Models within 5”. This bonus is in addition to any other bonuses such as being part of an Attached Unit.</description>
<modifiers>
<modifier type="set" value="Corvette Duty" field="name"/>
</modifiers>
</rule>
<rule id="ecf0-d255-3339-4a1b" name="Disciplined [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Models in this Unit ignore the effects of the Emergency Disorder Condition, though still count as having Disorder at that level. Furthermore, in a Ramming Action, this Model does not suffer from Disorder.</description>
<modifiers>
<modifier type="set" value="Disciplined" field="name"/>
</modifiers>
</rule>
<rule id="4f7a-f51a-a60e-e6ba" name="Elite Crew [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>While making or defending from an Assault, Models in this Unit with this rule may re-roll Blank dice results.</description>
<modifiers>
<modifier type="set" value="Elite Crew" field="name"/>
</modifiers>
</rule>
<rule id="9ec9-dd04-5a42-6864" name="Focused Gunnery [3.06]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>A single Attack each Activation, led by a Model with this rule with the Gunnery Quality, receives +2 Action Dice and may re-roll Blank results.</description>
<modifiers>
<modifier type="set" value="Focused Gunnery" field="name"/>
</modifiers>
</rule>
<rule id="55be-dbb8-d350-5d2a" name="For Valour! [3.06]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>After this Unit uses a Valour effect (or has one cancelled by rules such as Fortunes of War), roll an Action Die. On a Heavy Hit or an Exploding Hit, do not discard the card and instead return it to your hand. You cannot use this rule for Valour effects that do not directly involve this Unit. You may only roll once per card.</description>
<modifiers>
<modifier type="set" value="For Valour!" field="name"/>
</modifiers>
</rule>
<rule id="e8f8-a4d2-d40c-1467" name="Forward Deployment [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Units with this rule can never be held in reserve at the start of an Encounter. They must be deployed anywhere outside of the Encounter’s deployment zones and least 12” from the enemy deployment zone.</description>
<modifiers>
<modifier type="set" value="Forward Deployment" field="name"/>
</modifiers>
</rule>
<rule id="9111-7f5e-6eac-7cbe" name="Full Steam Ahead [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Unit may double its Drift during its Movement Step. If it does so it may not make any turns during the same Activation.</description>
<modifiers>
<modifier type="set" value="Full Steam Ahead" field="name"/>
</modifiers>
</rule>
<rule id="0d99-00ae-4c22-20b7" name="Giant Slayer [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Each Model in the Unit may re-roll Blank Results in Attacks against an Initial Target with a Mass of 3 or more.</description>
<modifiers>
<modifier type="set" value="Giant Slayer" field="name"/>
</modifiers>
</rule>
<rule id="9f05-9e27-c658-e49f" name="Gun Runner [3.08]" publicationId="d854-a2d6-3d52-44c4" hidden="false">
<description>Units with this rule are adept at providing a steady stream of gunfire as they manoeuvre. To gain benefit of this rule, a Model with this rule must have moved at least 7” during the Activation or been Placed by a Mirage Generator during its Activation. A single Attack each Activation led by a Model with this rule with the Gunnery or Broadside Quality receives +1 Action Dice for each Battle-Ready Model with this rule contributing to that Attack. Additionally, while Battle-Ready, Models in this Unit with this rule gain +2 Speed during its Movement Step provided that it makes no turns.</description>
<modifiers>
<modifier type="set" value="Gun Runner" field="name"/>
</modifiers>
</rule>
<rule id="4a79-7f9b-ba17-59b8" name="Hammer Sweep [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>During its Activation, Models in this Unit with this rule may increase their Speed by 1" and gain +2 to their Ramming Dice Pool if they make no turns during this Movement.</description>
<modifiers>
<modifier type="set" value="Hammer Sweep" field="name"/>
</modifiers>
</rule>
<rule id="24cb-6c34-eb5b-7dde" name="Heavy Escort [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Model may add +2 to the Defence Action Dice Pool on any friendly Models within 5”. This bonus is in addition to any other bonuses such as being part of an Attached Unit.</description>
<modifiers>
<modifier type="set" value="Heavy Escort" field="name"/>
</modifiers>
</rule>
<rule id="ecfb-a5b5-1cb8-8e39" name="Heavy Firepower [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Once per Activation, before declaring an Initial Target, Each Model in this Unit with this rule may make the following Valour Effect. When making an Attack, up to three of that Model’s weapons may contribute their Lead value to the Action Dice Pool, rather than the normal single Lead weapon value. Other Models may support this Attack but cannot benefit from this rule. Models with this rule still only have a single Lead weapon for Disorder purposes etc.</description>
<modifiers>
<modifier type="set" value="Heavy Firepower" field="name"/>
</modifiers>
</rule>
<rule id="2ae7-9b96-fd1d-ef29" name="Inductorium [3.07a]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>When this Unit makes a Ranged Attack or Assault with the Voltaic or Arc Quality, count the number of Exploding Hits results once all Attack Dice have been rolled, including additional dice from Exploding Hits. If the number of Exploding Hits equals or exceeds the number of Models in the Target Unit, the Attack gains a bonus number of Action Dice equal to the number of Models in the Target Unit. This rule cannot be used with Attacks with the Ramming Quality.</description>
<modifiers>
<modifier type="set" value="Inductorium" field="name"/>
</modifiers>
</rule>
<rule id="8aa1-f648-12bd-a1c6" name="Immobile [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Models with this rule are always deployed at the same time as Aerial Units. Models in this Unit with this rule have a Drift of zero and may not move or be moved. Treat Sturginium Flare Critical Damage as Catastrophic Explosions instead.</description>
<modifiers>
<modifier type="set" value="Immobile" field="name"/>
</modifiers>
</rule>
<rule id="b48d-b4e0-19e8-d85a" name="Inspirational [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Any friendly Model within 10” of a Model with this rule (but not including the Model with this rule itself) may reduce a single Disorder Level at the start of their Activation and may re-roll a single Action dice each step of their Activation.</description>
<modifiers>
<modifier type="set" value="Inspirational" field="name"/>
</modifiers>
</rule>
<rule id="4869-03db-33f9-fa82" name="Landing Vessel [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Models in this Unit may make a Special Operations Action known as Landing. If this Model comes into contact with terrain identified in the Encounter as a Landing Point, it does not suffer damage and may remain stationary, with a Drift of zero for the Round. Each Model in this Unit may place a number of Ground Assault Tokens equal to its Mass in a stack within 5” of the Landing Point. The Token stack must be placed on Ground Terrain. Once a stack of Ground Assault Tokens has been placed using this Model, then place this Model at least 2” from the Landing Zone in any direction desired. This Model loses the Landing Vessel rule for the remainder of the Encounter.</description>
<modifiers>
<modifier type="set" value="Landing Vessel" field="name"/>
</modifiers>
</rule>
<rule id="565f-36a9-52bb-4e63" name="Launch Catapults [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>SRS Tokens launched by Units with this rule may Launch SRS Tokens and place in base contact with a Friendly or Enemy Unit within 45” rather than the usual 40”.</description>
<modifiers>
<modifier type="set" value="Launch Catapults" field="name"/>
</modifiers>
</rule>
<rule id="db6c-61a0-22a6-0d7a" name="Linear Dash [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Models in this Unit with this rule gain +2 Speed during its Movement Step provided that it makes no turns.</description>
<modifiers>
<modifier type="set" value="Linear Dash" field="name"/>
</modifiers>
</rule>
<rule id="0054-ea91-5408-283a" name="Low-Level Strike [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>In the Special Operations phase of the Round, while battle Ready, this Unit may declare it is making a Low-Level Strike. For the remainder of that Round, the Unit doubles its Drift Movement, ceases to be an Aerial Unit and instead becomes a Skimming Unit. The Unit has +1 Armour while it has the Skimming Unit Positional Trait. A Unit cannot be part of an Attached Unit if making a Low-Level Strike. A Unit cannot make a Low-Level Strike if it has already done so the previous Round. During deployment, any Unit with this rule may deploy as a Skimming Unit making a Low-Level Strike for the first Round (though still counts as an Aerial Unit for battlefleet selection purposes).</description>
<modifiers>
<modifier type="set" value="Low-Level Strike" field="name"/>
</modifiers>
</rule>
<rule id="408e-7b40-68d7-059f" name="Logistical Support [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Unit adds +1 to the number of Victory and Valour Cards in a player’s hand. Should this Unit be destroyed, the bonus is lost at the end of the Round. This ability does not stack so multiple Units with this rule still only confers +1 to the hand size in total.</description>
<modifiers>
<modifier type="set" value="Logistical Support" field="name"/>
</modifiers>
</rule>
<rule id="ed8a-5968-81b4-27d5" name="Malinois Strike Fighters [3.06]" publicationId="129d-da97-caec-1ddd" hidden="false">
<description>These are a type of SRS Token with the following differences. Tokens launched by Units with this rule may Scramble up to 10”. Attack Runs by SRS Tokens from Units with this rule have the Hazardous and Piercing Qualities. This rule does not apply to Frelon Levant Bomber SRS Tokens.</description>
<modifiers>
<modifier type="set" value="Malinois Strike Fighters" field="name"/>
</modifiers>
</rule>
<rule id="0b7c-6003-8433-2817" name="Maritime Patrol [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Enemy Units with the Submarauder rule cannot be deployed within 10” of this Model. Models in this Unit with this rule may ignore the Deep Dive rule and Submerged Unit Position Trait when making Attacks on any Initial Targets within 10” of Models with this rule, or against Initial Targets with at least one SRS Token in base contact that is friendly to this Unit.</description>
<modifiers>
<modifier type="set" value="Maritime Patrol" field="name"/>
</modifiers>
</rule>
<rule id="a278-bd16-046d-acb6" name="Mechanical Soul [3.07a]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Unit ignores the effects of the Emergency Condition, but counts has having the Disorder Level. Models in the Unit can only support Assaults with +1 AD to Fray.</description>
<modifiers>
<modifier type="set" value="Mechanical Soul" field="name"/>
</modifiers>
</rule>
<rule id="3c38-dac5-4a88-5358" name="Mine Sweeper [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>In the Special Operations step of its Operations Phase, a Unit with this rule may remove a Minefield Marker within 5" of a Model in this Unit.</description>
<modifiers>
<modifier type="set" value="Mine Sweeper" field="name"/>
</modifiers>
</rule>
<rule id="940f-44f3-71bf-f26c" name="Mine Layer [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Before Submerged Unit Deployment, for each Model in a Unit with this rule, the controlling Player may place a Minefield Marker anywhere in the Play Area provided that it is at least 10” from any Deployment Zone.</description>
<modifiers>
<modifier type="set" value="Mine Layer" field="name"/>
</modifiers>
</rule>
<rule id="112e-82cb-42a3-83d2" name="Pack Hunter [3.07a]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This rule applies while the Unit numbers two or more Models. A single Attack or Assault by this Unit each Activation receive +1 action dice for each Model in the Unit. All the models in the Unit must contribute Action Dice to the Dice Pool receiving this bonus.</description>
<modifiers>
<modifier type="set" value="Pack Hunter" field="name"/>
</modifiers>
</rule>
<rule id="cd09-dbc0-dee4-b921" name="Powerslide [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Models in this Unit with this rule may make its Drift Movement in a direction up to 90 degrees to Port or Starboard from ahead rather than directly ahead. The Model does not physically change its heading when it does so. This is not considered a Turn.</description>
<modifiers>
<modifier type="set" value="Powerslide" field="name"/>
</modifiers>
</rule>
<rule id="4106-315d-4d5c-9e8f" name="Priority Signals [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Once per Round, if the Player with this Battle Ready Unit has a Valour Effect Cancelled in the Play Area, this Player may immediately attempt the Valour Effect again by using the Initiative value of a new card. That card is discarded as normal when making the Valour Effect and can be cancelled as normal if the opponent has a rule that enables them to do so.</description>
<modifiers>
<modifier type="set" value="Priority Signals" field="name"/>
</modifiers>
</rule>
<rule id="4979-45a9-d374-3663" name="Reinforced Waterline [3.06]" publicationId="129d-da97-caec-1ddd" hidden="false">
<description>Attacks with the Submerged Quality gain a single Hit from a Heavy Hit result rather than the usual two when attacking this Model. Exploding Hits are unaffected by this rule. Attacks with the Piercing Quality ignore this rule.</description>
<modifiers>
<modifier type="set" value="Reinforced Waterline" field="name"/>
</modifiers>
</rule>
<rule id="741b-a6ce-dbe7-9409" name="Shadow Hunter [3.07a]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Once both sides have deployed but before any Vanguard moves have been made, the Players take it in turns (in initiative order) to redeploy a Unit in their Force with this rule. Each Unit with this rule may only be redeployed once and must be redeployed in their own Deployment area.</description>
<modifiers>
<modifier type="set" value="Shadow Hunter" field="name"/>
</modifiers>
</rule>
<rule id="1d26-a2a2-5fe2-1ff1" name="Shallow Draught [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Unit treats Treacherous Water as Open Water.</description>
<modifiers>
<modifier type="set" value="Shallow Draught" field="name"/>
</modifiers>
</rule>
<rule id="d6e5-57de-cebc-3927" name="Skimmer Transport [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>During the Reserves Step of any Round where this Model is in the Play Area,
when a friendly Mass 1 Skimming Unit of two Models is Activated and is in Reserve, it may be immediately
deployed within 2” of this Model rather than using any other deployment options. Once a Skimming Unit has
been deployed using this Model, this Model loses the Skimmer Transport rule for the remainder of the
Encounter.</description>
<modifiers>
<modifier type="set" value="Skimmer Transport" field="name"/>
</modifiers>
</rule>
<rule id="1083-2af1-7bfc-7a55" name="Skyfire [3.07a]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Models in this Unit may re-roll blanks when shooting at Aerial Units with weapons that have the Aerial Quality.</description>
<modifiers>
<modifier type="set" value="Skyfire" field="name"/>
</modifiers>
</rule>
<rule id="063a-3229-1f27-a3c2" name="Spotter [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>If there is one or more SRS Tokens friendly to this Unit in base contact with the Initial Target, this Unit may re-roll blank results with any weapons with the Extreme Range Quality. Alternatively, this Unit's Initial Target cannot benefit from being Obscured if the Initial Target has at least one SRS Token friendly to this Unit in base contact with it.</description>
<modifiers>
<modifier type="set" value="Spotter" field="name"/>
</modifiers>
</rule>
<rule id="b8d7-281f-b227-a523" name="SRS Mine Clearance [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>During its Operations Step, while placing its SRS Tokens, this Model may also place tokens in contact with a Minefield Marker within 20”. At the end of the Special Operations Step discard an SRS Token and roll an Action Die. On an Exploding Hit, the Minefield Marker is discarded. You may repeat this attempt as many times as there are SRS Tokens remaining in the stack. If the Minefield Marker is discarded, any remaining SRS Tokens in the stack may be placed on another Minefield Marker within 5”to continue a Mine Clearance attempt on that Marker. If there are not any Minefield Markers within 5”, the SRS Tokens remain in place until the End Phase when they may Scramble or Find New Targets.</description>
<modifiers>
<modifier type="set" value="SRS Mine Clearance" field="name"/>
</modifiers>
</rule>
<rule id="e76e-276f-d917-c7a4" name="SRS Portal Strike [3.08]" publicationId="d854-a2d6-3d52-44c4" hidden="false">
<description>When Launching SRS during the Operations Step, a Unit with this rule in base contact with a Portal Token may place its SRS Tokens within 40” of any Portal Token in the Play Area. Remove the Portal Token in base contact with this Model once the SRS Tokens are Placed.</description>
<modifiers>
<modifier type="set" value="SRS Portal Strike" field="name"/>
</modifiers>
</rule>
<rule id="0a26-0b4a-261f-3db0" name="SRS Recon [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>During its Operations Step, before placing its SRS Tokens in Base Contact with Models in the Play Area, a Unit with SRS Capacity may discard one or more tokens. Each SRS token discarded allows the player to discard a Victory and Valour card from their hand and replace it with the top card from their Deck. Unspent tokens may be placed and used as normal.</description>
<modifiers>
<modifier type="set" value="SRS Recon" field="name"/>
</modifiers>
</rule>
<rule id="12ec-f9c6-b68b-913b" name="Strategic Asset [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Unit is worth +1 Victory Point to the Controlling Player of this Unit at the end of the Encounter if it is still in the Play Area. If this Unit is destroyed by an Assault Action, it awards +1 Victory Point to the Controlling Player of the Assaulting Model.</description>
<modifiers>
<modifier type="set" value="Strategic Asset" field="name"/>
</modifiers>
</rule>
<rule id="23f5-7a90-116f-cba1" name="Supply Depot [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Any Friendly Model within 7” may remove a single level of Disorder at the start of their Activation. Any Friendly Units that move within 7” of this Unit regain any weapons that were lost in the Encounter because of rolling a blank for the Limited Quality Action Die. Restored weapons must roll for the Limited Quality each time used again as normal.</description>
<modifiers>
<modifier type="set" value="Supply Depot" field="name"/>
</modifiers>
</rule>
<rule id="e89c-d342-c776-60c3" name="Tactical Cavitation [3.07a]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This is a Special Operations Action that may be made by any Model in the Unit with the Paddlewheel Trait unless it has a Navigation Lock Critical Damage Marker or is making another Action requiring the Paddlewheels Trait. Tactical Cavitation lasts until the end of the Round. The Model making a Tactical Cavitation Action doubles it Drift and reduces its Speed Attribute by that doubled Drift for the Activation. Submerged Attacks against the Model cannot benefit from the Homing Quality. Furthermore, the Unit is Obscured against Submerged Attacks (even those with the Torpedo Quality) and those attacks cannot benefit from the Homing Quality. The Model may Move and Turn normally in addition to this Action.</description>
<modifiers>
<modifier type="set" value="Tactical Cavitation" field="name"/>
</modifiers>
</rule>
<rule id="1ea8-5ef6-de30-f3ae" name="Temperamental Design [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Unit cannot make Jury-Rigged Repairs. When making Repair Rolls affecting this Unit, two successes are required to remove each Critical Damage Marker. Repair Rolls using the Advanced Repair Facilities rule ignores this rule.</description>
<modifiers>
<modifier type="set" value="Temperamental Design" field="name"/>
</modifiers>
</rule>
<rule id="eabd-7cf1-b305-2fdb" name="Terror From Above [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Unit may Ram Ground Units and Surface Units, even if it moved less than 3” in the Movement Phase. This Unit adds +3 to its Ramming Dice Pool when making a Ram against Ground Units and Surface Units.</description>
<modifiers>
<modifier type="set" value="Submarauder" field="name"/>
</modifiers>
</rule>
<rule id="405a-6e4d-45ad-b188" name="Terror From Below [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Unit may Ram Surface Units even if it moved less than 3” in the Movement Phase. This Unit adds +3 to its Ramming Dice Pool when making a Ram against Surface Units.</description>
<modifiers>
<modifier type="set" value="Terror From Below" field="name"/>
</modifiers>
</rule>
<rule id="f4aa-042e-34e5-1938" name="Unexpected Arrival [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Instead of being deployed as normal for the Encounter, this Unit may instead be held in Reserve (see Operations for details). If in Reserve in Round one, the Unit must make a Reserve Roll as normal, however, from Round two, or any subsequent Rounds, this Unit may use this rule to immediately deploy from Reserves. Unlike other Units in Reserve, Units declaring that they are using this rule must Activate and deploy before any other friendly In Play Units. When this Unit uses this rule, it is placed at any point in the Play Area that is at least 2" from the nearest terrain feature. No Model in the Unit can be deployed touching another Model. On the Round it enters play with this rule, Models in the Unit may only fire weapons or Ram using the weapon’s Crippled profile. All Models in an Attached Unit may deploy with this rule if the Partner Unit has it. On the Round after deployment, this Unit may Activate as normal.</description>
<modifiers>
<modifier type="set" value="Unexpected Arrival" field="name"/>
</modifiers>
</rule>
<rule id="2fcd-3a8e-8d93-52af" name="Useful Freight [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Once per Round on their Activation, for each Model in this Unit, the controlling Player may look at the top card from their Victory and Valour Deck. They may discard the card or return it to the top of the deck.</description>
<modifiers>
<modifier type="set" value="Useful Freight" field="name"/>
</modifiers>
</rule>
<rule id="0d1b-0810-3b49-e25e" name="Valorous Conduct [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Once per Round, per Battlefleet with this rule, a Unit in this Force may replace the Initiative value of a card being used for a Valour Effect card with the Initiative value of 50.</description>
<modifiers>
<modifier type="set" value="Valorous Conduct" field="name"/>
</modifiers>
</rule>
<rule id="f721-8318-3875-0140" name="Vanguard [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Starting with Player B, after both sides are deployed, each player may choose one of their Units with the Vanguard rule and make a free Move of up to 5". This is not an Activation and does not have Drift or Turn Limit. Vanguard alternates between Players until all such Units have been selected.</description>
<modifiers>
<modifier type="set" value="Vanguard" field="name"/>
</modifiers>
</rule>
<rule id="91f7-3138-f1c6-4770" name="Vigour [3.07]" publicationId="d854-a2d6-3d52-44c4" hidden="false">
<description>Once per Activation, this Unit may make the following Valour Effect. Models in this Unit with this rule gain the Sustained Quality to their Ramming Action Dice Pool. Furthermore, as the same Valour Effect they gain +6 to their Ramming Dice Pool if the Initial Target has the Colossus rule.</description>
<modifiers>
<modifier type="set" value="Vigour" field="name"/>
</modifiers>
</rule>
<rule id="449d-0011-bd00-b031" name="Terminator Assault [3.06]" publicationId="129d-da97-caec-1ddd" hidden="false">
<description>As a Special Operations Action that may be made by this Unit instead of a normal Assault, each Model in this Unit with this rule may place a number of Talon Autogyro Tokens equal to their Mass in contact with a non-Submerged Unit Initial Target up to 20” away. These are Assault Tokens. At the beginning of the End Phase, before SRS Resolution, each Talon Autogyro Token contribute 5 Action Dice to an Assault against that Initial Target. The Talon Autogyro Tokens in base contact form a single stack and count as the Assaulting Model, and they ignore Counter Assaults. Friendly SRS placed in contact with Initial Target may support the Autogyro Token stack in the Assault. All Talon Autogyro Tokens in the stack are discarded at the end of that Assault.</description>
<modifiers>
<modifier type="set" value="Terror From Above" field="name"/>
</modifiers>
</rule>
<rule id="64d5-ad27-abcc-a217" name="Francisco Solex Projector [3.06]" publicationId="129d-da97-caec-1ddd" hidden="false">
<description>Any Friendly Skimming Unit or Surface Unit Models within 10” of this Unit with a Mass of 2 or greater, counts as being equipped with a Solex Generator but may not use the Solex Generator Valour effect.</description>
<modifiers>
<modifier type="set" value="Francisco Solex Projector" field="name"/>
</modifiers>
</rule>
<rule id="f1b0-26eb-f8e8-8d3b" name="Frelon SRS Capacity [3.06]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>The Battle-Ready Capacity and Crippled Capacity for each Model in this Unit is indicated in parenthesis. Frelon Bombers are a type of SRS Token with the following differences. They are launched with a range of 30” and contribute 5 Action Dice to Attack Runs. They can be combined with other friendly SRS Tokens in Attack Runs. A Frelon SRS Token is removed for every two successes in Interception, but they can only be Intercepted once all other Friendly SRS Tokens have been Intercepted. Any Attack Run that has most of the Tokens as Frelon SRS Tokens has the Sustained, Bomb and Hazardous Qualities. If the number of Frelon SRS Tokens in the Attack Run is greater than the Mass of the Attack Run Target, the Action Dice Pool gains the Devastating Quality. Frelon SRS Tokens cannot make a SRS Recon or SRS Mine Clearance but may use the Combat Air Patrol rule. Frelon SRS Tokens cannot make Attack Runs on Aerial Units and must try to find New Targets in this situation.</description>
<modifiers>
<modifier type="set" value="Frelon SRS Capacity" field="name"/>
</modifiers>
</rule>
<rule id="147c-599d-5190-bbaa" name="Legionnaire Assault Pods [3.06]" publicationId="129d-da97-caec-1ddd" hidden="false">
<description>This Model may make assaults within 6” rather than the usual 4” and ignores the Counter Assault result when making an assault. Furthermore, the Assault by this Model gains the Sustained and Hazardous Qualities. This rule does not apply to Supporting Assaults.</description>
<modifiers>
<modifier type="set" value="Legionnaire Assault Pods" field="name"/>
</modifiers>
</rule>
<rule id="6b55-0f21-5c85-94cb" name="Lumbering [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Unit cannot have a Drift greater than 3” and does not suffer Disorder from Collisions. All Gunnery targeting this Unit may re-roll Blank results on the Action Dice. This Unit may make a Full Reverse! Special Operations Action without receiving a Level of Disorder. Any additional levels of Disorder received once at Chaos & Disarray are ignored rather than causing damage.</description>
<modifiers>
<modifier type="set" value="Lumbering" field="name"/>
</modifiers>
</rule>
<rule id="eff5-47db-113b-2340" name="Caspian Overthruster (x) [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>During its Activation, this Model may increase its Speed by the number of inches indicated by the rule. If it does so it may not make any turns during the same Activation. If this Model has Moved at least 10” (including Drift) the Model is Obscured, and weapons with the Aerial Quality gain the Extreme Range Quality. If the Model is Crippled or has Navigation Lock Critical Damage, these rules cannot be used.</description>
</rule>
<rule id="8e0c-5c25-228a-bccf" name="Cryo-Capacitors [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>This Unit adds +1 Action Dice and the Sustained Quality to any Cryogenic Blast it makes.</description>
<modifiers>
<modifier type="set" value="Cryo-Capacitors" field="name"/>
</modifiers>
</rule>
<rule id="380b-104f-5cc9-0cf9" name="Kometa Railguns [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>Attack Runs by Szabla Swordwing SRS Tokens or any SRS Tokens from Units with this rule gain the Rail Quality against Mass 1 targets. This rule does not apply when making a ‘Torpedo Attack’.</description>
<modifiers>
<modifier type="set" value="Kometa Railguns" field="name"/>
</modifiers>
</rule>
<rule id="608c-4f10-866a-e5c2" name="Nikel Escort [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>The Nikel Hovercraft Escort is an Escort Token</description>
<modifiers>
<modifier type="set" value="Nikel Escort" field="name"/>
</modifiers>
</rule>
<rule id="ae1a-2537-27f6-15ce" name="Mark of Yama [3.06]" publicationId="7b2b-0f56-3962-5ec1" hidden="false">
<description>Relentlessly drilled from a young age in coordinated marksmanship, the Empire uses heavier alchemical warheads on munitions at close range to finish off vulnerable enemy targets. Units with this rule making Attacks with the Gunnery or Broadside Qualities at Closing Range or less, gain the Alchemical Quality provided the Initial Target has one or more Critical Damage Markers.</description>
<modifiers>
<modifier type="set" value="Mark of Yama" field="name"/>
</modifiers>
</rule>
<rule id="7b45-04f1-34a9-7fa6" name="Chita Escort Token [3.06]" publicationId="7b2b-0f56-3962-5ec1" hidden="false">
<description>The Chita Submersible Automata is a special type of Escort Token (see pg 32 of the Dystopian Wars rules). Attacks that cause Catastrophic Explosions can only remove a Chita Escort Token if the Attack has the Submerged Quality.</description>
<modifiers>
<modifier type="set" value="Chita Escort Token" field="name"/>
</modifiers>
</rule>
<rule id="04b5-f23d-eaad-b786" name="Moon Pool [3.06]" publicationId="7b2b-0f56-3962-5ec1" hidden="false">
<description>Chita Escorts within 10” of this Model provide +2 to Assault Action Dice Pools rather than the usual +1. Furthermore, roll an Action Die each time a Chita Escort Token is removed from a Unit within 10” of one or more Models with this rule. On a roll of a Counter or Heavy Counter the Chita Escort Token is not removed. Instead, it is placed in Base contact with either this Unit, the Unit the Escort Token was originally lost from or another Friendly Model within 7” of this Unit.</description>
<modifiers>
<modifier type="set" value="Moon Pool" field="name"/>
</modifiers>
</rule>
<rule id="35b3-fbe5-344b-853b" name="Cloud-Strike [3.06]" publicationId="7b2b-0f56-3962-5ec1" hidden="false">
<description>Utilising long-range drop fuel tanks, Korean pilots are expert at supporting Empire Battlefleets. A Cloud Strike may be made at the start of the Second and Fourth Rounds of the Encounter for each Battlefleet has this rule. In a Cloud-Strike, the Empire player creates a stack of SRS Tokens, one Token for each Unit in a Battlefleet with this bonus in the Play Area at the start of that Round. These SRS may be used exactly as though they had been launched by a Unit in the Battlefleet (allowing them to be placed against targets in the Play Area within 40” of any Unit in the Battlefleet). All SRS Tokens in a Cloud-Strike are discarded at the end of the Second and Fourth Rounds.</description>
<modifiers>
<modifier type="set" value="Cloud-Strike" field="name"/>
</modifiers>
</rule>
<rule id="95d3-c242-ee78-9b3b" name="Enlightened Science [3.07]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>During the Special Operations Step of this Unit’s Activation, roll an Action die. On the result of an Exploding Hit result, remove a single point of damage from each Model in the Unit. Furthermore, instead of suffering a Generator Shutdown Critical Damage Result, Models in any Unit with this rule may count the Result as a Sturginium Flare</description>
<modifiers>
<modifier type="set" value="Enlightened Science" field="name"/>
</modifiers>
</rule>
<rule id="3862-7540-3def-6ec1" name="Wavelurker [3.07]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Any Unit with this rule may plunge into a shallow dive during Special Operations Step of its Activation. This is called Wavelurking. All Models in the Unit replaces the Surface Unit Position Trait for the Submerged Unit Position Trait until the end of Round. A Model cannot use this rule if it was a Wavelurking Model in the previous Round (meaning it cannot be used in consecutive turns). A Model immediately ceases to be Wavelurking if it has a Navigation Lock Critical Damage Marker or the Chaos and Disarray Level of Disorder. During deployment, any Unit with this rule may deploy as a Submerged Unit Wavelurking for the First Round. They are still considered Surface Units for Force selection purposes.</description>
<modifiers>
<modifier type="set" value="Wavelurker" field="name"/>
</modifiers>
</rule>
<rule id="1f47-6b63-aa26-88ab" name="Physeter Ambush [3.07]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>At the start of the first Round, provided at least one Battlefleet has this rule, the Enlightened player creates a stack of Physeter Assault Tokens in what is called a Physeter Ambush. This stack consists of a Physeter Assault Token for each Battlefleet in their Force with this rule. At the start of the First Round, after all deployment, this stack is Placed in base contact with an enemy Surface Unit or Submerged Unit of the players choice. Each Physeter Assault Token contribute 5 Action Dice to an Assault against that Surface Unit or Submerged Unit in an Assault Action that takes place in the End Phase just prior to SRS Resolution. The Physeter Assault Token stack count as the Assaulting Model, and they ignore Counter Assaults. Friendly SRS placed in contact with Surface Unit may support the Physeter Assault Tokens. Up to four additional Physeter Assault Tokens may be added to this Physeter Ambush stack for +12pts per Token. The stack may not be split, and all Physeter Assault Tokens in the stack are discarded at the end of that Assault.</description>
<modifiers>
<modifier type="set" value="Physeter Ambush" field="name"/>
</modifiers>
</rule>
<rule id="fa8d-bf2f-b48a-9183" name="Sturginium Agitators" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>When calculating dice pools, the weapon contributes a number of Action Dice equal to the Target Model’s Mass. This number is multiplied, depending on range band etc. See the Weapon Reference table for details. Sturginium Agitators only ever contribute a single Action Dice when used in Support.</description>
<modifiers>
<modifier type="set" value="Sturginium Agitators" field="name"/>
</modifiers>
</rule>
<rule id="5a79-12a4-77b3-9619" name="Luminiferous Defences [3.08]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>Any Attack against a non-Obscured Model with this rule counts Heavy Hit results as Hit Results instead in the Attack Action Dice Pool. Furthermore, any Unit with rule may use Defences against Attacks with the Gunnery or Broadside Qualities using their Crippled ADV as the Defence Attribute. No Unit may have a Defence Dice Pool greater than 6 against Gunnery or Broadside Attacks. Submerged Models, Crippled Models or Models with Shredded Defences cannot use Luminiferous Defences.</description>
<modifiers>
<modifier type="set" value="Luminiferous Defences" field="name"/>
</modifiers>
</rule>
<rule id="80e0-aae4-a28e-ed49" name="Q-Ship [3.06]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>Once during the Encounter, at the start of this Unit’s Activation, a single Battle-Ready Claudius of the controlling Player’s choice may be immediately replaced with the Q-Ship (a Plinius, Quintilian or Tacitus Model). Carry over any damage sustained by the replaced Claudius but not any Critical Damage Markers. The Q-Ship is a Joining Unit to the Claudius Unit for the remainder of the Encounter. Only one Claudius in a Unit may be replaced in this way. The Q-Ship has a profile exactly as the Model it is represented by and has the same Generator as the Claudius Unit if it is a Quintilian or Tacitus. The replaced Claudius is removed from play and takes no further part in the Encounter.</description>
<modifiers>
<modifier type="set" value="Q-Ship" field="name"/>
</modifiers>
</rule>
<rule id="4464-b57f-f7e6-d3e0" name="Limited Capacitors [3.07]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>All Mass 1 Models in this Unit use the Crippled value for all their weapons except for Pulse Broadsides and Micro Torpedo Salvos.</description>
<modifiers>
<modifier type="set" value="Limited Capacitors" field="name"/>
</modifiers>
</rule>
<rule id="d627-3fd6-8f99-5b37" name="Teutonic Construct [3.06]" publicationId="33cf-b4a6-bff0-0d70" hidden="false">
<description>While Battle Ready and making a Repair roll, any Exploding Hits results remove a point of damage from this Model. A Crippled Model cannot remove damage using this rule.</description>
<modifiers>
<modifier type="set" value="Teutonic Construct" field="name"/>
</modifiers>
</rule>
<rule id="a888-5b4c-4092-6e2a" name="Pycrete Construction [3.06]" publicationId="33cf-b4a6-bff0-0d70" hidden="false">
<description>This Unit has a Drift of 1” and does not suffer Disorder from Collisions. All Gunnery targeting this Unit may re-roll Blank results on the Action Dice. Any additional levels of Disorder received once at Chaos & Disarray are ignored rather than causing damage. During deployment, this Unit may be placed with part of the Model outside of its deployment zone, provided that the Model is touching the edge of the Play Area furthest from the opponent’s deployment zone.</description>
<modifiers>
<modifier type="set" value="Pycrete Construction" field="name"/>
</modifiers>
</rule>
<rule id="db90-0b63-d0f9-5222" name="Master Portal Generator [3.08]" publicationId="d854-a2d6-3d52-44c4" hidden="false">
<description>This Unit may Place any Portal Tokens it creates up to 20” away from it.</description>
<modifiers>
<modifier type="set" value="Master Portal Generator" field="name"/>
</modifiers>
</rule>
<rule id="1181-0663-f1c1-9047" name="Give Em Hell [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>When this Unit makes an Assault, if the result is a Draw, it is instead considered a Havoc result. Furthermore, this Unit may make a Special Operations Action that it will ‘Give Em Hell’. All weapons with the Broadside, Gunnery or Fusillade special rule in the Unit gain the Devastating Quality for the duration of its Activation (Even if making a ‘Crossing the T’ Action). At the end of the Activation, before the Repair Step, unless the player discards a card from their hand, each Model in the Unit gains a Disorder Condition.</description>
<modifiers>
<modifier type="set" value="Give Em Hell" field="name"/>
</modifiers>
</rule>
<rule id="2c93-befd-f88b-0881" name="Sharpshooter [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>The Citadel of the Initial Target receives a -2 against Attacks with the Gunnery Quality by Models with this rule.</description>
<modifiers>
<modifier type="set" value="Sharpshooter" field="name"/>
</modifiers>
</rule>
<rule id="8df9-9fde-8dae-d24d" name="Field Repair Platform [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>Roll an Action Die each time a Friendly Mass 1 Model with the Aerial Unit Trait is destroyed within 7” of this Unit. On a roll of a Counter or Heavy Counter the Model is not removed and instead remains in play with a single Hull point.</description>
<modifiers>
<modifier type="set" value="Field Repair Platform" field="name"/>
</modifiers>
</rule>
<rule id="ca4a-ca3a-b489-d441" name="The White Doves [3.05]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>Tokens launched by Units with this rule are called White Doves SRS Tokens. Any Attack Run including one or more White Doves SRS Tokens exchange the Piercing Quality for the Arc and Sustained Qualities to any Attack Run they participate in, provided they are the majority of the friendly SRS Tokens in the Attack Run. White Dove SRS Tokens are always the last to be removed from an SRS stack and cannot be singled out by other rules.</description>
<modifiers>
<modifier type="set" value="The White Doves" field="name"/>
</modifiers>
</rule>
<rule id="7b67-714d-bb2b-6297" name="Flak Barrage (x) [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>At the start of the End Phase, before SRS Resolution, Models in this Unit with this rule may each roll a number of Action Dice indicated by the rule. Remove one Enemy SRS Token that is in contact with this Unit or Friendly Units within 15" for each Exploding Hit result.</description>
</rule>
<rule id="24c5-f8af-aa5d-998e" name="Dirigible Construction [3.07a]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Receiving a Magazine Explosion Critical damage causes two points of damage to be suffered by the Model rather than the usual one.</description>
<modifiers>
<modifier type="set" value="Dirigible Construction" field="name"/>
</modifiers>
</rule>
<rule id="97e8-539e-009a-8ee0" name="In Treue Fest [3.06]" publicationId="33cf-b4a6-bff0-0d70" hidden="false">
<description>A single Attack or Assault each Activation by this Unit, gains +1 die to its Action Dice Pool per Model with the BAVARIAN Trait contributing to the Pool. All the models in the Unit must contribute Action Dice to the Dice Pool receiving this bonus.</description>
<modifiers>
<modifier type="set" value="In Treue Fest" field="name"/>
</modifiers>
</rule>
<rule id="347f-29f6-295e-e492" name="Storm Vanes [3.06]" publicationId="33cf-b4a6-bff0-0d70" hidden="false">
<description>In the Shooting Phase, a Model with Storm Vanes may make an Attack against an Initial Target within 10” using the crippled Lightning Strike weapon profile. The Attack ignores Shield Generators, and Shroud Generators. Storm Vanes have a 360 Line of Sight.</description>
<modifiers>
<modifier type="set" value="Storm Vanes" field="name"/>
</modifiers>
</rule>
<rule id="f9be-f519-a9c2-f311" name="Colossus [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>A Model with this rule may turn on the spot to face any position at the end of its Movement. It may Ram Surface Units and Skimming Units. It may make a Ramming Action even if it moves less than 3” in the Movement Phase. As the Moving Model in a Ramming Action, this Model does not suffer from Damage or Disorder.</description>
<modifiers>
<modifier type="set" value="Colossus" field="name"/>
</modifiers>
</rule>
<rule id="950e-974b-d566-0e66" name="Strategic Withdrawal [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>At the start of the Maintenance Step of the End Phase, unless one or more Models in the Unit has Navigation Lock Critical Damage, this Unit may be placed back into Reserves. If so, Crippled Models in the Unit are immediately destroyed.</description>
<modifiers>
<modifier type="set" value="Strategic Withdrawal" field="name"/>
</modifiers>
</rule>
<rule id="7baa-3e4c-35ea-5614" name="Anti-Air Specialist [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Models in this Unit with this rule can choose not to count Aerial Units as being a Range Band further away (see Rulebook p.1 - Aerial Units). Instead, Model’s Attacks against Targets with the Aerial Unit Trait may be measured using the actual Range Band indicated for distance. Attacks with the Aerial Quality against Aerial Units gain the Homing Quality.</description>
<modifiers>
<modifier type="set" value="Anti-Air Specialist" field="name"/>
</modifiers>
</rule>
<rule id="21e2-1ad1-65b5-bdc7" name="Auto-Firing Solutions [3.06]" publicationId="33cf-b4a6-bff0-0d70" hidden="false">
<description>Attacks by Volt Gun Batteries and Heavy Volt Gun Batteries on this Model may re-roll blank results.</description>
<modifiers>
<modifier type="set" value="Auto-Firing Solutions" field="name"/>
</modifiers>
</rule>
<rule id="949d-d37f-c7c8-1093" name="Fortunes of War [3.07a]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>You may Cancel Valour Effects in an Encounter where this Unit has at least one Battle Ready Model in the Play Area.</description>
<modifiers>
<modifier type="set" value="Fortunes of War" field="name"/>
</modifiers>
</rule>
<rule id="5b16-04f1-a7a8-d2e0" name="Large Target [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>uring the Shooting Step a Model with this rule may be declared to be in more than one Fire Arc, provided that the Attacking Player can draw Line of Sight from that Fire Arc.</description>
<modifiers>
<modifier type="set" value="Large Target" field="name"/>
</modifiers>
</rule>
<rule id="3f21-1511-2bff-8d3b" name="Strategic Reserve [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="true">
<description>Either all Units in this Battlefleet are held in Reserve at the start of the Encounter, or none of them. When rolling for deployment from Reserves, Units in this Battlefleet may cancel the Reserve Action die result rolled and instead treat the result as a Heavy Hit. If they do so, they must use the Crippled profile of their weapons for that Round.</description>
<modifiers>
<modifier type="set" value="Strategic Reserve" field="name"/>
</modifiers>
</rule>
<rule id="1042-355a-94f3-b6be" name="Rocket Barrage [3.06]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>A single Attack with the Aerial Quality by this Unit each Activation may re-roll blanks and receives +2 Action Dice.</description>
<modifiers>
<modifier type="set" value="Rocket Barrage" field="name"/>
</modifiers>
</rule>
<rule id="ac3f-24c4-12e2-f3f1" name="Vulnerable Stern [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This rule affects Shooting Attacks against this Model, where this Model’s Aft Fire Arc is the closest point to the Model making the Attack. Such Attacks gain the Devastating Quality. After any other effects or Critical Damage Markers have been applied from that Attack, if at least one Point of Damage has been caused by that Attack, inflict a Navigation Lock Critical Damage Marker if the target does not already have one. Attacks with the Blast, Bomb or Magnetic Qualities ignore this rule.</description>
<modifiers>
<modifier type="set" value="Vulnerable Stern" field="name"/>
</modifiers>
</rule>
<rule id="ae67-f1be-5c85-c984" name="Scutum Mine Layer [3.06]" publicationId="129d-da97-caec-1ddd" hidden="false">
<description>Before Submerged Unit Deployment, for each Model in a Unit with this rule, the controlling Player may place a Minefield Marker anywhere in the Play Area provided that the Marker it is at least 10” from any Deployment Zone.</description>
<modifiers>
<modifier type="set" value="Scutum Mine Layer" field="name"/>
</modifiers>
</rule>
<rule id="481e-dcda-510f-f32d" name="Submarauder [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Unit is a Surface Unit after deployment. Instead of being deployed as normal for the Encounter, this Unit may instead be held in Reserve as a Submarauder. On each Round, Submarauders are Activated before all other Units in the Force. During the first Round, a Submarauder does not Roll for deployment when Activated and instead a 50mm Submarauder Marker is placed anywhere in the Play Area outside of either Player’s deployment zone and at least 2” from the nearest Terrain feature. From the second Round onwards when a Submarauder Activates, it is immediately deployed. When a Submarauder is deployed, it must be placed within 10” of any Submarauder Marker or Wreck Marker in the Play Area. You must remove one of your Submarauder Markers each time this happens. No Submarauder Model can be deployed touching another Model. When a Submarauder is deployed it uses the Crippled profile of their weapons for that Round. Unless one or more Models in the Unit has Navigation Lock Critical Damage, at the start of the Maintenance Step of the End Phase this Unit may be removed from the Play Area and become a Submarauder again. Leave a 50mm Submarauder Marker in the position of any one Model in this Unit. The Unit are placed back into Reserves as Submarauders. On subsequent Rounds Submarauders may be deployed again as outlined above and are deployed within 10” of any Submarauder Marker or Wreck Marker.</description>
<modifiers>
<modifier type="set" value="Submarauder" field="name"/>
</modifiers>
</rule>
<rule id="6d13-f170-f8c1-8de3" name="Heavy Lander [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>While Battle-Ready and making a Landing Action, this Unit may deploy a number of Ground Assault Tokens equal to double its Mass value rather than the usual number.</description>
<modifiers>
<modifier type="set" value="Heavy Lander" field="name"/>
</modifiers>
</rule>
<rule id="eeec-83ad-eb67-214f" name="Groupthink Piloting [3.05]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>Hurling their nimble craft into incoming fire with no thought to their own survival, each friendly SRS Token launched by this Model requires four Counters to be removed in an Interception, rather than the usual three. SRS Tokens from Units with this rule cannot gain Weight of Fire and cannot use the SRS Mine Clearance rule.</description>
<modifiers>
<modifier type="set" value="Groupthink Piloting" field="name"/>
</modifiers>
</rule>
<rule id="7889-ee0d-75fa-af56" name="Helion Cohort [3.07]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>This Model may make assaults within 6” rather than the usual 4”. Furthermore, the Assault by this Model gains the Sustained Quality, and this Model may Assault Skimming and Aerial Models. This rule does not apply to Supporting Assaults.</description>
<modifiers>
<modifier type="set" value="Helion Cohort" field="name"/>
</modifiers>
</rule>
<rule id="f015-bcf9-3b35-1936" name="Volatile [3.06]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>Catastrophic Explosions cause a Model with this rule to suffer an additional point of damage each time. If a Model with this rule is destroyed, any other Models within 4” suffer a Catastrophic Explosion.</description>
<modifiers>
<modifier type="set" value="Volatile" field="name"/>
</modifiers>
</rule>
<rule id="bc38-977b-093e-9fb8" name="Lamarckian Barracks [3.07]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>Assaults by this Unit (including Physeter Assaults) have the Sustained, Hazardous and Devastating qualities.</description>
<modifiers>
<modifier type="set" value="Lamarckian Barracks" field="name"/>
</modifiers>
</rule>
<rule id="f5c1-43d6-e9a5-bec7" name="Void Shepherd [3.07]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>Once per Round, this Unit, or a Unit within 5” of this Unit, may re-roll a single blank result on a Turbo Encabulation roll.</description>
<modifiers>
<modifier type="set" value="Void Shepherd" field="name"/>
</modifiers>
</rule>
<rule id="0b78-1d53-06c0-1b42" name="Levant Surge [3.06]" publicationId="129d-da97-caec-1ddd" hidden="false">
<description>Attacks with the Submerged Quality gain a single Hit from a Heavy Hit result rather than the usual two when attacking this Model. Exploding Hits are unaffected by this rule. This Unit may make a Levant Surge in the Special Operations phase of the round. For the remainder of that Round, the Unit is Obscured, doubles its Drift, ceases to be a Skimming Unit, and instead becomes an Aerial Unit. A Unit cannot make a Levant Surge if it has already done so the previous Round or if it is part of an Attached Unit where not all Models have this rule. During deployment, any Unit with this rule may deploy as an Aerial Unit making a Levant Surge for the first Round (though still counts as Skimming Unit for battlefleet selection purposes).</description>
<modifiers>
<modifier type="set" value="Levant Surge" field="name"/>
</modifiers>
</rule>
<rule id="1108-5d87-5267-d3a4" name="Protected Gun Crews [3.06]" publicationId="129d-da97-caec-1ddd" hidden="false">
<description>Crippled Models with this rule still use the Battle-Ready value of their weapons with the Gunnery or Broadside Qualities. This rule cannot be used if the Model has the Chaos and Disarray Disorder Condition and has no effect on supporting with the Coordinated Support rule.</description>
<modifiers>
<modifier type="set" value="Protected Gun Crews" field="name"/>
</modifiers>
</rule>
<rule id="e869-352b-8f2a-e3fd" name="Conscripted Crew [3.06]" publicationId="129d-da97-caec-1ddd" hidden="false">
<description>This Unit counts Heavy Counters or Heavy Hits as a single success rather than two when involved in Assaults.</description>
<modifiers>
<modifier type="set" value="Conscripted Crew" field="name"/>
</modifiers>
</rule>
<rule id="ad15-2a18-161b-7a44" name="Azhdaya Berserkers [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>Assaults by this Unit have the Hazardous and Devastating qualities.</description>
<modifiers>
<modifier type="set" value="Azhdaya Berserkers" field="name"/>
</modifiers>
</rule>
<rule id="48ec-1da0-8d75-61fa" name="The Traitor’s Mark [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>This Unit awards +1 Victory Point to your opponent if it destroyed by a Unit with the Enlightened Trait.</description>
<modifiers>
<modifier type="set" value="The Traitor’s Mark" field="name"/>
</modifiers>
</rule>
<rule id="ad55-c026-6154-8aed" name="Experimental Generator Ship [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>Any Friendly Models with the Surface Unit Trait and a Mass of 2 or greater, counts as being equipped with the same Generators as this Model while they remain within 7” of this Model. This Unit cannot have more than one of any Generator type. It cannot give any Unit the benefit from the Cryo Generator at all, or from any other Generator type more than once at any time. If this Unit is Destroyed, it inflicts a Catastrophic Explosion on all Friendly Models within 5”.</description>
<modifiers>
<modifier type="set" value="Experimental Generator Ship" field="name"/>
</modifiers>
</rule>
<rule id="7f30-a427-0677-d65f" name="Davka [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>Once at any point during its Activation, instead of making a normal Ramming Action, this Unit may make the following Action as a Valour Effect. Using its fist, this Model may grab an Initial Target within 3” and make a Ramming Action using its Semyenov Assault Bore. The Ram receives a +10 Action Dice bonus instead of any bonus for Ramming distance.</description>
<modifiers>
<modifier type="set" value="Davka" field="name"/>
</modifiers>
</rule>
<rule id="db24-5758-df5a-19a5" name="Razrez [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>Once per Activation, this Unit may make the following Action as a Valour Effect provided the Valour card discarded has a value of at least 30 (including by Valorous Conduct). Any Claw Arc Projectors may be used in the Shooting Phase in the Fore Arc to make an Attack against an Initial Target within 10” using the Furnace Cascade’s weapon profile.</description>
<modifiers>
<modifier type="set" value="Rocket Barrage" field="name"/>
</modifiers>
</rule>
<rule id="da8d-c041-fd15-a8de" name="Devil’s Own Luck [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Once per Round, you may Cancel a Valour Effect in an Encounter where a Model with this rule is in the Play Area. The controlling Player of a Model with this rule must discard a Victory & Valour card from their hand of any value rather than having to be of a greater combined value than the card being Cancelled.</description>
<modifiers>
<modifier type="set" value="Devil’s Own Luck" field="name"/>
</modifiers>
</rule>
<rule id="cb43-2f0f-12ae-7181" name="Sonic Amplifier [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>Shockwave Pulses by this Model gain +3 to their Attack Dice Pool, the Devastating Quality. And always use the larger Torrent template instead of the Small one.</description>
<modifiers>
<modifier type="set" value="Sonic Amplifier" field="name"/>
</modifiers>
</rule>
<rule id="422e-0279-5ff5-c279" name="Command Codes [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Once per Round the Player may declare they are using Command Codes to immediately cancel all the dice results in any one Action Dice Pool generated by any Friendly Unit within 15” of this Model. The Command Codes must be played before any manipulation of the Action Dice Pool takes place by either Player. The Action Dice pool is then rolled afresh exactly as if the previous Action Dice Pool had not been rolled. You may not cancel part of the Action Dice Pool or another Player’s Action Dice Pool using this rule.</description>
<modifiers>
<modifier type="set" value="Command Codes" field="name"/>
</modifiers>
</rule>
<rule id="d7c8-6542-e5a8-d948" name="Kinetic Dampers [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>This Unit may make a Full Reverse! Special Operations Action without receiving a Level of Disorder. Any additional levels of Disorder received once at Chaos & Disarray are ignored rather than causing damage.</description>
<modifiers>
<modifier type="set" value="Kinetic Dampers" field="name"/>
</modifiers>
</rule>
<rule id="495f-f4ed-3ef8-a354" name="Ukranian Battlefleet Bonus" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>Units with the Slava Ukraini! rule in this Battlefleet may re-roll all Action Dice in Assaults.</description>
<modifiers>
<modifier type="set" value="Ukranian Battlefleet Bonus" field="name"/>
</modifiers>
</rule>
<rule id="98e2-8cce-d8ee-15ad" name="Icebreacker Fleet Bonus [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>Cryo Generators in the Battlefleet may roll two dice and discard one die for determining Iceberg formation.</description>
<modifiers>
<modifier type="set" value="Icebreacker Fleet Bonus" field="name"/>
</modifiers>
</rule>
<rule id="0a8e-d42a-454f-e75c" name="Unstoppable [3.06]" publicationId="dbca-8d57-b848-457e" hidden="false">
<description>After this Model performs a Ramming action, it is removed from the Play area before disengaging and is Placed the other side of the Impacted Model, retaining its facing as though it had just passed through the Impacted Model and emerged the other side.</description>
<modifiers>
<modifier type="set" value="Unstoppable" field="name"/>
</modifiers>
</rule>
<rule id="e4c0-65b1-6461-2f51" name="Number One Squadron [3.06a]" publicationId="dbca-8d57-b848-457e" hidden="false">
<description>SRS Tokens launched by HMS Ark Royal are called Number One Squadron SRS Tokens. Any Attack Run including one or more Number One Squadron SRS Tokens has the Leithal and Piercing Qualities, provided that the Number One Squadron SRS Tokens are the majority of friendly SRS Tokens in the Attack Run. The Attack Run counts as having one weapon with the Quality supporting and being within 20” for the purposes of the Leithal rule. Number One Squadron SRS Tokens can only be intercepted if there are no other SRS Tokens remaining to make an Attack Run on the same target.</description>
<modifiers>
<modifier type="set" value="No.1 Squadron" field="name"/>
</modifiers>
</rule>
<rule id="4e80-1d7c-8f72-bb13" name="McCurdy Shield Amplifier [3.06]" publicationId="dbca-8d57-b848-457e" hidden="false">
<description>Any Model with a Guardian Generator within 7” of one or more Models with this rule gains +1 to their Guardian Point value. A Model cannot benefit from this bonus multiple times.</description>
<modifiers>
<modifier type="set" value="McCurdy Shield Amplifier" field="name"/>
</modifiers>
</rule>
<rule id="6158-153b-d320-6060" name="Auxiliary Mine Layer [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Before Submerged Unit Deployment, the controlling Player of this Unit may place a single Minefield Marker anywhere in the Play Area provided that it is at least 10” from any Deployment Zone.</description>
<modifiers>
<modifier type="set" value="Auxiliary Mine Layer" field="name"/>
</modifiers>
</rule>
<rule id="806d-f937-7b54-eae9" name="Shrapnel [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>The first Critical Damage result caused by an attack from this Unit is Shredded Defences. If the target is already suffering from Shredded Defences, then Critical Damage must be rolled as normal.</description>
<modifiers>
<modifier type="set" value="Shrapnel" field="page"/>
</modifiers>
</rule>
<rule id="d3de-889d-63a3-56bb" name="Snowbird Strike [3.05a]" publicationId="dbca-8d57-b848-457e" hidden="false">
<description>Utilising specially modified single seater Defiant fighters known as Snowbirds, Canadian pilots are expert at running long range combat air patrols in support of their Battlefleets. A Snowbird Strike may be made at the start of the Second and Fourth Rounds of the Encounter. In a Snowbird Strike, the Crown player creates a stack of SRS Tokens, one Token for each Unit in that Battlefleet in the Play Area at the start of that Round. They may be used exactly as though they had been launched by a Unit in the Battlefleet (allowing them to be placed against targets in the Play Area within 40” of any Unit in the Battlefleet). They may be combined with other SRS Tokens. All SRS Tokens in a Snowbird Strike are discarded at the end of the Second and Fourth Rounds.</description>
<modifiers>
<modifier type="set" value="Snowbird Strike" field="name"/>
</modifiers>
</rule>
<rule id="04ee-5a1c-f3c8-3e5f" name="Spitfire Rocketeer Flight [3.06a]" publicationId="dbca-8d57-b848-457e" hidden="false">
<description>This Unit may launch or support an Assault against an enemy Model if it is within 6" of it, instead of the usual 4". Furthermore, this Model may Assault Units with any Positional Trait except Submerged.</description>
<modifiers>
<modifier type="set" value="Rocketeer Flight" field="name"/>
</modifiers>
</rule>
<rule id="8543-0d7a-9a4f-8b17" name="Veteran Repair Teams [3.07a]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Unit may add two additional Action Dice to its Repair Test. This is in addition to those given by the Model’s Mass.</description>
<modifiers>
<modifier type="set" value="Veteran Repair Teams" field="name"/>
</modifiers>
</rule>
<rule id="6f17-ddcb-35bc-4e97" name="Reliable Design [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>This Unit may add an additional Action Die to its Repair Test. This is in addition to those given by the Model’s Mass. Furthermore, this Unit may re-roll Jury-Rigged Repairs.</description>
<modifiers>
<modifier type="set" value="Reliable Design" field="name"/>
</modifiers>
</rule>
<rule id="25ea-b812-952e-dd7d" name="Guardian Surge [3.06a]" publicationId="dbca-8d57-b848-457e" hidden="false">
<description>As a Valour Effect at the start of the Activation Phase before either Player Activates a Unit, Models with this rule in this Unit may double its contribution to the Guardian Points Pool provided the Valour card discarded has a value of at least 40 (including by Valorous Conduct).</description>
<modifiers>
<modifier type="set" value="Guardian Surge" field="name"/>
</modifiers>
</rule>
<rule id="d7bf-054e-82a4-bec0" name="Torpedo Master-Calculator [3.06]" publicationId="dbca-8d57-b848-457e" hidden="false">
<description>A single Attack with the Torpedo Quality by this Unit each Activation receives +2 Action Dice and gains the Devastating Quality.</description>
<modifiers>
<modifier type="set" value="Torpedo Master-Calculator" field="name"/>
</modifiers>
</rule>
<rule id="db2e-417f-31d3-8909" name="Unexpected Air Strike [3.06]" publicationId="dbca-8d57-b848-457e" hidden="false">
<description>Instead of being deployed as normal for the Encounter, this Unit may instead be held in Reserve (see Operations for details). Roll to arrive by Reserves as normal, however, from the start of Round two, or the start of any subsequent Rounds, this Unit may automatically arrive from Reserves. When it arrives from Reserves the Unit is placed at any point in the Play Area that is at least 5" from the nearest terrain feature. No Model in the Unit can be deployed touching another Model. On the Round it enters play with this rule, this Unit immediately launches a number of SRS Tokens up to its Capacity value against any Enemy Unit in the Play Area rather than the usual range. The Unit may not Deep Dive in the same Round it uses this rule.</description>
<modifiers>
<modifier type="set" value="Unexpected Air Strike" field="name"/>
</modifiers>
</rule>
<rule id="563e-1c6c-a525-6552" name="Royal Engineers [3.06a]" publicationId="dbca-8d57-b848-457e" hidden="false">
<description>This Unit counts Blank results as a Counter when making Repair Rolls.</description>
<modifiers>
<modifier type="set" value="Royal Engineers" field="name"/>
</modifiers>
</rule>
<rule id="6794-8df4-1ec4-3ae8" name="Power Transfer Generator [3.06]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>Each Friendly Unit within 4” of a Model in this Unit may add +3 Action Dice to a single Attack or Defence Action Dice Pool during each Round. This Model suffers a Level of Disorder each time a Unit receives this bonus.</description>
<modifiers>
<modifier type="set" value="Power Transfer Generator" field="name"/>
</modifiers>
</rule>
<rule id="baf8-76bc-cc99-bd84" name="Numerous [3.06]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>Rather than the usual restriction of only including a single unit of each type, any Battlefleet in this Faction that that can include Units with this Position Trait may instead include up to two of this Unit.</description>
<modifiers>
<modifier type="set" value="Numerous" field="name"/>
</modifiers>
</rule>
<rule id="958a-c386-b88c-bdfe" name="Nemesis Protocol [3.06]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>Once per Activation, this Unit may make the following Valour Effect provided the Valour card discarded has a value of at least 40 (including by Valorous Conduct). Instead of using it as Ramming weapon this Activation, any Ceous Shockmaw may be used in the Shooting Phase in the Fore Arc to make an Attack against an Initial Target with the Heavy Particle Cannon weapon profile. The Attack ignores Shield Generators, Storm Generators, Guardian Generators and Shroud Generators.</description>
<modifiers>
<modifier type="set" value="Nemesis Protocol" field="name"/>
</modifiers>
</rule>
<rule id="902a-02ab-5754-084d" name="Apocalypse Protocol [3.07]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>Once per Activation, this Unit may make the following Action as a Valour Effect provided the Valour card discarded has a value of at least 40 (including by Valorous Conduct). Each Crippled Model in this Unit may be immediately destroyed. Each Model destroyed in this manner automatically inflicts a Catastrophic Explosion on a Model within 2”.</description>
<modifiers>
<modifier type="set" value="Apocalypse Protocol" field="name"/>
</modifiers>
</rule>
<rule id="53ad-7286-fd8e-bea9" name="Agitation Harmoniser [3.07]" publicationId="908d-6feb-2e9e-843b" hidden="false">
<description>Weapons with Agitation Quality in this Unit gain +4 to their Attack Dice Pool and the Sustained Quality. Models with this rule may use their Battle-Ready value if the Model would usually use the Crippled value.</description>
<modifiers>
<modifier type="set" value="Agitation Harmoniser" field="name"/>
</modifiers>
</rule>
<rule id="1b80-20ba-6dae-7094" name="Hydrophone Relay [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Attacks against Enemy Models within 10” of this Model ignore the Obscured rule.</description>
<modifiers>
<modifier type="set" value="Hydrophone Relay" field="name"/>
</modifiers>
</rule>
<rule id="84f6-ec74-541c-ffd7" name="Infrasound Detector [3.06]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Attacks against Enemy Models within 10” of this Model ignore the Obscured rule.</description>
<modifiers>
<modifier type="set" value="Infrasound Detector" field="name"/>
</modifiers>
</rule>
<rule id="c874-c077-64e1-e63f" name="Rostrata [3.06]" publicationId="129d-da97-caec-1ddd" hidden="false">
<description>Resolve the Attack as normal with a Rostratum Naval Ballista. If the Initial Target suffers one or more points of damage, then the Unit making the Attack may make a Valour Effect against an Initial Target of the same Mass or less than the Model making the Attack. As a Valour Effect, the Initial Target receives a Level of Disorder and may be turned up to 90 degrees to a facing of the Attacker’s choosing.</description>
<modifiers>
<modifier type="set" value="Rostrata" field="name"/>
</modifiers>
</rule>
<rule id="f07b-4636-21d5-ac87" name="Accetable Attrition [3.08]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>Provided it numbers 4 Models or less at the start of the Encounter, Destroying this Unit does not confer a Squadron Killer Victory Point bonus.</description>
<modifiers>
<modifier type="set" value="Accetable Attrition" field="name"/>
</modifiers>
</rule>
<rule id="b15d-ad13-dfd5-2f24" name="Aerial Attachment [3.05]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>This Aerial Unit may choose a partner Unit with any Position Trait except the Submerged Unit trait.</description>
<modifiers>
<modifier type="set" value="Aerial Attachment" field="name"/>
</modifiers>
</rule>
<rule id="fdd3-3abf-14fe-d2de" name="Co-ordinated Support [3.06]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Models using weapons in Support of a single Lead weapon in an Attack may use this rule. The Model may Support with any weapon rather than needing to match all the Qualities. Weapons used in Support in this way have their own Qualities ignored and simply increase the Attack Dice Pool by the value indicated for their Crippled Support at that range. An Attack dice Pool increased by this rule loses the Sustained Quality if it has it. Ramming weapons may not use this rule. Weapons with the Submerged Quality cannot use this rule in Attacks against Aerial Units. Weapons with the Aerial Quality cannot use this rule in Attacks against Submerged Units.</description>
<modifiers>
<modifier type="set" value="Co-ordinated Support" field="name"/>
</modifiers>
</rule>
<rule id="6336-229a-7ed6-bb3d" name="Rebel Yell [3.06]" publicationId="129d-da97-caec-1ddd" hidden="false">
<description>Crippled Models with this rule still use the Battle Ready value of their weapons. This rule cannot be used if the Model has the Emergency or Chaos and Disarray Disorder Condition. The Unit ignores the Conscripted Crew rule when making or defending an Assault against a Unit with the Union Trait.</description>
<modifiers>
<modifier type="set" value="Rebel Yell" field="name"/>
</modifiers>
</rule>
<rule id="6682-4372-1977-72dc" name="Sabre Rattle [3.08]" publicationId="5a03-1c6f-8fc8-2be1" hidden="false">
<description>Once both sides have deployed but before any Vanguard or Deceptive Deployment moves have been made, Units in this Battlefleet may be redeployed within their Deployment Zone up to 5” provided that their new position is closer to the enemy Deployment Zone than before this redeployment. Each Unit in this Battlefleet may only be redeployed once.</description>
<modifiers>
<modifier type="set" value="Sabre Rattle" field="name"/>
</modifiers>
</rule>
<rule id="77fc-8a38-b1e1-b921" name="Talon Assault [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>At the start of the first Round, provided at least one Battlefleet has this rule, the Union player creates a stack of Talon Autogyro Tokens in what is called a Talon Assault. This stack consists of a Talon Autogyro Token for each Battlefleet in their Force with this rule. At the start of the First Round, after all deployment, this stack is Placed in base contact with an enemy Unit of the players choice (not Submerged Units). At the beginning of the End Phase, before SRS Resolution, each Talon Autogyro Token contribute 5 Action Dice to an Assault against that Unit when it Activates. The Talon Autogyro stack count as the Assaulting Model, and they ignore Counter Assaults. Friendly SRS placed in contact with Surface Unit may support the Autogyro Token Assault. Up to four additional Talon Autogyro Tokens may be added to this Talon Assault stack for +5pts per Token. The stack may not be split, and all Talon Autogyro Tokens in the stack are discarded at the end of that Assault.</description>
<modifiers>
<modifier type="set" value="Talon Assault" field="name"/>
</modifiers>
</rule>
<rule id="0875-9929-1e1f-a032" name="Semper Fortis [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>Union commanders are trained to take advantage of evolving situations. After a Force with this Unit in play uses a card for a Valour Effect (or has the Valour Effect Cancelled and is forced to discard a card), roll an Action Die. On a Heavy Hit or an Exploding Hit, do not discard the Victory & Valour card and instead return it to your hand. You may only roll once per card.</description>
<modifiers>
<modifier type="set" value="Semper Fortis" field="name"/>
</modifiers>
</rule>
<rule id="ee33-07eb-77e7-c5aa" name="Flashlamps [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>Models in this Unit retain a Coherency of 5” rather than the usual 4”. Models in the same Unit may contribute to a Defence Dice Pool if within 5” rather than the usual 4”. If the Joining Unit has this rule but the Partner Unit does not, then the Attached Unit gains the rule.</description>
<modifiers>
<modifier type="set" value="Flashlamps" field="name"/>
</modifiers>
</rule>
<rule id="04d4-35c8-b8b2-c9a0" name="Pacifier Assault [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>As a Special Operations Action that may be made by this Unit instead of a normal Assault, each Model in this Unit with this rule may place a number of Talon Autogyro Tokens equal to their Mass in contact with an Initial Target up to 20” away. These are Assault Tokens. At the beginning of the End Phase, before SRS Resolution, each Talon Autogyro Token contribute 5 Action Dice to an Assault against that Initial Target. The Talon Autogyro Tokens in base contact form a single stack and count as the Assaulting Model, and they ignore Counter Assaults. Friendly SRS placed in contact with Initial Target may support the Autogyro Token stack in the Assault. If the result of an Assault by Talon Autogyro Tokens is a Draw, it is instead considered a Havoc result. All Talon Autogyro Tokens in the stack are discarded at the end of that Assault.</description>
<modifiers>
<modifier type="set" value="Pacifier Assault" field="name"/>
</modifiers>
</rule>
<rule id="8b20-d253-2052-6591" name="Akron Escort Duty [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>At the start of its Activation, if this Unit consists of a single Model, it is immediately removed from the Play Area and the Unit counts as destroyed. A friendly unescorted Unit in the Play Area may immediately gain a single Akron Aerial Escort for the remainder of the Encounter or until it is destroyed.</description>
<modifiers>
<modifier type="set" value="Akron Escort Duty" field="name"/>
</modifiers>
</rule>
<rule id="9399-4fef-83de-1d52" name="AWACS [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>Weapons with the Aerial Quality gain the Extreme Range and Homing Quality if the Initial Target is within 20" of an Akron Sentry Rotor Unit.</description>
<modifiers>
<modifier type="set" value="AWACS" field="name"/>
</modifiers>
</rule>
<rule id="b44f-ea85-bc94-f729" name="Long Range Support [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>Akron Aerial Escorts within 15” of this Model provide +2 to Attack Action Dice Pools at Point Blank Range rather than the usual +1. Talon Autogyro Tokens may re-roll blank results in any Assault that they participate in within 15” of this Unit.</description>
<modifiers>
<modifier type="set" value="Long Range Support" field="name"/>
</modifiers>
</rule>
<rule id="aa42-18e0-bcd6-4b04" name="Hammer Song [3.06]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>Once per Activation, this Unit may make the following as a Valour Effect provided the Valour card discarded has a value of at least 40 (including by Valorous Conduct). Each Model in the Unit with this rule, that has caused at least one point of damage in a Ramming Action with their Twin Sturginium Hammers or Grant Jackhammer this Activation, may make a second Ramming Action against the same or a new Point of Impact within 2” of the first. The Action Dice Pool for the second Ram is the same as the first. The Moving Model may not make any further movement this Activation if it uses this rule.</description>
<modifiers>
<modifier type="set" value="Hammer Song" field="name"/>
</modifiers>
</rule>
<rule id="bb2a-ac29-b05f-d3d1" name="RJ Afterburner [3.06]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>As a Special Operation, this Model may increase its Speed by 9" and Exploding Hits from Attacks against this Model do not generate additional dice for the remainder of the Round. When using this rule, this Model receives a Disorder Condition and may not use Hammer Song during the same Activation.</description>
<modifiers>
<modifier type="set" value="RJ Afterburner" field="name"/>
</modifiers>
</rule>
<rule id="ac11-db49-c94e-22bd" name="Helical Rail Guns [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>Weapons on this Unit with the Gunnery Quality can never have a Support value greater than 3. Attacks with the Gunnery Quality by this Unit treat the Citadel of their Initial Target as one lower than indicated. When making an Attack against Models with the Skimming Unit or Aerial Unit Positional Traits, each weapon with the Gunnery Quality receives +1 Action Dice. When making an Action against Models with the Submerged Unit Positional Trait, each weapon with the Gunnery Quality receives -1 Action Dice to a minimum of 1.</description>
<modifiers>
<modifier type="set" value="Helical Rail Guns" field="name"/>
</modifiers>
</rule>
<rule id="d598-ef5b-6064-c21d" name="Thermobaric Volley [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>Weapons on this Unit with the Aerial Quality gain the Hazardous Quality. As a Valour Effect after rolling an Attack, if the number of Exploding Hits rolled against the Initial Target equals or exceed its Mass, then all Hits and Heavy Hits in the initial roll for the Attack count as Exploding Hits. Action dice generated by the Exploding Hits are unaffected by this rule.</description>
<modifiers>
<modifier type="set" value="Thermobaric Volley" field="name"/>
</modifiers>
</rule>
<rule id="e204-7522-f18d-3ec0" name="Auto-Destruction Sequence (3.07a)" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>Once per Activation, this Unit may make the following Valour Effect provided the Valour card discarded has a value of at least 40 (including by Valorous Conduct). Any Model in this Unit may be immediately destroyed. For every two Models destroyed in this manner, automatically inflict a Catastrophic Explosion on a Model within 2”.</description>
<modifiers>
<modifier type="set" value="Auto-Destruction Sequence" field="name"/>
</modifiers>
</rule>
<rule id="f4a4-b36e-8c41-4786" name="High Speed Guidence [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>When using the Spotter or AWACS (Akron Warning And Control System) rules, Cruise Missile Silos gain the High Velocity Quality.</description>
<modifiers>
<modifier type="set" value="High Speed Guidence" field="name"/>
</modifiers>
</rule>
<rule id="babc-246f-0bd1-bddf" name="Platform Transport [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>During the Reserves Step of any Round where this Model is in the Play Area, it may immediately deploy a platform consisting of a Unit of a single Model with the Colorado Class, Farpoint Class, or Oklahoma Class traits. The platform does not have the Forward Deployment rule and is instead deployed immediately within 2” of this Model. The platform does not cost additional points but does not have any upgrades. Once a platform has been deployed using this rule from this Model, this Model loses the Platform Transport rule for the remainder of the Encounter.</description>
<modifiers>
<modifier type="set" value="Platform Transport" field="name"/>
</modifiers>
</rule>
<rule id="dba8-d1f1-1219-6048" name="Akron Aerial Escort [3.07a]" publicationId="e6a1-85d3-8979-7880" hidden="false">
<description>The Akron Aerial Escort is an Escort Token (see pg 32 of the Dystopian Wars rules). Catastrophic Explosions can only remove an Akron Aerial Escort Token if caused by Attacks with the Aerial Quality. Escorted Units with an Akron Aerial Escort gain the Extreme Range Quality to any Attacks they make with the Aerial Quality.</description>
<modifiers>
<modifier type="set" value="Aerial Attachment" field="name"/>
</modifiers>
</rule>
<rule id="7128-f088-fcc6-6b08" name="Breaker of Bows [3.05]" publicationId="e265-8c7f-a4b2-a48e" hidden="false">
<description>This Unit may Ram Surface Units. This Unit scores an additional Victory Point each time it scores Victory Points for destroying a Surface Unit with an Assault or Ramming Action.</description>
<modifiers>
<modifier type="set" value="Breaker of Bows" field="name"/>