diff --git a/Alliance.cat b/Alliance.cat
index ecee57f..6454a8e 100644
--- a/Alliance.cat
+++ b/Alliance.cat
@@ -1209,7 +1209,7 @@
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@@ -1227,8 +1227,8 @@
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diff --git a/Generator.cat b/Generator.cat
index fd5d46a..d434f42 100644
--- a/Generator.cat
+++ b/Generator.cat
@@ -1,5 +1,5 @@
-
+
Review 1.00.00: generator collection
Review 3.04.00: all generator included and updated
Review 3.04.01: all generator included and updated. added 3.03 Orbat change
@@ -14,7 +14,8 @@ Review 3.05.01: update for 3.05 Orbats Jan'24 (to be used with New Recruit)
Review 3.06.00: start of 3.06 updates
Review 3.06.01: Crown 3.05a data (rev1)
Review 3.06.02: Alliance 3.05
-Review 3.06.03: Empire 3.05
+Review 3.06.03: Empire 3.05
+Review 3.06.03: Sultanate / Union 3.06
@@ -817,18 +818,34 @@ Review 3.06.03: Empire 3.05
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This Generator provides +2 to the Model’s Speed Attribute. This Generator may be used in the Shooting Phase with a 360-degree Line of Sight to make an Attack against an Initial Target within 20” using the Lightning Strike weapon profile. The Attack ignores Shield Generators and Shroud Generators. A Model that uses its Arc Generator to make an Attack gains a level of Disorder. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
The Model adds +2 to its Speed Attribute and +2 to its Turn Limit. The Model suffers an additional Point of Damage whenever it suffers a Catastrophic Explosion caused by receiving a duplicate Reactor Leak Critical Damage Marker. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
-
- During the Special Operations Step of this Unit’s Activation, it may use its Callimachus Chrono-Lathe to immediately remove a point of damage from each Battle-Ready Model in single Unit within 15”. You may remove additional points from the same Unit during the Activation, but you must discard a card from your hand for each additional point removed using this rule. Furthermore, as a Valour Effect during the Reserves Step, the device may be used to immediately bring a Unit from Reserve and deploy them within 3” of this Unit. The Unit brought from Reserve immediately receives the Hazard Condition but may Activate as normal this Round. This device is unaffected by Generator Offline Critical Damage.
+
+ During the Special Operations Step of this Unit’s Activation, it may use its Callimachus Chrono-Lathe to immediately remove a point of damage from each Battle-Ready Model in single Unit within 15”. You may remove additional points from the same Unit during the Activation, but you must discard a card from your hand each time an additional point is removed from all the Models in the Unit. Furthermore, as a Valour Effect during this Unit’s Reserves Step, the device may be used to immediately bring a Unit from Reserve and deploy them within 3” of this Unit. The Unit brought from Reserve immediately receives the Hazard Condition but may Activate as normal this Round. This device is unaffected by Generator Offline Critical Damage.
-
+
Each time a Model in a Unit is destroyed, provided there is an active Chrono Generator in the Unit, the controlling Player may choose to roll an Action die and consult the following table. A Model that is Destroyed cannot use its own Chrono Generator to replace itself.
- Exploding Hit: Replace the Destroyed Model with an identical Model with full Hull Points at its Crippled value.
@@ -849,8 +866,8 @@ The Identical Model has the exact same upgrades, weapons and traits as the Model
Cryogenic Blasts and Iceberg Obstacles cannot cause damage to Aerial Units.
-
- During the Special Operations Step of this Unit’s Activation, it may use its Diophantus Chaos-Orb to draw three Victory and Valour Cards, examine them, discard two and keep one to add to the Player’s hand for the Round. Then, during the End Phase, the player must discard a card of their choice from their hand. Furthermore, as a Valour Effect in the Shooting Step, the player may use the device as a Heavy Particle Cannon with a 360 Fire Arc. A Model may not be Wavelurking while using a Diophantus Chaos-Orb. This device is unaffected by Generator Offline Critical Damage.
+
+ In the Special Operations Step of the Operations Phase, all Enemy Models within 5” of this Model receive the Shredded Defences Critical Damage Marker unless they already have it. During the Special Operations Step of this Unit’s Activation, it may use its Diophantus Chaos-Orb to draw three Victory and Valour Cards, examine them, discard two and keep one to add to the Player’s hand for the Round. Then, during the End Phase, the player must discard a card of their choice from their hand. Furthermore, as a Valour Effect in the Shooting Step, the player may use the device as a Heavy Particle Cannon with a 360 Fire Arc. The Heavy Particle Cannon may also trigger its own Valour Effect in the same Step. A Model may not be Wavelurking while using a Diophantus Chaos-Orb. This device is unaffected by Generator Shutdown Critical Damage.
Remove a single Action die from each Action Dice Pool used in Attacks against a Model with this Generator. Furthermore, Attacks against a Model with an Entropic Generator must cause a number of hits greater than the Model’s Armour attribute, rather than equal to or greater to cause a point of damage. If the number of hits exceeds the Armour attribute, then this Generator has no effect on the Attack. A Model cannot use a Shield Generator if it decides to use an Entropic Generator against an Attack. This Generator cannot be used against Ramming or Assaults. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
@@ -870,9 +887,6 @@ Cryogenic Blasts and Iceberg Obstacles cannot cause damage to Aerial Units.
In the Shooting Phase, a Model with this Generator may make an Attack against an enemy Unit within 10”. Roll an Action die. On a Counter or Heavy Counter result, the target Unit’s Speed is reduced for its next Activation by 3 to a minimum of 1. On a Hit or Heavy Hit result, the Unit is affect as outlined previously and each Model in the Unit also suffers a point of damage. On an Exploding Hit result the Unit is unaffected and instead the closest target Model suffers a Catastrophic Explosion.
-
- This Generator was developed by the Alliance from advances made in Repulsion Field generation. A Model with this Generator is a Skimming Unit. If a Model with this Generator receives a Generator Shutdown Critical Damage Result it must be re-rolled. If this re-rolled result is a Generator Shutdown Critical Damage Result and the model is in contact with a terrain feature, it is immediately destroyed.
-
This Generator may be used in the Shooting Phase to fire a Magma Sear at a Target Model with a 360 degree Fire Arc. Alternatively, the controlling player of this Model rolls an Action Die.
- On a result of an Exploding Hit, you may place a 2" long Mass 2 Obstacle of volcanic rock within 25" of this Model.
@@ -883,14 +897,14 @@ Cryogenic Blasts and Iceberg Obstacles cannot cause damage to Aerial Units.
Any Heavy Hits against a Model with this Generator by weapons with the Aerial Quality or by Enemy SRS must be re-rolled. Exploding Hits are unaffected. Once per Activation this Model may target itself or a friendly or enemy Unit within 10”. Roll an Action Dice for each SRS Token, Escort Token or Assault Token within 3” of the targeted Unit (roll separately for each stack). Remove one Token for each Exploding Hit result. If the Unit targeted is an Aerial Unit, then it also receives a level of Disorder on the closest Model in the Unit. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
-
- Unless the attacker is at Point Blank Range, a Model with this Generator is Obscured to attacks with the Gunnery Quality. Furthermore, if each Model in an unattached Unit is equipped with this Generator, then as a Special Operations Action, the entire Unit may be removed from Play and replaced at a new point completely within 7” of its original position. After the Unit is removed, each Model must then be placed with the same facing as when they were removed, in Coherency and in Open Water. Models with the Immobile rule are unaffected by Mirage generators. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
+
+ Unless the attacker is at Point Blank Range, a Model with this Generator is Obscured to attacks with the Gunnery Quality. Furthermore, if each Model in an unattached Unit is equipped with this Generator, then as a Special Operations Action, the entire Unit may be removed from Play and replaced at a new point completely within 7” of its original position. All Models in the Unit receive a Level of Disorder. After the Unit is removed, each Model must then be placed with the same facing as when they were removed, in Coherency and in Open Water. Models with the Immobile rule are unaffected by Mirage generators. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
In the Special Operations Step of the Operations Phase, the controlling player may target a single enemy Unit within 15" of this Model. All Models in the Unit receive the Generator Offline Critical Damage Marker, unless they already have it. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
-
- This Generator may be used by a Unit as a Special Operations Action. This Unit may place a 40mm Portal Token within 5” of itself. Each additional Portal Generator in this Unit increases the distance that each Portal Token may be deployed by +10” (to a maximum range of 25”). If there are three or more Models in the Unit with Portal Generators, the Unit may instead place up to two Portal Tokens within 5”. During the Round, any friendly Unit with the Sultanate Trait making an Attack with the Bomb or Broadside Qualities that has a friendly Portal Token within 4” of that Unit may measure the range of the Attack as though being made from any other friendly Portal Token. The Attacking Unit still requires Line of Sight to the Initial Target, but the weapon must replace their listed Fire Arc with a 360-degree Fire Arc if used with a Portal. Escort Tokens cannot provide a benefit to this Attack. Furthermore, during the Reserves Step of that Round, when a friendly Mass 2 or Mass 1 Unit deploys from reserves, it may be deployed in base contact with any friendly Portal Token rather than using any other deployment options. Each Model in the Reserve Unit must be deployed in base contact with the same Portal Token. Remove the friendly Portal Token once a Reserve Unit has been deployed using it, or an Attack using the Bomb or Broadside Qualities has been measured from it. Finally, remove all remaining Portal Tokens from the Play Area at the start of the Maintenance Step. Joining Units cannot take Portal Generators. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
+
+ This Generator may be used by a Unit as a Special Operations Action. This Unit may place a 40mm Portal Token within 5” of itself. Each additional Portal Generator in this Unit increases the distance that each Portal Token may be deployed by +10” (to a maximum range of 25”). If there are three or more Models in the Unit with Portal Generators, the Unit may instead place up to two Portal Tokens within 5”. During the Round, any friendly Unit with the Sultanate Trait making an Attack with the Bomb or Broadside Qualities that has a friendly Portal Token within 4” of that Unit may measure the range of the Attack as though being made from any other friendly Portal Token. The Attacking Unit still requires Line of Sight to the Initial Target, but the weapon must replace their listed Fire Arc with a 360-degree Fire Arc if used with a Portal. Escort Tokens cannot provide a benefit to this Attack. Furthermore, during the Reserves Step of that Round, when a friendly Mass 2 or Mass 1 Unit deploys from reserves, it may be deployed in base contact with any friendly Portal Token rather than using any other deployment options. Each Model in the Reserve Unit must be deployed in base contact with the same Portal Token and receives a Level of Disorder. Remove the friendly Portal Token once a Reserve Unit has been deployed using it, or an Attack using the Bomb or Broadside Qualities has been measured from it. Finally, remove all remaining Portal Tokens from the Play Area at the start of the Maintenance Step. Joining Units cannot take Portal Generators. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
This Model gains +3SDV. Furthermore, this Model may Move over any terrain or other Models during its Movement without causing a Collision. After it completes its Movement, this Model must not be touching any other Models or Terrain Features. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
@@ -904,7 +918,7 @@ Cryogenic Blasts and Iceberg Obstacles cannot cause damage to Aerial Units.
This Model is Obscured while the generator is active. This Model still blocks line of sight as normal. Assaults, Ramming and Attack Runs ignore Shroud Generators. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
-
+
This Generator gives the Sustained Quality to any Heat Lance, Heat Lancette or Thermal Bombs weapons used by this Model. As a Valour Effect, all Solex Generators in the Unit may be used in the Shooting Phase with a 360-degree Line of Sight to make an Attack against an Initial Target using the Heat Lancette weapon profile. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
@@ -929,12 +943,15 @@ When Placing Models in the Target Unit they must always be placed in Coherency,
A Model with this Generator is Obscured to Shooting Attacks. Furthermore, as a Special Operations Action, this Model may be removed from Play and replaced at a new point completely within 5” of its original position. After the Model is removed, it must then be placed in Open Water with the same facing as when they were removed. This Generator may not be removed or replaced unless specified.
-
- A Model with this Generator or any Model within 5” (not Enemy Models) may use it to remove 2 Action Dice from any Attack against it. The Sentinel Generator cannot be used by Models with a Shield Generator or against Assaults or attacks with the Submerged, Arc or Bomb Qualities. A Model cannot be Obscured if it decides to use a Sentinel Generator against an Attack and cannot remove more than 2 Action Dice by Sentinel Generators from an Action. Furthermore, as a Valour Effect, all Sentinel Generators in the Unit may be used in the Shooting Phase to make an Attack in the Fore Arc against an Initial Target using the Heat Lance weapon profile. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
+
+ A Model with this Generator or any Model within 5” may remove 2 Action Dice from any Attack against it. The Generator cannot be used by Enemy Models or Models with a Shield Generator or against Actions with the Submerged, Arc or Bomb Qualities. No more than 2 Action Dice in total may be removed and a Model cannot be Obscured if it uses a Sentinel Generator to remove any dice. Furthermore, each Sentinel Generator in the Unit may be used in the Shooting Phase to make an Attack in the Fore Arc against an Initial Target using the Heat Lance weapon crippled profile. As a Valour effect, all Sentinel Generators may use the Battle Ready weapon profile for the Heat Lance instead. Models with a Mass of 3 or higher will always use the Battle Ready Heat Lance Profile, they do not need a Valour Effect. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
Any Friendly Aerial Units within 7” of Models with this rule counts as having a Mass of +1 for calculating the effectiveness of their Shield Generators (to a Maximum of 3 Action Dice as normal). If a Friendly Aerial Unit does not have a Shield Generator (including Mass 1 Models), then it counts as having one while within 7” of a Model with this rule, though it does not then gain the bonus to its effectiveness. This bonus to Shield Generators does not stack with any other bonus.
+
+ In the Special Operations Step of the Operations Phase, all Enemy Models that have Generators and are within 5” of this Model receive the Generator Shutdown Critical Damage Marker unless they already have it. Furthermore, in the same Step, this Unit may target a Model within 15" of this Model. If the target has an Atomic, Fury, Magnetic, Repulsion Field, Shield or Shroud Generator then this Unit counts as having that Generator for the remainder of the Round.
+
@@ -1119,5 +1136,10 @@ When Placing Models in the Target Unit they must always be placed in Coherency,
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diff --git a/Rules.cat b/Rules.cat
index dfb889c..11890b3 100644
--- a/Rules.cat
+++ b/Rules.cat
@@ -1,5 +1,5 @@
-
+
Update to ORBAT 3.06
Rules collection
@@ -30,8 +30,8 @@
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.
-
- 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 make any further movement this Activation if it uses this rule.
+
+ 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.
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.
@@ -72,7 +72,7 @@
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.
-
+
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.
@@ -81,7 +81,7 @@
Each Model in the Unit may re-roll Blank Results in Attacks against an Initial Target with a Mass of 3 or more.
-
+
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 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.
@@ -168,7 +168,7 @@
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.
-
+
When Launching SRS during the Operations Step, a Unit with this rule with an online Portal Generator may also place an additional Portal Token within 5” of itself. If it does so, any SRS Tokens launched during that Operations Step by the Unit may be placed within 40” of any Portal Token in the Play Area.
@@ -204,8 +204,8 @@
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.
-
- Once per Activation, this Unit may make the following Valour Effect. Models in this Unit with this rule gain the Sustained Quality to their Assault Dice Pool. Furthermore, as the same Valour Effect they gain +6 to Fray if the Initial Target has the Colossus rule.
+
+ 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.
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.
@@ -276,7 +276,7 @@
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.
-
+
Units with this rule may use a Defence Action Dice Pool equal to their Crippled ADV to defend against any attack with the Gunnery, Broadside or Fusillade Qualities. This Defence Action Dice Pool cannot be increased higher than the Unit’s Crippled ADV. Mass 1 Units and Models suffering from Shredded Defences cannot use Luminiferous Defences.
@@ -300,11 +300,11 @@
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.
-
+
A Model with this rule may, as a Special Operations Action, place a second 40mm Portal Token within 20” of itself. While a Model from this Unit is within 5” of a friendly Portal Token, friendly Units with the Sultanate Trait deploying from Reserve may instead be deployed in base contact with any friendly Portal Token in the Play Area. Each Model in the Reserve Unit must be deployed in base contact with the same Portal Token. Remove the friendly Portal Token once a Reserve Unit has been deployed using it.
-
- 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. 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.
+
+ 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.
The Citadel of the Initial Target receives a -2 against Attacks with the Gunnery Quality by Models with this rule.
@@ -505,7 +505,7 @@
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.
- 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.�
+ 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.
This Aerial Unit may choose a partner Unit with any Position Trait except the Submerged Unit trait.
@@ -540,11 +540,11 @@
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.
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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.
-
- During its Activation, this Model may increase its Speed by 9" and is Obscured for the remainder of the Round. If it does so it receives a Disorder Condition and may not use Hammer Song, Turn, Shoot or Assault during the same Activation.
+
+ 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.
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.
@@ -585,43 +585,43 @@
Units with the Caspian Overthruster rule gain +1 to the number of inches indicated by the rule.
-
- These are a type of SRS Token with the following differences. Each Model in this Unit with this rule may place Khepri SRS Tokens in contact with an Initial Target up to 25” away. Each Token contributes 3 Action Dice to their Attack Run and it has the Piercing and Homing Qualities. Resolve the Attack Run by Khepri SRS before any others on the Attack Run Target. If the number of Khepri SRS Tokens in the Attack Run is greater than the Mass of the Attack Run Target, the Action Dice Pool gains the Devastating Quality. Khepri SRS Tokens cannot make Attack Runs on Submerged Units and must try to find New Targets if this situation arises (page 26 of the Rules).
+
+ These are a type of SRS Token with the following differences. Each Model in this Unit with this rule may place Khepri SRS Tokens in contact with an Initial Target up to 20” away. Each Token contributes 3 Action Dice to their Attack Run and it has the Piercing and Homing Qualities. Resolve the Attack Run by Khepri SRS before any others on the Attack Run Target. If the number of Khepri SRS Tokens in the Attack Run is greater than the Mass of the Attack Run Target, the Action Dice Pool gains the Devastating Quality. Khepri SRS Tokens cannot make Attack Runs on Submerged Units and must try to find New Targets if this situation arises (page 26 of the Rules).
-
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The Battle-Ready Capacity / Crippled Capacity of each Model in this Unit is indicated in parenthesis. Each Model in this Unit may launch the indicated number of Khepri SRS Tokens and place those Tokens in base contact with Enemy Models in any combination Attack Runs. Any remaining Khepri SRS Tokens in the Play Area are removed in the Maintenance Step of the End Phase.
-
- When Launching Khepri SRS during the Operations Step, a Unit with this rule with an online Portal Generator may also place an additional Portal Token within 5” of itself. If it does so, any Khepri SRS Tokens launched during that Operations Step by the Unit may be placed within 25” of any Portal Token in the Play Area.
+
+ When Launching Khepri SRS during the Operations Step, a Unit with this rule with an online Portal Generator may also place an additional Portal Token within 5” of itself. If it does so, any Khepri SRS Tokens launched during that Operations Step by the Unit may be placed within 20” of any Portal Token in the Play Area.
Aerial Units with this rule may be deployed at the start of an Encounter in a Cloud Dive. Aerial Units that do so are deployed at the same time as Vanguard moves and may be deployed anywhere at least 20” from the enemy deployment zone. Aerial Units performing a Cloud Dive are Obscured until the end of that Round.
-
- Models in this Unit with this rule ignores the effects of the Emergency Condition but counts as having the Disorder Level. Models in the Unit support Assaults with +3 AD to Fray. Models with this rule may support an assault when they are within 3” of the Assaulting model.
+
+ Models in this Unit with this rule ignores the effects of the Emergency Condition but counts as having the Disorder Level. Models with this rule may re-roll their Blank dice results in Assaults. While supporting an Assault, Models in this Unit within 3” of the Assaulting Model gain +3 AD.
The Ferik Skiff Escort is an Escort Token. They are still removed if an Escorted Unit would suffer a Catastrophic Explosion but doesn’t due to Orichalcite Construction.
-
+
Models in this Unit with this rule have a catamaran design, common in the Sultanate. Models in this Unit with this rule gain +3 Speed during its Movement Step provided that it makes no turns. Furthermore, the duplication of parts across the hulls allows for easier repairs. 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, when making a Jury-Rigged Repair on a Model with this rule, a Hit or Heavy Hit is treated like an Exploding Hit.
You may only include up to two of this Unit in a Force.
-
+
Battle-Ready Models in this Unit with this rule do not suffer a Catastrophic Explosion if the Attack exceeds the value of their Citadel by double or more. Crippled Models with this rule or Models with this rule suffering multiples of the same Critical Damage results suffer Catastrophic Explosions as normal.
-
+
Ferik Skiff Escorts in Units within 10” of one or more Models in this Unit with this rule provide +2 to Attack Action Dice Pools at Point Blank Range rather than the usual +1. Furthermore, roll an Action Die each time a Ferik Skiff Escort Token is removed from a Unit within 10” of one or more Models with this rule (including if there are still Tokens present when a Unit with Skiff Escorts is destroyed). On a roll of a Counter or Heavy Counter the Skiff Escort Token is not removed. Instead, it is placed in Base contact with either Models with this rule, the Unit the Escort Token was originally lost from or another Friendly Model within 7” of this Unit.�
-
+
Provided the Model with this rule declares all its Attacks with the Aerial Quality against a single Initial Target, each weapon on this Model with the Aerial Quality gains the High Velocity Quality and receives +1 Action Dice for that Shooting Step.
Each Round, a single friendly Unit (excluding this Unit) within 15" may remove all Disorder Levels from itself at the start of their Activation.
-
+
A Unit with this rule may, as a Special Operations Action, place a 40mm Portal Token within 20” of itself. During the Round, when this Unit has a friendly Portal Token within 4” and makes an Attack with the Bomb or Broadside Qualities or an Assault, this Unit may measure the range of the Attack or Assault as though being made from any other friendly Portal Token. This Unit still requires Line of Sight to the Initial Target, but the weapon must replace their listed Fire Arc with a 360-degree Fire Arc if used with a Portal. Escort Tokens cannot provide a benefit to this Attack. Remove a friendly Portal Token from the Play Area once an Action has been taken. This does not have to be the Portal used for that Action. Any remaining Portal Tokens are removed from the Play Area at the start of the Maintenance Step.
@@ -680,7 +680,7 @@ Turbo Encabulation rolls may not be re-rolled or otherwise manipulated except by
At the start of the Encounter, after terrain placement but before deployment, the Player may remove and replace a single piece of Terrain. The Terrain selected cannot contain an Objective or be Impassible Terrain and may have a maximum Mass of 5. The Terrain cannot be placed in a deployment zone and must be placed in Open Water at least 3” from any other Terrain. Furthermore, the deployment zone for a Player that has one or more of these Battlefleets may be increased by a total of +1” towards the opposing Player’s deployment zone.
-
+
Mass 1 Models in this Unit with this rule are not automatically destroyed if their Citadel is exceeded by an Attack. They suffer critical damage instead.
@@ -803,20 +803,29 @@ Turbo Encabulation rolls may not be re-rolled or otherwise manipulated except by
At the start of the Encounter, when revealing the top card from their V&V deck to determine deployment, any Player with one or more Battlefleets with this rule in their Force may draw a second card in place of the first card revealed if they wish. They may only do this once per Encounter and must accept this second card. If both players have Battlefleets with this rule, then neither may draw a second card.
-
+
This Model ignores the Counter Assault result when making an Assault. Furthermore, the Assault by this Model gains the Hazardous Quality. This rule does not apply to Supporting Assaults.
-
+
This Model ignores the Counter Assault result when making an Assault. Furthermore, the Assault by this Model gains the Devastating Quality. This rule does not apply to Supporting Assaults.
-
- 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). Target a single enemy Unit within 10”, all Models in the Unit immediately gain a level of Disorder.
+
+ 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). All Models in all enemy Units within 7” immediately gain a level of Disorder.
-
+
Enemy Models within 7” of one or more Models with this rule have -2 to their Citadel Attribute.
-
- In the Special Operations phase of the round, while Battle Ready and in Open Water, this Unit may declare it is going to Deep Dive. For the remainder of that Round, the Unit doubles its Drift Movement but cannot make any other Movement. The Unit also cannot launch SRS or make any Action that does not have the Submerged Quality. Furthermore, while it carries out a Deep Dive Special Operation, this Unit cannot be the Initial Target of any Action that does not have the Submerged Quality. A Unit cannot be part of an Attached Unit if it carries out a Deep Dive Special Operation, unless both Units have this rule. A Unit cannot carry out a Deep Special Operation if it has already done so the previous Round.
+
+ In the Special Operations phase of the round, while Battle Ready and in Open Water, this Unit may declare it is going to Deep Dive. For the remainder of that Round, the Unit doubles its Drift Movement but cannot make any other Movement. The Unit also cannot launch SRS or make any Action that does not have the Submerged Quality. Furthermore, while it carries out a Deep Dive Special Operation, this Unit cannot be the Initial Target of any Action that does not have the Submerged Quality. A Unit cannot be part of an Attached Unit if it carries out a Deep Dive Special Operation, unless both Units have this rule. A Unit cannot carry out a Deep Dive Special Operation if it has already done so the previous Round.
+
+
+ Models in this Unit may not make Assaults. Models in this Unit with this rule ignores the effects of the Emergency Condition but counts as having the Disorder Level. Any friendly Model within 10” of a Model with this rule (but not including any Model with this rule) may either reduce a single Disorder Level or may re-roll all their Action Die from an Action once during their Activation.
+
+
+ This Unit may use one Generator type per Round.
+
+
+ When making Attacks with the Broadside Quality against Aerial Units, this Unit gains the Sustained (Aerial Units) Quality.
diff --git a/Sultanate.cat b/Sultanate.cat
index 23e722b..b2bf345 100644
--- a/Sultanate.cat
+++ b/Sultanate.cat
@@ -1,6 +1,6 @@
-
- ORBAT 3.04 (published 18/10/2023)
+
+ ORBAT 3.06 (published 07/02/2024)
Review 0.03.a0: First version published
Review 1.01.a0: Second release
Review 1.02.b0: Third release
@@ -12,7 +12,8 @@ Review 3.03.03: correction suggested in discord 3.03 (date 2023-02-06)
Review 3.04.00: update to ORBAT 3.04 (date 2023-08-17)
Review 3.04.01: update to ORBAT 3.04 last release (date 2023-09-01 rev2)
Review 3.05.00: update to ORBAT 3.05 last release (date 2023-10-19) rev2
-Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+Review 3.06.00: update to ORBAT 3.06
@@ -86,6 +87,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
@@ -899,7 +901,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
+
@@ -2275,7 +2277,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
+
@@ -2971,7 +2973,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
- All Sultanate Models in your Force gain +1 to Fray. If the Model has the Order Trait it gains +2 to Fray instead. Order Battlefleets s are Main Battlefleets in a Force with Faizel Osman as its Patron.
+ All Models with the Cor Caroli rule in your Force gain +1 to Fray. Order Battlefleets are Main Battlefleets in a Force with Faizel Osman as its Patron.
@@ -3015,6 +3017,11 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
+
+
+
+
@@ -3316,6 +3323,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
@@ -3969,7 +3977,15 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
+
+
+
+
+
+
+
+
+
@@ -4007,12 +4023,12 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
+
-
+
@@ -4338,8 +4354,8 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
-
+
+
@@ -5551,7 +5567,15 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
+
+
+
+
+
+
+
+
+
@@ -6531,6 +6555,11 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
+
+
+
+
@@ -7238,11 +7267,13 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
+
+
+
-
+
@@ -7332,7 +7363,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
+
@@ -7760,7 +7791,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
+
@@ -7892,9 +7923,14 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
+
+
+
+
-
+
@@ -8087,6 +8123,36 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -8135,7 +8201,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
+
@@ -8178,6 +8244,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
@@ -8325,15 +8392,14 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
-
-
+
+
@@ -8350,16 +8416,22 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
+
+
+
+
+
-
+
-
-
+
+
@@ -8380,11 +8452,6 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
-
-
-
-
@@ -8395,6 +8462,46 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -8406,7 +8513,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
+
@@ -8421,6 +8528,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
@@ -8807,7 +8915,15 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
+
+
+
+
+
+
+
+
+
@@ -9242,9 +9358,14 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
+
+
+
+
-
+
@@ -9433,9 +9554,14 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
+
+
+
+
-
+
@@ -9663,6 +9789,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
@@ -9738,8 +9865,8 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
-
@@ -10056,6 +10183,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
@@ -10173,14 +10301,13 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
-
-
-
+
+
+
@@ -10197,6 +10324,11 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
+
+
+
+
+
@@ -10284,14 +10416,17 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
-
+
-
+
+
+
+
@@ -10692,10 +10827,10 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
4/4
- 3/3
+ 5/4
3/3
- 7/7
- 14/13
+ 8/7
+ 15/13
5/3
5/3
12/11
@@ -10757,7 +10892,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
1
- 12
+ 10
10
5
10
@@ -10854,7 +10989,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
14/13
2/1
2/1
- 8/6
+ 0/0
5/2
@@ -10915,8 +11050,8 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
4/4
5/4
3/3
- 7/7
- 14/13
+ 8/7
+ 15/13
5/3
5/3
12/11
@@ -10928,8 +11063,8 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
4/4
5/4
3/3
- 7/7
- 13/12
+ 8/7
+ 14/13
5/3
5/3
12/11
@@ -10941,9 +11076,9 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
4/4
6/5
5/4
- 7/6
- 14/11
- 7/6
+ 7/7
+ 14/13
+ 8/7
5/3
10/9
7/6
@@ -11023,7 +11158,7 @@ Review 3.05.01: correction after ORBAT 3.05 update (to be used with New Recruit)
14/13
2/1
2/1
- 8/6
+ 0/0
5/2
diff --git a/Union.cat b/Union.cat
index 9495358..b6d7ed0 100644
--- a/Union.cat
+++ b/Union.cat
@@ -1,6 +1,6 @@
-
- Union ORBAT 3.04 (published 18/10/2023)
+
+ Union ORBAT 3.06 (published 06/02/2024)
Review 1.03.00: Initial release
Review 3.03.00: Update to Orbat 3.03
Review 3.03.01: correction after the update to Orbat 3.03
@@ -9,7 +9,8 @@ Review 3.04.00: Update to Orbat 3.04 (rev.1)
Review 3.04.01: complete uodate for Orbat 3.04 (published 20230901 rev1)
Review 3.05.00: update for Orbat 3.05 (published 20231018) rev1
Review 3.05.01: correction request by #BillyBones for Orbat 3.05 (published 20231018 rev1)
-Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+Review 3.06.00: updated to Orbat 3.06 (07/04/2024)
@@ -1866,6 +1867,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -1922,6 +1924,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -1977,6 +1980,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -2042,6 +2046,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -2123,6 +2128,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -2177,6 +2183,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -2232,6 +2239,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -2292,6 +2300,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -2357,6 +2366,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -2384,6 +2394,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -2440,6 +2451,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -2836,6 +2848,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -3079,6 +3092,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -3135,6 +3149,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -3191,6 +3206,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -3228,6 +3244,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -3284,6 +3301,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -3337,6 +3355,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -3404,6 +3423,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -3458,6 +3478,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -3529,6 +3550,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -3596,6 +3618,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -3667,6 +3690,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -3745,6 +3769,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -4387,6 +4412,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -4530,6 +4556,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -5241,7 +5268,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
@@ -6498,6 +6525,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -6591,6 +6621,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -7390,7 +7423,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
@@ -7400,6 +7433,8 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
@@ -7416,7 +7451,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
@@ -7467,7 +7502,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
@@ -7478,6 +7513,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -7489,7 +7525,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
@@ -7498,15 +7534,21 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
+
+
+
-
+
@@ -7550,22 +7592,24 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
-
+
+
+
-
+
@@ -7579,6 +7623,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -7589,6 +7636,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -7638,11 +7688,12 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
+
@@ -8869,6 +8920,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -8904,6 +8958,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -9588,12 +9645,20 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
+
+
+
+
+
@@ -9629,6 +9694,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -9900,6 +9968,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -9935,6 +10006,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -10040,6 +10114,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -10078,6 +10155,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -10287,6 +10367,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -10322,6 +10405,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -10770,6 +10856,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -10779,6 +10868,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -10857,6 +10949,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -10892,6 +10987,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -11084,6 +11182,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -11093,6 +11194,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -11222,6 +11326,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -11251,6 +11358,9 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
@@ -11455,7 +11565,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
@@ -11465,21 +11575,35 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
-
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
@@ -11523,7 +11647,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
@@ -11534,6 +11658,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -11559,14 +11684,14 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
-
+
@@ -11689,7 +11814,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
@@ -11699,6 +11824,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
@@ -11710,35 +11836,53 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
+
+
@@ -11773,7 +11917,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
@@ -11783,6 +11927,8 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
@@ -11794,45 +11940,69 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
+
+
+
+
+
+
+
+
@@ -11847,7 +12017,7 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
-
+
@@ -11857,31 +12027,44 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
-
+
+
+
+
+
+
+
+
+
+
-
+
+
+
+
@@ -11893,6 +12076,17 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
+
+
+
+
+
+
+
+
+
+
+
@@ -12682,15 +12876,15 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
- 2/2
- 9/8
- 6/5
- 6/6
- 12/12
- 4/4
- 0/0
- 5/4
- 3/2
+ 2/2
+ 9/8
+ 6/5
+ 7/6
+ 12/12
+ 4/4
+ 2/2
+ 7/6
+ 4/2
@@ -12747,15 +12941,15 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
- 2/2
- 8/6
- 5/4
- 6/6
- 12/10
- 5/3
- 0/0
- 7/6
- 4/2
+ 2/2
+ 8/6
+ 5/4
+ 6/6
+ 14/10
+ 5/3
+ 0/0
+ 7/6
+ 5/3
@@ -12773,28 +12967,28 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
- 2/2
- 8/6
- 5/4
- 6/6
- 12/10
- 5/3
- 0/0
- 7/6
- 4/2
+ 2/2
+ 8/6
+ 5/4
+ 6/6
+ 14/10
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- 2/2
- 8/6
- 5/4
- 6/6
- 12/10
- 5/3
- 0/0
- 7/6
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+ 8/6
+ 5/4
+ 6/6
+ 14/10
+ 5/3
+ 0/0
+ 8/7
+ 5/3
@@ -12825,28 +13019,28 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
- 2/2
- 8/6
- 5/4
- 6/6
- 12/10
- 5/3
- 0/0
- 9/6
- 4/2
+ 2/2
+ 8/6
+ 5/4
+ 6/6
+ 14/10
+ 5/3
+ 0/0
+ 9/6
+ 5/3
- 2/2
- 8/6
- 5/4
- 6/6
- 12/10
- 5/3
- 0/0
- 7/6
- 3/3
+ 2/2
+ 8/6
+ 5/4
+ 6/6
+ 14/10
+ 5/3
+ 0/0
+ 7/6
+ 4/4
@@ -12864,41 +13058,41 @@ Review 3.05.02: correction for Orbat 3.05 (to be used with New Recruit)
- 3/3
- 8/6
- 5/4
- 6/6
- 12/10
- 6/4
- 0/0
- 10/8
- 8/4
+ 3/3
+ 8/6
+ 5/4
+ 6/6
+ 14/10
+ 6/4
+ 0/0
+ 11/9
+ 8/5
- 3/3
- 8/6
- 5/4
- 6/6
- 12/10
- 6/4
- 0/0
- 10/8
- 8/4
+ 3/3
+ 8/6
+ 5/4
+ 7/6
+ 14/10
+ 6/4
+ 0/0
+ 12/10
+ 8/5
- 3/3
- 8/6
- 5/4
- 6/6
- 12/10
- 6/4
- 0/0
- 10/8
- 8/4
+ 3/3
+ 8/6
+ 5/4
+ 7/6
+ 14/10
+ 6/4
+ 0/0
+ 10/8
+ 8/5
diff --git a/Weapon.cat b/Weapon.cat
index 2d0dd40..c2d5d93 100644
--- a/Weapon.cat
+++ b/Weapon.cat
@@ -18,7 +18,7 @@ Review v14: corrected gun battery profile for June '23 update, review 3.04.
Review v15: start of review for 3.04 Orbats (rev.4)
Review v16: start of review for 3.04 Orbats for Sept '23 (rev4)
Review v17: start of review for 3.05 Orbats (rev3)
-Review v18: modification for 3.05 Orbats (to be used with New Recruit) rev4
+Review v18: modification for 3.05 Orbats (to be used with New Recruit) rev5
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Place the Blast template over the Initial Target. Resolve the Attack as normal. If the Initial target suffers one or more points of damage, then the Unit making the Attack may make a Valour Effect affecting all Models touched by the Blast. As a Valour Effect, any Models touched by the Blast template are moved towards the centre of the Blast template in the order of the attackers choosing. Usually this will cause collisions with another Model. Any intervening terrain between the centre of the Blast and a Moving Model is collided with instead. Resolve all Collisions in the order of the attackers choosing, then each Moving Model completes any disengaging and moves their Drift value, resolving any further Collisions this causes.
-
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D-Cannon Batteries ignore Shield Generators. As a Valour Effect, before targets are declared using this weapon, all D-Cannons in the Unit lose the Indirect Quality and instead gain the Devastating Quality.
@@ -9767,11 +9913,11 @@ The attacking Player chooses which die result to apply. One of the Action Dice i
- -
- 4(1) / 3(2)
- 3(1) / -
- -
- Gunnery, Sustained
+ -
+ 4(3) / 3(2)
+ 3(2) / -
+ -
+ Gunnery, Sustained