diff --git a/Alliance.cat b/Alliance.cat
index f4f09c6..36ce9eb 100644
--- a/Alliance.cat
+++ b/Alliance.cat
@@ -19,7 +19,8 @@
3.04.01: new datafile for ORBAT 3.04 (rev.3)
3.04.02: revivew datafile for ORBAT 3.04 (01/09/2023)
3.04.03: correction of datafile for ORBAT 3.04 (01/09/2023 rev3)
-3.04.04: check datafile for ORBAT 3.04 (01/09/2023 to be used in New Recruit)
+3.04.04: check datafile for ORBAT 3.04 (01/09/2023 to be used in New Recruit)
+3.04.05: v18 rev1, error correction (10/02/2024)
@@ -2101,7 +2102,7 @@
-
+
diff --git a/Common.cat b/Common.cat
index 807bd18..9b9b5c6 100644
--- a/Common.cat
+++ b/Common.cat
@@ -1,5 +1,5 @@
-
+
Update to ORBAT 3.04 (published 01/08/2023)
Review 3.03.00: initial library edition
Review 3.03.01: new data
@@ -9,7 +9,8 @@ Review 3.03.04: new data for the mid September update
Review 3.04.00: new data for the 3.04 Orbats (rev.2)
Review 3.04.01: new data for the 3.04 Orbats Sept '23 release (rev3)
Review 3.05.00: new data for the 3.05 Orbats Oct '23 release
-Review 3.05.01: new data for the 3.05 Orbats Jan'24 (to be used with New Recruit)
+Review 3.05.01: new data for the 3.05 Orbats Jan'24 (to be used with New Recruit)
+Review 3.06.00: start of 3.06 updates
@@ -187,6 +188,7 @@ Review 3.05.01: new data for the 3.05 Orbats Jan'24 (to be used with New Re
+
diff --git a/Commonwealth.cat b/Commonwealth.cat
index af4756a..d722b6a 100644
--- a/Commonwealth.cat
+++ b/Commonwealth.cat
@@ -21,7 +21,8 @@ Review 3.03.05: Pakhtusov correction (publish 2023-02-05)
Review 3.04.00: new datafile for ORBAT 3.04 (rev.3)
Review 3.04.01: updated datafile for ORBAT 3.04 published 31/08/2023
Review 3.04.02: correction datafile for ORBAT 3.04 published 31/08/2023 (rev3)
-Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be used in New Recruit)
+Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be used in New Recruit)
+Review 3.04.04: v21 rev 1, minor correction
@@ -5240,7 +5241,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -5278,7 +5279,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -5316,7 +5317,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -5354,7 +5355,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -5400,7 +5401,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -5443,7 +5444,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -5486,7 +5487,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -5529,7 +5530,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -6423,13 +6424,13 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
-
+
@@ -6467,7 +6468,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -6505,7 +6506,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -6543,7 +6544,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -6664,7 +6665,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -6680,7 +6681,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -6696,7 +6697,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
@@ -6712,7 +6713,7 @@ Review 3.04.03: correction datafile for ORBAT 3.04 published 31/08/2023 (to be u
-
+
diff --git a/Dystopian_Wars.gst b/Dystopian_Wars.gst
index 7992c37..e07e0d0 100644
--- a/Dystopian_Wars.gst
+++ b/Dystopian_Wars.gst
@@ -1,5 +1,5 @@
-
+
The Dystopian Wars datafile are editied and mantained with Ruslan Zakirov, that with patience has start to managed all profile and debugging.
Revision 1.01: added all ORBAT Publication
Revision 1.02: managed correctlly Publication, corrected Command Reroll bonus
@@ -11,7 +11,8 @@ Revision 3.03.02: new feature add correction to support 3.03 Orbat
Revision 3.03.03: new correction to introduce Common library
Revision 3.04.00: introduction of the 3.04 Orbats
Revision 3.05.00: introduction of the 3.05 Orbats
-Revision 3.05.01: modification of the 3.05 Orbats (to be used with New Recruit)
+Revision 3.05.01: modification of the 3.05 Orbats (to be used with New Recruit)
+Revision 3.06.00: common categories for 3.06 Orbats
@@ -96,14 +97,16 @@ Revision 3.05.01: modification of the 3.05 Orbats (to be used with New Recruit)<
-
-
+
+
+
+
diff --git a/Enlightened.cat b/Enlightened.cat
index 33b88c9..d1f81e4 100644
--- a/Enlightened.cat
+++ b/Enlightened.cat
@@ -1,6 +1,6 @@
- Last Enlightened ORBAT 3.04 (published 08/10/2023)
+ Enlightened ORBAT 3.04 (published 08/10/2023)
Review 1.02.00: initial edition according to Enlightened ORBAT 1.02a
Review 1.02.01: bux fixing and correct Physeter Ambush management
Review 1.03.b0: uptate data to version 1.03b
@@ -16,7 +16,8 @@ Review 3.03.06: correction suggested in GitHub 3.03 (date 2023-02-07)
Review 3.03.07: correction suggested in GitHub 3.03 (date 2023-02-07)
Review 3.03.08: correction suggested in GitHub 3.03 (date 2023-02-07)
Review 3.04.00: uptate data to version 3.04 (Orbat published 20230908) rev2
-Review 3.04.01: uptate data to version 3.04 (Orbat published 20230908 to be used with New Recruit)
+Review 3.04.01: uptate data to version 3.04 (Orbat published 20230908 to be used with New Recruit)
+Review 3.04.02: v16 rev1, minor correction
@@ -1955,9 +1956,21 @@ Review 3.04.01: uptate data to version 3.04 (Orbat published 20230908 to be used
+
+
+
+
+
+
+
+
+
+
+
+
-
+
@@ -2155,7 +2168,7 @@ Review 3.04.01: uptate data to version 3.04 (Orbat published 20230908 to be used
-
+
@@ -5349,7 +5362,7 @@ Review 3.04.01: uptate data to version 3.04 (Orbat published 20230908 to be used
-
+
@@ -5370,7 +5383,7 @@ Review 3.04.01: uptate data to version 3.04 (Orbat published 20230908 to be used
-
+
@@ -5380,8 +5393,8 @@ Review 3.04.01: uptate data to version 3.04 (Orbat published 20230908 to be used
-
-
+
+
@@ -5910,7 +5923,7 @@ Review 3.04.01: uptate data to version 3.04 (Orbat published 20230908 to be used
-
+
@@ -5933,13 +5946,13 @@ Review 3.04.01: uptate data to version 3.04 (Orbat published 20230908 to be used
-
+
-
-
+
+
@@ -6927,12 +6940,12 @@ Review 3.04.01: uptate data to version 3.04 (Orbat published 20230908 to be used
-
+
-
+
@@ -7071,12 +7084,12 @@ Review 3.04.01: uptate data to version 3.04 (Orbat published 20230908 to be used
-
+
-
+
@@ -7225,12 +7238,12 @@ Review 3.04.01: uptate data to version 3.04 (Orbat published 20230908 to be used
-
+
-
+
diff --git a/Generator.cat b/Generator.cat
index fc9e4b8..00b41ce 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
@@ -10,7 +10,8 @@ Review 3.04.05: new data for mid September updated
Review 3.04.06: new rules for 3.04 Orbats (rev.2)
Review 3.04.07: update for 3.04 Orbats Sept '23 release (rev.1)
Review 3.05.00: update for 3.05 Orbats Oct '23 release
-Review 3.05.01: update for 3.05 Orbats Jan'24 (to be used with New Recruit)
+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
@@ -783,12 +784,28 @@ Review 3.05.01: update for 3.05 Orbats Jan'24 (to be used with New Recruit)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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.
@@ -821,7 +838,7 @@ Cryogenic Blasts and Iceberg Obstacles cannot cause damage to Aerial Units.
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.
-
+
This Generator gives the Model +1 to its Speed Attribute and +4 to its Fray Attribute. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
@@ -833,8 +850,8 @@ Cryogenic Blasts and Iceberg Obstacles cannot cause damage to Aerial Units.
At the start of the Maintenance Step of the End Phase, any Unit where every Model has an online Interphase Generator may become an Interphased Unit. An Interphased Unit is removed from the Play Area, placed into Reserves, and a 50mm Interphase Marker is placed in the position of any one Model in this Unit. In subsequent Rounds, Interphased Units must be the first Units Activated in a Force. When an Interphased Unit is Activated, it is immediately deployed, and must be placed within 20” of any Interphase Marker in the Play Area. You must remove one of your Interphase Markers each time this happens. No Model in this Unit can be deployed touching another Model. When an Interphased Unit is deployed it uses the Crippled profile of their weapons for that Round. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
-
- 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 Hit or Heavy Hit result, the target Unit’s Speed is reduced for its next Activation by 3 to a minimum of 1. On an Exploding Hit result the closest target Model instead suffers a Critical Hit.
+
+ 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.
@@ -846,7 +863,7 @@ 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.
@@ -858,22 +875,22 @@ Cryogenic Blasts and Iceberg Obstacles cannot cause damage to Aerial Units.
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 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.
-
+
A Model with this Generator may use it to remove Action Dice equal to the Mass Attribute of this Unit from any Attack against it (to a Maximum of 3 dice). The Shield Generator cannot be used against Assaults or attacks with the Submerged, Arc or Bomb Qualities. A Model cannot be Obscured if it decides to use a Shield Generator against an Attack. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
These Generators in a Unit may be used in the Shooting Phase to fire a Shockwave Pulse at a Target Model using the Shockwave Pulse weapon profile. Each additional Generator of this type in the Unit adds +4 to the Action Dice Pool rather than making separate Attacks. The template may be placed over an Initial Target in Line of Sight anywhere within 10” of a Model in this Unit, provided that the narrow end is pointing directly at this Model. If there are three or more generators contributing to the Attack Dice Pool, then use the larger Torrent template instead of the Small one. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
-
+
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.
-
+
In the Shooting Phase, this Generator may be used to make a Shooting Attack using the Lightning Strike weapon profile. It has a 360-degree Line of Sight against a Target within 20”. The Attack ignores Shield Generators and Shroud Generators. Shooting Attacks against a Model with a Storm Generator re-roll Heavy Hits. If a Battle-Ready Model has a Storm Generator, it gains a +2 to its Assault Action Dice Pool.
@@ -898,6 +915,9 @@ When Placing Models in the Target Unit they must always be placed in Coherency,
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.
+
+ 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.
+
@@ -1077,5 +1097,10 @@ When Placing Models in the Target Unit they must always be placed in Coherency,
-
+
+
+ -
+
+
diff --git a/Imperium.cat b/Imperium.cat
index 6c83bc4..a27dfc4 100644
--- a/Imperium.cat
+++ b/Imperium.cat
@@ -1,6 +1,6 @@
-
- Last Imperium ORBAT 3.03 (published 09/02/2023)
+
+ Imperium ORBAT 3.06 (published 29/01/2024)
Datafile history:
1.04.01: Initial publication ORBAT v1.04a
1.07.03: updated to the the ORBAT v1.07c
@@ -15,7 +15,8 @@
3.03.05: more correction from Discord and online (ORBAT v3.03 released the 2023-02-09)
3.04.00: update to Orbat 3.04 published 2023-09-13 (rev5)
3.05.00: update to Orbat 3.05 published 2023-12-01
-3.05.00: correction after to Orbat 3.05 published 2023-12-01 (to be used with New Recruit)
+3.05.00: correction after to Orbat 3.05 published 2023-12-01 (to be used with New Recruit)
+3.06.00: updated to Orbat 3.06 published 2024-01-29
@@ -66,7 +67,7 @@
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+
@@ -96,6 +97,8 @@
+
+
@@ -1525,7 +1528,11 @@
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@@ -1576,7 +1583,11 @@
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@@ -2863,7 +2874,11 @@
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@@ -4729,7 +4752,6 @@
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@@ -4796,23 +4818,49 @@
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@@ -6188,7 +6236,7 @@ A single Metzger Unit may be included in Battlefleets with a PRUSSIAN Flagship.
-
+
@@ -6555,6 +6603,9 @@ A single Metzger Unit may be included in Battlefleets with a PRUSSIAN Flagship.
+
+
+
@@ -6589,6 +6640,9 @@ A single Metzger Unit may be included in Battlefleets with a PRUSSIAN Flagship.
+
+
+
@@ -7172,7 +7226,7 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
-
+
@@ -7180,8 +7234,11 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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+
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-
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@@ -7189,8 +7246,11 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -7198,6 +7258,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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+
@@ -7206,7 +7269,7 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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+
@@ -7228,7 +7291,7 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
-
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@@ -7302,6 +7365,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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+
+
@@ -7336,17 +7402,20 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -7355,13 +7424,13 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -7437,6 +7506,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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+
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@@ -7471,6 +7543,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -7606,7 +7681,7 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -7994,6 +8069,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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+
@@ -8003,6 +8081,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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+
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@@ -8012,6 +8093,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8021,6 +8105,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
+
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@@ -8030,6 +8117,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8147,6 +8237,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8171,6 +8264,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8195,6 +8291,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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+
+
@@ -8208,6 +8307,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8217,6 +8319,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
+
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@@ -8294,7 +8399,7 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
-
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@@ -8311,7 +8416,7 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
-
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@@ -8340,6 +8445,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
+
+
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@@ -8349,6 +8457,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8392,7 +8503,7 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8400,8 +8511,11 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8409,8 +8523,11 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8418,8 +8535,11 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8427,8 +8547,11 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8436,8 +8559,11 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8445,6 +8571,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
+
+
+
@@ -8470,7 +8599,7 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8544,6 +8673,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
+
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@@ -8578,6 +8710,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -8816,6 +8951,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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+
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@@ -8850,6 +8988,9 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -12593,7 +12843,7 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -12608,6 +12858,197 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -13078,7 +13519,7 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
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@@ -13088,22 +13529,22 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
Crippled Models in this Unit with this rule still use the Battle-Ready value of their weapons. When making (but not Supporting) an Assault, this Model gains a bonus to its Assault Action Dice Pool equal to its Mass value. If all the Models making the Assault have this rule, then the Assault Action Dice Pool may re-roll blank results and gains the Devastating Quality. Furthermore, as the Moving Model in a Ramming Action, this Model does not suffer from Damage or Disorder.
-
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Any Battle-Ready Model with this rule attempting an Assault Action gains a bonus to its Assault Action Dice Pool equal to its target’s Mass value. Supporting or Crippled Models cannot use this rule.
-
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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.
-
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Once per Activation, this Unit may make the following Valour Effect. Models with this rule gain +4 to their Assault Dice Pool when making an Assault, or +6 if the Initial Target has the Colossus rule.
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While making Ramming Attacks with a Colossal Melee Weapon, this Unit gains the Devastating Quality. Once per Activation, this Unit may make the following Valour Effect. Models in this Unit with this rule gain +2 to their Assault Dice Pool when making an Assault, or +4 if the Initial Target has the Surface Unit or Ground Unit Trait.
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If the Model has Voltaic Decksweepers then, when making an Assault, it gains +1 dice to its Assault Action Dice Pool in addition to the target’s Mass value, even if this Model is Crippled. Furthermore, the Assault by this Model gains the Voltaic Quality. This rule does not apply to Supporting Assaults.
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Models in this Unit with this rule ignores the effects of Emergency Disorder but counts as having the Disorder Level. Models with this rule may support an assault when they are within 3” of the Assaulting model. Models with this rule that have one or more Critical Damage Markers cannot remove Levels of Disorder.
@@ -13247,7 +13688,7 @@ A maximum sized Konrad Support Carrier Unit may be upgraded for +20pts to take t
12/11
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3/3
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diff --git a/Rules.cat b/Rules.cat
index db41060..0fcf566 100644
--- a/Rules.cat
+++ b/Rules.cat
@@ -1,9 +1,9 @@
-
- Update to ORBAT 3.05 (published 18/10/2023)
+
+ Update to ORBAT 3.06
Rules collection
-
+
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.
@@ -12,37 +12,37 @@
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.�
-
+
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.
While making an Assault, this Unit may re-roll Blank dice results.
-
+
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.
-
+
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.
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.
-
+
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 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.
-
+
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.
-
+
Models in this Unit may re-roll blanks when shooting at Ground Units with weapons that have the Gunnery Quality
-
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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.
@@ -51,13 +51,13 @@
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.
-
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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.
-
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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.
-
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While making or defending from an Assault, Models in this Unit with this rule may re-roll Blank dice results.
@@ -66,7 +66,7 @@
- The Escorted Units Defence Action Dice Pools are increased by +1 for each Escort Token with it.
- One Model in the Escorted Unit’s Assault Action Dice Pool is increased by +1 for each Escort Token with it.
-
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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.
@@ -75,73 +75,73 @@
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.
-
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This Unit may double its Drift during its Movement Step. If it does so it may not make any turns during the same Activation.
-
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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.
-
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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.
-
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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.
-
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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.
The weapon ignores shield generetor effect
-
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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.
-
+
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.
-
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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.
-
+
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.
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”.
-
+
Models in this Unit with this rule gain +2 Speed during its Movement Step provided that it makes no turns.
-
+
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).
-
+
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.
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.
-
+
Models in this Unit with this rule may ignore the 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.
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.
-
+
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.
-
+
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.
-
+
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.
-
+
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.
-
+
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.
@@ -150,58 +150,58 @@
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.
-
+
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.
-
+
This Unit treats Treacherous Water as Open Water.
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.
-
+
Models in this Unit may re-roll blanks when shooting at Aerial Units with weapons that have the Aerial Quality.
-
+
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.
-
+
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.
-
+
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.
-
+
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.
-
+
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.
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.
-
+
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.
-
+
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.
-
+
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.
-
+
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.
-
+
Once per turn 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.
-
+
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.
-
+
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.
@@ -219,7 +219,7 @@
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.
-
+
This Unit has a Drift of 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.
@@ -294,10 +294,10 @@
Any Battle-Ready Model in this Unit attempting an Assault Action gains a bonus to its Assault Action Dice Pool equal to its Mass value. Supporting Models cannot use this rule. If the Battle-Ready Assaulting Model has an online Storm Generator, it gains an additional +2 to its Assault Action Dice Pool.
-
+
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.
-
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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.
@@ -306,7 +306,7 @@
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.
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+
The Citadel of the Initial Target receives a -2 against Attacks with the Gunnery Quality by Models with this rule.
@@ -315,46 +315,46 @@
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.
-
+
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.
-
+
Receiving a Magazine Explosion Critical damage causes two points of damage to be suffered by the Model rather than the usual one.
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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.
-
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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.
-
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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.
-
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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.
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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.
-
+
Attacks by Volt Gun Batteries and Heavy Volt Gun Batteries on this Model may re-roll blank results.
-
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You may Cancel Valour Effects in an Encounter where this Unit has at least one Battle Ready Model in the Play Area.
-
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During 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.
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Either all Units in this Battlefleet are held in Reserve, 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.
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A single Attack with the Aerial Quality by this Unit each Activation may re-roll blanks and receives +2 Action Dice.
When making an Assault using the Lightning Assault rule, this Model gains +3 dice to its Assault Action Dice Pool rather than just their Mass value. Furthermore, the Assault by this Model gains the Voltaic Quality. This rule does not apply to Supporting Assaults.
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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.
@@ -363,10 +363,10 @@
This weapon gains the Extreme Range Quality only when attacking targets at Long Range or further.
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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.
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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.
@@ -420,13 +420,13 @@
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.
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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.
Attacks made with Hazardous Quality by Models in this Unit gain +3 to their Attack Dice Pool and the Devastating Quality. Shockwave Pulses by this Model always use the larger Torrent template instead of the Small one.
-
+
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.
@@ -450,10 +450,10 @@
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.
-
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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.
-
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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.
@@ -465,7 +465,7 @@
This Unit may add two additional Action Dice to its Repair Test. This is in addition to those given by the Model’s Mass.
-
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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.
@@ -495,16 +495,16 @@
Weapons with Agitation Quality in this Unit use their Battle-Ready value even if the Model is Crippled, gain +3 to their Attack Dice Pool and gain the Sustained Quality.
-
+
Attacks against Enemy Models within 7” of this Model ignore the Obscured rule.
-
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Attacks against Enemy Models within 10” of this Model ignore the Obscured rule.
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.
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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.�
@@ -594,7 +594,7 @@
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.
-
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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.
@@ -641,7 +641,7 @@ Turbo Encabulation rolls may not be re-rolled or otherwise manipulated except by
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 Cetacean Constructs and place those Tokens in base contact with Friendly and/or Enemy Models in any combination of Physeter Assaults, Cetacean Escorts or Orca Attack Runs. The type of Tokens and rules depends on the ones available to this Unit. The total number of Cetacean Construct Tokens deployed by this Model in a Round cannot exceed its Cetacean Capacity. Any remaining Cetacean Construct Tokens in the Play Area are removed in the Maintenance Step of the End Phase.
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Roll an Action Die each time a Friendly 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.
@@ -734,64 +734,64 @@ Turbo Encabulation rolls may not be re-rolled or otherwise manipulated except by
SRS Tokens launched by a Unit with this rule are called Aces of Rensburg SRS Tokens. Any Attack Run including one or more Aces of Rensburg SRS Tokens exchanges the Piercing Quality for the Voltaic and Sustained Qualities, provided that the Aces of Rensburg SRS Tokens are the majority of friendly SRS Tokens in the Attack Run. Aces of Rensburg SRS Tokens are always the last to be removed from an SRS stack and cannot be singled out by other rules.
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The Battle-Ready Capacity / Crippled Capacity for each Model in this Unit is indicated in parenthesis. Blitzen SRS Tokens are SRS Tokens but contribute 5 Action Dice to Attack Runs. They can be combined with other friendly SRS Tokens in Attack Runs. A Blitzen Bomber 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 the majority of the Tokens as Blitzen Bombers has the Sustained, Bomb and Voltaic Qualities. If the number of Blitzen Bomber SRS Tokens in the Attack Run is greater than the Mass of the Attack Run Target, the Action Dice Pool gains the Devastating Quality. Blitzen Bombers cannot make an SRS Recon or SRS Mine Clearance but may use the Combat Air Patrol rule. Blitzen Bombers cannot make Attack Runs on Aerial Units and must try to find New Targets in this situation.
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+
Once per Activation, this Unit may make the following Valour Effect. Any Claw Arc Projectors may be used in the Shooting Phase in the Fore Arc to make an Attack against an Initial Target within 20” using the Lightning Strike weapon profile. The Attack ignores Shield Generators, Storm Generators, Guardian Generators and Shroud Generators. The opponent may always attempt to Cancel this Valour Effect and does not require an additional rule to be able to do so.
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This rule cannot be used if this Model has Generator Offline Critical Damage.Enemy Units cannot be deployed within 10” of this Model. Furthermore, while a Unit contains one or more Models with a Freya Array, it may maintain coherency at 5” rather than the usual 4”.
-
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This Model may make or support assaults within 6” rather than the usual 4”. Furthermore, the Assault by this Model gains the Voltaic Quality. This rule does not apply to Supporting Assaults.
-
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During deployment, this Unit may switch the positions of its Bombard and Heavy Volt Gun Batteries for the duration of the Encounter. The Bombard has the Aft Fire Arc, while the Heavy Volt Gun Batteries have F/P/S Fire Arcs.
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Any Attack in this Model’s Activation using a Bombard gain +5 to its Action Dice Pool and may re-roll Blank results. This Unit awards +1 Victory Point to your opponent if it destroyed by a Unit with the Union Trait.
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The Pflicht is a special type of Escort Token (see pg 32 of the Dystopian Wars rules). Catastrophic Explosions can only remove a Pflicht Aerial Escort Token if caused by Attacks with the Aerial Quality.
-
- For +15pts this Unit may be joined by Freiherr Albrecht von Richtofen’s elite Luftlancer division known as the Flying Circus. The Unit’s Fray is increased by +2 and Assaults led by this Unit have the Devastating and Voltaic Qualities. This Unit cannot Support Assaults.
+
+ This Unit is home to Freiherr Albrecht von Richtofen’s elite Luftlancer division known as the Flying Circus. Assaults led by this Unit have the Devastating and Voltaic Qualities. This Unit cannot Support Assaults.
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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 place the indicated number of Vali Midget Sub Tokens up to 20" from this Model in base contact with an enemy Model. Vali Midget Subs can make Attack Runs like SRS Tokens, but with 5 Action Dice. The Attack Run has the Homing, Piercing and Submerged Qualities. Vali Midget Sub cannot be intercepted. They cannot make Attack Runs on Aerial Units and must try to find New Targets if this situation arises (page 26 of the Rules).
-
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Each Model in the Unit may re-roll Blank Results in Ranged Attacks and Ramming against Surface Units or Ground Units with a Mass of 2 or more.�
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Sturmklaue and Heavy Sturmklaue on this Unit gain the Sustained Quality.
-
- Any Friendly Models with 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. The Projector cannot give Models the benefit from duplicate Generators at any time.
+
+ Any Friendly Surface Models or Skimming Models with 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. The Projector cannot give Models the benefit from duplicate Generators at any time.
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At the start of the first Round, provided at least one Battlefleet has this rule, the Imperium player creates a stack of Blitzen SRS Tokens in what is called a Lightning Raid. This stack consists of a Blitzen SRS Token for each Battlefleet in their Force with this rule. This stack is placed on the ship card of a friendly Flagship of the players choice and may be used in the Operations Step of the First Round when they are stacked in Base Contact with one or more Enemy Models anywhere in the Play Area. Blitzen SRS Tokens are SRS Tokens but contribute 5 Action Dice to Attack Runs. They can be combined with other friendly SRS Tokens in Attack Runs. A Blitzen 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 the majority of the Tokens as Blitzen SRS Tokens have the Sustained, Bomb and Voltaic Qualities. If the number of Blitzen SRS Tokens in the Attack Run is greater than the Mass of the Attack Run Target, the Action Dice Pool gains the Devastating Quality. Blitzen SRS Tokens cannot make Attack Runs on Aerial Units and must try to find New Targets in this situation (page 26 of the Rules). Up to six additional Blitzen SRS Tokens may be added to this Lightning Raid stack for +10pts per Token. The stack may be split, but the Tokens may only be used in an Attack Run.
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Any Battlefleet including this Unit may include up to a number of Valkyrie Hunt Rotor Units equal to the value indicated in this rule. These are permitted in addition to any limitations found in the battlefleet. Any Valkyrie Hunt Rotor Units in the Force may take up to three additional Models rather than the usual two additional Models.
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- A single Attack in this Model’s Activation using a Bombard gain +5 to its Action Dice Pool and may re-roll Blank results.
+
+ A single Attack in this Model’s Activation using a Bombard gain +5 to its Action Dice Pool. If the Attack is with the Big Bertha, it may also re-roll Blank results.
When Building a Force, this Unit may be a Partner Unit to a Valkyrie Unit. This means that a Valkyrie Unit in the same Battlefleet as this Unit may become a Joining Unit to this Unit, even though it has the Surface Position Trait. While a Valkyrie Hunt Rotor Unit is Attached to the Skjalden, they gain the Advanced Sturmcoils rule.
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This rule cannot be used if this Model has Generator Offline Critical Damage. Weapons with the Aerial Quality in the Force, gain the Extreme Range and Homing Quality if the Initial Target is within 20" of a friendly Model with this rule. Enemy Units cannot be deployed within 10” of this Model. The Fog of War Rule has no effect on any targeted Unit that is within 15” of this Model.
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The Citadel of Initial Targets that are also in Line of Sight of one or more Valkyrie Hunt Rotor Units receives a -2 against Attacks from Models with this rule.
This Unit has two Ferik Skiff Escorts.
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Once per Activation, before declaring an Initial Target, This Unit may make the following Valour Effect. When making an Attack, Models in the Unit’s may support with the Lead value of a Bombard to the Action Dice Pool, rather than the normal support value.
@@ -803,7 +803,7 @@ Turbo Encabulation rolls may not be re-rolled or otherwise manipulated except by
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 Quality. This rule does not apply to Supporting Assaults.
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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.
diff --git a/Weapon.cat b/Weapon.cat
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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)
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@@ -7438,8 +8022,8 @@ The attacking Player chooses which die result to apply. One of the Action Dice i
-
- 6(3) / 4(2)
- 3(2) / 2(1)
+ 6(3) / 3(2)
+ 4(2) / 2(1)
-
Broadside, Fusillade
@@ -7610,8 +8194,8 @@ The attacking Player chooses which die result to apply. One of the Action Dice i
-
-
- 11(5) / 7(4)
- 11(5) / 7(4)
+ 11(5) / 11(5)
+ 7(4) / 7(4)
Gunnery, Susteined, Extreme Range
@@ -7672,7 +8256,7 @@ The attacking Player chooses which die result to apply. One of the Action Dice i
-
- 10(6) / 7(4)
+ 10(6) / 8(4)
8(4) / 5(3)
-
Broadside, Sustained (Aerial Units)
@@ -8212,8 +8796,8 @@ The attacking Player chooses which die result to apply. One of the Action Dice i
-
- 12(8) / 8(5)
- 7(5) / 5(3)
+ 12(7) / 8(5)
+ 8(4) / 5(3)
-
Gunnery, Sustained, Devastating, Arc
@@ -8311,8 +8895,8 @@ The attacking Player chooses which die result to apply. One of the Action Dice i
-
- 16(7) / 10(6)
- 15(6) / 10(5)
+ 15(6) / 10(6)
+ 13(5) / 10(5)
-
Sustained, Voltaic
@@ -8348,7 +8932,7 @@ The attacking Player chooses which die result to apply. One of the Action Dice i
-
11(6) / 6(4)
- 12(6) / 7(4)
+ 11(6) / 6(4)
-
Sustained
@@ -8471,8 +9055,8 @@ The attacking Player chooses which die result to apply. One of the Action Dice i
-
-
- 9(5) / 6(4)
- 9(5) / 6(4)
+ 10(6) / 10(6)
+ 6(4) / 6(4)
Gunnery, Arc, Blast, Extreme Range