Dropfleet Commander FAQ & Errata V2.5
Dropfleet Commander FAQ & Errata V2.5
This document will be periodically updated to answer questions or make changes as they come up.
As such, each update will have a number and date of publishing.
Every change or question that is new to that edition of the FAQ & Errata will be marked
with a star symbol.
Current Edition
Version 2.5 - published 9th June 2023
Version 2.4 - published 30th September 2022
Version 2.3 - published 11th January 2022
Version 2.2 - published 19th August 2021
Version 2.1 - published 10th January 2020
Version 2.0 - published 9th December 2019
V1.1 V2.5
FAQ & Errata
Experimental Rules
Reconquest Sized Games
Reconquest: 3001 pts+
Recommended Playing Area: 6’ x 4’
Launch Cap: 25 plus 5 per 500 pts over 3000.
Battlegroups:
• No Maximum Battlegroup Limit
• You may include a maximum of 1 Flag Battlegroup per full 1000 pts
• You may include a maximum of 1 of each Rare Group per full 1000 pts (so max 4 of each Group
in a 4000 pts game).
• You must have no more Pathfinder Battlegroups than Line Battlegroups and no more Vanguard
Battlegroups than Line Battlegroups.
• You must include the maximum number of Groups in a Battlegroup before adding an additional
Battlegroup of the same type.
Admiral: When your Admiral’s ship is destroyed, nominate another ship of H or S Tonnage in
another friendly Battlegroup. That ship gains an Admiral 1AV lower than the Admiral from the
destroyed ship. Admirals with 1AV are removed as normal.
Ramming
Remove.
Hiruko Boarding Cutter
Change Ramming Ship to ‘If this ship ends its activation within 3” of an enemy ship, it may attempt
to ram it. That ship takes 2 lock 3+ hits with the Corruptor special rule and this ship is removed from
play.’
Bombardment Collateral Damage
Add the following paragraph ‘Collateral Damage caused by Critical Hits automatically destroys an
enemy Ground Asset it is assigned to.’
Nuke the Site from Orbit
Remove.
Designers Notes: Removing Ramming and Nuke the Site From Orbit
Mechanically both of these take time and consideration to set up, or times where they can happen are
somewhat serendipitous. The major focus in this update is to cut game time down through reduction of
things outside of the core gameplay loop. Time spent checking to see if you can ram or nuke something is less
time spent shooting ships, bombarding clusters, or putting boots on ground.
V1.1 V2.5
FAQ & Errata
Nuke the Site From Orbit is currently competing with Bombardment as the Cluster destroying mechanic.
Bombardment and Ground Assets should be the primary methods of interracting with the ground.
Removing Nuke the Site provides breathing room for future improvements to Bombardment ships and
incentivises taking them instead of skimping out and taking an “I’ll just nuke it” mentality. Removing Nuke
the Site also has the benefit of allowing Nukes to return as dedicated weapons in the future, with appropriate
points costs for the ships carrying them.
Ramming is the domain of boats and soft sci-fi. It’s a lot like another naval space game, however Dropfleet is
Dropfleet, not other games. Excessive weapons fire or positioning for potential catastrophic damage should
be the go-to methods for palative ship care. If it is assumed a “ramming” ship is exploding, or going weapons
free, those are the mechanics that should be [Link] also involves a grand total of 2 of a ship’s many,
many stats and weapons. Go down weapons free, use your guns, it’s what they’re there for.
Damage Control
Change to ‘Ships with crippling damage effects must attempt to repair them at the start of the 3rd
step in the Roundup Phase.
For each ship with a crippling damage effect, roll a D6 for each repairable effect. Each result of a
4 or more causes one crippling damage effect of your choice to be repaired and removed from the
ship.’
Manoeuvre
Change to ‘A ship that activates when it has enemy Bombers and Fire Ships assigned to it can use
hard manoeuvring to try and spoil their attack. If the ship uses the Course Change or Max Thrust
special orders, roll a D6 for each enemy Bomber and Fire Ship assigned to that ship. On a roll of a 5
or more that Bomber or Fire Ship is removed. Any remaining Bombers and Fire Ships take effect as
normal.’
Orbital Debris and Launch Assets
Change to ‘When a Launch Asset is moved through scenery on the same Orbital Layer or placed
through scenery on the same Orbital Layer, roll a D6 for each of those Launch Assets. Fine Debris
Fields remove Launch Assets on a roll of 3 or more. Planetary Rings remove Launch Assets on a
roll of 4 or more. Dense Debris Fields remove Launch Assets on a roll of 5 or more. Any remaining
Launch Assets take effect as normal.’
Unstable
Change to ‘Attack rolls of an unmodified 6 cause the firing ship to lose that weapon’s damage value
(after any modifiers) in Hull Points with no saves of any kind allowed.’
Resistance Frigate (all types)
Change Light Vent Cannon Turret to
Type Lock Attack Damage Arc Special
Light Vent Cannon Turret 4+ 1 1 F/S Fusillade (1), Scald, Unstable
V1.1 V2.5
FAQ & Errata
Resistance Gladiator Grand Cruiser
Change Heavy Vent Cannon Turret and Heavy Vent Cannons to
Type Lock Attack Damage Arc Special
Heavy Vent Cannon Turret 3+ 3 1 F/S Fusillade (3), Scald, Unstable
Heavy Vent Cannons 3+ 3 2 F Fusillade (3), Scald, Unstable
V1.1 V2.5
Errata
Page 66 - Air-to-Air
Dropflleet Rule-
book Change 2nd paragraph to ‘While in atmosphere,
weapons with this rule ignore the usual penalty
to Lock Value and gain -1 to their Lock value
Page 39 - Game Turn Sequence when firing at ships in atmosphere. All other
Change ‘Once all Battlegroups are activated penalties still apply, including needing a 6+
the turn is over’ to ‘Once all Battlegroups are to shoot at ground targets. Air to Air weapons
activated, play moves to the Roundup Phase’ gain no benefit from this rule when firing from
outside atmosphere. Air to Air weapons that
Page 53 - Planetary Rings
also have the Close Action rule may be fired
Add the line ‘if a ship moves through a at targets in atmosphere in addition to other
planetary ring while the ship is in high orbit, it Orbital Layers.’
will receive two Lock 2+ hits’.
Page 67 - Bombardment
Page 54 - 2nd Table, Laser Armament
Add ‘A ship cannot use a Bombardment weapon
Reduce this weapon’s Burnthrough value from while in Atmosphere, unless specifically stated’.
‘Burnthrough(6)’ to ‘Burnthrough(4)’.
Page 67 - Maulers
Page 64 - Manoeuvre
Change the entire section to ‘Mauler The Lock
Change the dice roll required to shake off characteristic of a Mauler weapon is equal to the
Launch Assets from a 4+ to a 5+. Armour characteristic of the targeted ship.’
Torpedoes are still removed permanently on a Page 67 - Calibre
roll of 6.
Add ‘In addition, weapons with the Calibre
Page 64 - Torpedoes H and/or S rule infict Critical Hits on rolls
Remove the last paragraph. exceeding their Lock value by ONE rather than
the usual two (against targets of any Tonnage
Page 65 - Beast value).’
Change to ‘When this ship suffers a Crippling Page 69 - Crippling
Damage result, it gains a -1 bonus to its weapon
systems’ Lock characteristics.’ Add ‘If a weapon with the Crippling rule is
affected by another rule which would make
Page 66 - Regenerate Critical Hits automatic (such as the Particle
Change to ‘A ship with Regenerate can make a rule) then the roll you would have needed to
number of damage control rolls equal to X in achieve a Critical Hit is the roll required for
the Roundup phase of the turn to regain lost the Crippling rule to take effect. For example, a
hull points’ Lock 3+ weapon would need a 5 or 6 to make an
additional roll on the Crippling table’.
Page 69 - Link (X)
Change all instances of Link (X) with Linked (X).
Page 71 - Admirals
Add ‘Your Admiral may be placed in any ship in
your fleet with a Tonnage value of M, H or S. If
placed in a ship of Tonnage H you may upgrade
your Admiral 1 level for free. If placed in a ship
of Tonnage S you may upgrade your Admiral 2
V1.1 V2.5
Errata
levels for free. These free upgrades do not allow
you to exceed the maximum level allowed by
Battle For Earth
the game size.’ Page 194 - Dreadnought
Page 74 - Clusters Add: ‘Standard Orders and Special Orders that
allow a Dreadnought to fire one weapon system
Change ‘to hold a cluster you must hold more
allow it to fire up to two weapon systems
sectors in that cluster than your opponent’ to
instead.’
‘to hold a cluster you must hold more value
in terms of sectors in that cluster than your Page 194 - Overcharge.
opponent, or more sectors overall if they are Change to: ‘A weapon with this rule may be
not given a set value in that scenario’. Overcharged. An Overcharged weapon (and
Various Pages - Space Stations any weapons with Overcharge it is Linked with)
doubles its Damage value for that attack.
In the context of Space Stations, when
Burnthrough and Close Action are referenced, If the ship is on Weapons Free Orders it may
they apply to the ‘Laser Armament’ and ‘Missile only fire Close Action or Low Power weapons
Armament’ respectively. but not any other weapon types. However if
the ship is on any other Orders, it may not
Various Pages - Voidgates
use Launch Assets or fire any other weapons,
When referring to voidgates and ground asset including Close Action and Low Power
deployment or relocation, wherever a ‘sector’ weapons.’
and ‘in atmosphere’ is mentioned, change
Page 208 - Resistance Phalanx
this to read ‘sector or space station’ and ‘in
atmosphere (or low orbit if targeting a space Change NC-4 Missiles Arch to F/S/R.
station)’ respectively. Page 214 - Resistance Heavy Frigate
On page 196 paragraph 2 add ‘Ground Assets Change Armour to 3+.
may NOT be deployed through any Voidgate
which has used the Max Thrust Special Order Page 221 & 237 - UCM Vienna & PHR
that turn although it MAY still be part of a Pollux
chain.’ Remove “Escort” special rule.
On page 197, Voidgates and Ground Asset Page 226, 227 - Scourge Nosferatu &
Relocation, replace the 3rd paragraph with the Cthulhu
following:
Change all arc entries for Occulus Beam Array,
‘Any number of tokens may be picked up by a Port to ‘F/S(L)’.
single Voidgate, but only one may be dropped
Page 242, 243 - Shaltari Plutonium &
per Voidgate per turn using this rule. Tokens
Uranium
picked up but not dropped in this manner are
automatically destroyed. Voidgates on the Max Change all arc entries for Disintegrator Battery,
Thrust Special Order may not use this rule in Port to ‘F/S(L)’
the same turn. Tokens moved in this manner Page 244 - Ion
count as NOT being present in their new Sector
for the remainder of the turn (and therefore Change to ‘If a group scores (X) hits from
may not contribute to scoring that turn).’ weapons with this special rule, the targeted
ship receives an energy surge token. Reducing
the ship to only standard orders until repaired’.
V1.1 V2.5
Errata
Famous Admirals - Javelin
Small Format Rule-
book (1.5) Change Stand Firm Effect to “Double this
Flagship’s Tonnage Value until the end of the
Page 61 - Link (X) next turn.”
Change all instances of Link (X) to Linked (X). Resistance Famous Admiral Typhoon
Vasquez
Command Cards
Change the Play of Bootleg Prototype Bullets
Scourge - Point Blank Death
to ‘Whenever you fire a weapon with the Low
Change Play to ‘When a ship fires a Close Power special rule, before rolling to hit.’
Action weapon’
Change Effect to ‘Increase the Attack of that
Close Action weapon by the following:
• Ships of L or L2 Tonnage by 1.
• Ships of M Tonnage by 2.
• Ships of H Tonnage by 3.
• Ships of S or S2 Tonnage by 4.’
PHR - Weapons Hack
Change Play text to ‘After an opponent allocates
attack dice’.
Famous Admirals
Famous Admirals - Lord of Flies
Change the Play of Knowledge Pool to: “At the
end of this Flagship’s activation, once per turn.”
V1.1 V2.5
Frequently Asked Questions
Dropflleet Rulebook
Do ships of the same type in the same
Core Mechanics battlegroup form a large group, even if
In the explanation for the Activation selected in separate groups?
Phase, the rules say ‘If both players roll
Yes, they form one large group of the same
the same number, roll again until one
ship type. The restrictions on numbers of ship
player rolls higher’. What if I have a
per group are for fleet selection purposes. For
higher-level admiral – does this count as
example:
well, or does the higher roll still win?
A pathfinder battlegroup is chosen. The player
Admiral level has no effect here, it’s a simple
includes two Light groups in this; one with 4
D6 roll. It does however have an effect when
Toulons (the maximum allowed in that group
determining initiative in the Roundup Phase
when selecting), and another also with 4
(as described in the rulebook).
Toulons. While when selecting the fleet these
Once you have set your strategy deck, are two separate groups, when playing these
can you look through it again (without count as one group of 8 models, and conform to
changing things)? When can you do this? all of the group rules.
You may look at the order of your Strategy On page 43 Active Scan versus Silent
Deck at any time, unless specifically stated by a Running – the text currently states “ In
special rule. this case no additional Energy Spikes is
For the Battlegroup Cohesion do I add 1 to added to the revealed ship”. This could
the battlegroup’s strategy rating for each imply that if you fail the roll the ship is
group that is out of coherency, or just one granted a Spike – is this the case?
if any number are out of coherency? No. If the ship is Active Scanned and is on
Add 1 to the strategy rating for each group that Silent Running one of two things happen;
is not in coherency with another group in the either it is successfully knocked off Silent
same Battlegroup. Running, and goes back to a normal signature
with no Spikes, or it is unsuccessful and
Can I chain groups together and still be nothing further happens to the ship.
in coherency? Can I send two ships off on
their own and still use special orders (as If a ship with Full Cloak and under Silent
each of those two ships is ‘in coherency Running order would receive a Spike
with another ship in the group’?) (active scan on 4+, hit by flash weapon,
bloom, launching assets etc…) does it
Yes you may (and in fact must) chain groups loose Silent Running? If it could receive
together to be in coherency. The entire group a Spike (ie. partial cloak) does it receive a
must be in coherency with the rest of the group Spike as well?
– i.e. each ship must be in coherency with at
least one other ship in the group, and all ships Yes. A ship under Silent Running that would
in that group must be in coherency of the normally receive a Spike will instead just loose
group as a whole, forming a chain. Ships in the Silent Running. No additional Spike added.
same group may not claim coherency unless The progression of signature is as follows Silent
the every ship in the group is in coherency (and Running -> Normal signature -> minor Spike ->
so may not split off into smaller parts and still major Spike.
do special orders).
V1.1 V2.5
Frequently Asked Questions
Does using the Station Keeping order and Certain results on the Catastrophic
moving 0” count as moving? Damage table create explosions or damage
Yes. A ship that uses Station Keeping always to ships within range. How does this affect
counts as moving. Launch Assets?
Can ships in a group go on max thrust Launch Assets are not affected by results on the
to catch up with other members of the Catastrophic Damage.
group? If not, surely they will be lagging
behind and never get back into coherency?
Orbital Combat
Does going down an orbital layer use up
No, as you may not go on special orders when
your one allowed turn for movement?
out of group coherency. This means players
must plan their special orders carefully and No, you just must be able to turn.
play catch up if they issue the wrong orders. Under limitations in atmosphere, the
Can I shoot at my own ships? last line reads “And follow the rules for
moving up an orbital layer and do not
No! Friendly fire is off in Dropfleet.
suffer this penalty” Which penalty is this
When receiving a hit from a damage 2 in reference to?
weapon, do I roll 1 or 2 armor saves?
Ships that move from atmosphere to low orbit
You roll 2 armour saves, one for each point of are not subject to the rule that ships may only
hull damage inflicted, not the attacks of the move 2” in atmosphere once they enter low
weapon. orbit. For example:
When do you roll for crippling damage? 1) Ship 1 has Thrust 10”. It moves from atmosphere
Once the ship is crippled, at the end of the to low orbit at the beginning of its turn. It costs 4”
firing ships activation, or the turn? to go up a layer, so it has 6” remaining that it may
Roll for Crippling Damage at the end of the move in low orbit.
firing group’s activation. This can mean that 2) Ship 2 also has thrust 10”. However, it chooses
the ship is destroyed before being crippled. If a to move in atmosphere before moving further or
ship is destroyed there is no need to roll on the wanting to go up an orbital layer. Since its thrust
crippling damage table – just apply the rules for is reduced to 2” in atmosphere, it may not move
catastrophic damage. any further or climb to low orbit – it has used all
The ‘Weapons offline’ effect states that a its thrust.
ship may not fire its weapons or use any Can Space Stations have Spikes?
launch assets during its next activation.
No. If a space station would have Spikes applied
Since launch assets are used at the end of
to it, they are ignored instead.
the turn (and not during their activation)
can they still be used? Can Space Stations get the Corruptor
effect?
No. In all cases, the weapons may not be
fired in the ship’s next activation, and launch No. Corruptor is a special kind of Crippling
assets may not be launched in the following Damage effect, so Space Stations are immune.
launch asset Phase. Note that assets that have
already been launched (for example bombers
or fighters that were launched in a previous
phase) are not affected, only the ship itself. In
effect, you miss one opportunity to launch, be
that this or next turn.
V1.1 V2.5
Frequently Asked Questions
Can Space Stations have special tokens
like Oculus Booster and Space Telescope?
Launch Assets
Do Launch Assets count as weapons?
Yes. These special tokens affect Space Stations
in the same way as they affect ships. Although Unless otherwise stated in a special rule or
Space Telescope is a lot less useful since Space Command Card, Launch Assets do not count
Stations cannot have Spikes! as weapons systems. They may only be used if
a ship could fire its weapons. Interactions with
Can Space Stations be spun with Impel
launch assets in situations where a ship may
weapons?
not fire (because of special orders, damage or
I guess? All Space Station armaments are F/S/R other reasons) are covered in each individual
arcs, so there’s no reason to turn them! case in the rule book.
How does debris field and planetary ring Can you use Launch Assets when Silent
penalties effect ships on different layers? Running? What if you have the stealth
If the attacker OR target is on the same layer rule?
as the Debris/planetary ring or if the Debris/ You may not usually deploy Launch assets
planetary ring is between the attacker and when on Silent Running, as the rules state that
target all penalties apply. you must be able to fire one weapon to use
Launch Assets, and you may not fire when on
Ground Combat Silent Running special orders. If a ship has the
Can I contest a cluster without holding a stealth special rule you may use launch assets
sector, but by having tokens in a sector? as it may fire at least one weapon on Silent
Running.
No, In order to contest a cluster you must
control at least 1 sector. You hold a sector by Launching when Silent Running with Stealth
having more tokens in that sector than your will take you out of Silent Running, even if you
opponent. have full cloak.
If I have multiple Defence Batteries or Torpedoes are Launch Assets, and the
Voidgates in/over a cluster, do I get to roll rules state that Launch Assets must test
multiple dice for destroying ground assets to see if they are removed if a ship moves
that are trying to land? through a Debris Field. Does this apply
to Torpedoes as well as Bombers? What
No. As per the ‘Batteries’ rule on p.57, if you
about fighters?
have one or more batteries you may roll 1D6 for
each launch asset that is trying to land. This Yes to both – all launch assets roll if they either
means that multiple Voidgates or Batteries move through or attached to a ship that moves
do not give you multiple chances to destroy through Debris fields.
incoming ground assets – you only ever get If a ship with Launch Assets attached is
one dice on each asset unless very specifically destroyed, what happens to the Assets?
stated in a special rule. Can they be moved to another ship, i.e.
Can Sectors or Clusters be spun with can I move fighters to another ship, or
Impel weapons? Bombers/Torpedoes to a different enemy
ship?
No. Impel weapons aren’t powerful enough to
turn the ground. No, if a ship that has Launch Assets attached is
destroyed, they are removed with the ship.
V1.1 V2.5
Frequently Asked Questions
When Launching assets at a ship on Silent A weapon with Burnthrough(14) does 2
Running, how do I resolve them in terms damage per hit. What is the maximum
of range? damage it can do?
Launch assets have a set range which is not 14. The Burnthrough value denotes the total
affected by the signature of a ship. Since Silent amount of hull damage it may do in a single
Running change the signature of a ship to 0 but activation. A Burnthrough(6) weapon with
does not change the range of assets, Silent does 3 damage would be able to deal 6 points of
not affect ranges when using launch assets. hull damage in a single activation, needing 2
Can ordinary weapons/bombers be fired successful lock rolls.
against torpedoes? Burnthrough Lasers: If I roll X amount of
No, because they are a launch asset and cannot Dice, say 2, and both hit and one is a critical
be targeted. success, is it only any further successes
on the dice that scored a critical that is
Can fighters be launched to defend a critical, or is it any further successes on
cluster? Eg act like a temporary battery? both dice?
No. Further, since launch assets cannot enter Any further dice rolls that hit after scoring at
atmosphere (unless allowed to do so by special least critical hit are critical. i.e.:
rules), bombers, fighters and torpedoes may
not enter atmosphere. - You roll for the Perth’s burnthrough, with 4
attacks hitting on lock 3+.
Special Rules - You miss with one attack, and hit with three.
What happens with weapons that have One of these hits scores a critical hit.
additional rules about damage/extra - You then roll three dice again – any hit here or
effects where they are saved by passive on any subsequent rolls are now critical.
saves? For example, Corruptor or Impel
If I roll for a Burnthrough weapon and
weapons state that if the weapon scores
score a hit and two crits and only need one
a certain type of hit or certain amount of
of the results to reach the weapon’s X value,
damage (in these cases critical hit or the
which dice do I choose?
(x) damage on Impel etc) then the rules
applies, but it doesn’t say what happens Pick the best result. In this case you’d probably
with Passive saves. want to pick one of the crits and discard the
other crit and hit.
In all cases where additional effects or damage
would be caused to a ship, the ship must When taking hits from a group of ships
actually be damaged. If passive saves stop the that are firing Close action weapons, do you
damage, the additional rules do not apply get your PD against each weapon system, or
(unless specifically stated in the rule itself). In are those weapons combined and then PD
the two examples given; the Corruptor weapon is taken? What about against launch assets
would need to cause critical damage and then like bombers?
the ship would have to fail any passive save it No, you get one roll of PD against the entire
had; and the Impel weapon would have to do its pool of attacks – roll all the close action attacks
stated damage (x) after the ship has rolled any together and then roll one PD against the roll.
passive saves it has for Impel to take effect. This is the same for Bombers.
V1.1 V2.5
Frequently Asked Questions
The Corruptor rule states that a ship that Can a sector with a weapon with the
takes a critical hit suffers the corruptor special rule ‘Escape Velocity’ fire on target
continuing effect. Does this only happen in atmosphere?
on a critical hit, or does it happen No, there are only 3 layers and the sector
regardless, as the second paragraph seems is considered to be in atmosphere. Escape
to imply? velocity requires the target to be in a layer
The Corruptor rule only applies if a critical hit above you.
is scored, and continues to apply for the rest The Scald special rule works within scan
of the game. If the weapon does not score a range. How does it apply for units that
critical hit the corruptor rule does not apply. do not have a scan value e.g. Scourge
If 2 torpedoes with Corruptor special rule Bombers?
target the same space station or cluster, Any weapon/ship that has the Scald special rule
will the damage to the station or sectors but does not have a given scan range counts
cause collateral damage on the deployed as always being in scan range for the purposes
infantry? of the Scald rule – the rule always applies in
Torpedoes launched from ships in the same such cases unless specifically stated otherwise.
group are resolved simultaneously and do not Note that this does not apply to ships/weapons
cause collateral damage on deployed infantry that had a scan range and have either lost it
from that group. Torpedoes from different or cannot use it for any reason, only to ships/
groups are resolved in initiative order and can weapons that never had a scan value in the first
cause collateral damage resolved the same way place.
as other damage to sectors and space stations. How does the Scald special rule interact
Escape velocity says that it ignores with Passive saves? What about other
penalties shooting through atmosphere. rules that change armour/saves?
Does this ignore range restrictions? Scald may be used against passive saves in the
Yes, when firing a weapon with this rule same way as normal armour. Passive saves
apply range as usual instead of taking normal count as a type of armour save, and therefore
atmospheric rules into account. rules that affect armour saves also affect
How does Mauler and the maximum passive saves, unless otherwise stated in a
damage work for a group shooting? special rule.
Yes. All Close Action attacks are pooled What does ‘crippled’ mean for the
together when allocating dice, this includes purposes of special rules such as ‘Stealth’?
standard Close Action weapons and Mauler ‘Crippled’ is a state that applies to any ship
weapons on the same ship, though they each once it is at or below half its starting Hull
keep their individual Lock values. A Shaltari points. Note that other effects might trigger
Uranium has a potential combined 29 Close a roll on the crippling damage table, but the
Action attacks, for example. ‘Crippled’ state is only applied when the ship
takes sufficient damage. Once applied, the
crippled state remains for the rest of the game,
even if the ship is repaired above the crippling
threshold.
V1.1 V2.5
Frequently Asked Questions
If a ship has 2 of the same Close Action
weapons (like a resistance cruiser) do they
Voidgates
combine attacks? When do you declare Opal usage and how
Yes, as long as they have the same Linked (X) does it interact with launch assets?
Opal usage is declared when save rolls have
Fleet Organisation been made. Any missed saves from this
Admirals add their AV to several different shooting action or launch asset resolving
rolls in game. Does that apply if they are against this ship can be rerolI’led as long as the
not deployed yet, have moved off the board target ship has its shields up.
or are destroyed? Can Voidgates use their Charged
Admirals only add their AV to any roll when they atmosphere rule to act as batteries on or
are alive and present on the board. If they have close to space station?
yet to be deployed, have moved off the board or No. The charged atmosphere rule requires
have been destroyed you do not add their AV to atmosphere to work – it may not be used to try
any rolls, unless specifically stated in a special to stop enemy ground assets landing on space
rule. If your Admiral is not on the table for any stations (unless specifically stated by a special
reason then your AV counts as 1. For example, rule or Command Card).
this means you may draw 1 Command Card on
turn 1 if your Admiral is not on the table during Can you keep linking Voidgates across
the Planning Phase. the board in one long chain, resulting in a
gate way across the other side of the board
When ships are destroyed, does their to the mothership? Or is the furthest any
battlegroup’s strategy rating go down? Voidgate can be from the mothership
No. Strategy Rating remains the same, even with 36” due to the criteria of being linked to
losses in a battlegroup. another Voidgate that is within 18” of the
mothership?
Preparing for Bat- Voidgates can link in a continuous chain. This
tle means that any number of Voidgates can be
Can you enter the table at any angle? linked and deploy gates, so long as:
Yes. as long as they start their first activation in A) At least one of the Voidgates in the chain is
High Orbit. up to a maximum of 18” from the mothership
and
Scenarios B) Each of the Voidgates in the chain is no more
Can you get points for both Holding and than 18” from another Voidgate, connecting
Contesting the same Cluster? at some point with the gate from (a), which is
No. If you hold a cluster you receive points for a maximum of 18” from the mothership. This
that, not additional points for also contesting the means you can deploy across the length and
cluster. breadth of the table with careful Voidgate use
and positioning!
V1.1 V2.5
Frequently Asked Questions
When Launching ground assets and Can the Shaltari Command Card ‘Warspire
other strike craft, the ship gains a minor Nexus’ be used to provide passive saves
Spike. When applied to the Shaltari, against ground combat attacks?
do Voidgates gain the Spike, or is it the No, saves of any kind cannot be made against
mother ship, or both? ground combat attacks. The passive save only
Only the mothership gains a Spike, the applies to saves made against bombardment
Voidgates do not gain Spikes for this (as it’s attacks.
the mothership doing the launching - you just How do Command Cards work in terms of
measure deployment from the Voidgates rather targeting ships more than once in a turn?
than the mothership). Further, Voidgates do
not gain Spikes for relocating troops. A ship can only be specifically targeted once
per turn. This means a ship may only be
Shaltari Ground Assets that have been affected by one ‘target friendly ship’ or ‘target
moved from one sector to another aren’t friendly group’ card, and one ‘target enemy
able to hold/contest clusters, do newly ship’ or ‘target enemy group’ card.
placed Ground Assets (from a Mothership
via Gates) count towards holding/ Ships may be affected by battlegroup, fleet
contesting clusters. wide or ‘area’ affects several times per turn as
they are not specifically targeted at that ship or
Yes, the newly placed tokens count towards group, meaning they can stack with specifically
holding/contesting that cluster, but the targeted cards on individual ships or groups.
redeployed tokens will need to wait until
the following turn to contribute to holding/ Can I stack Command Card effects?
contesting. It depends on the Command Card. As per
the rules above, it is rare that you may stack
Command Cards one on another. This is also
Command Cards because timings for Command Cards are as
follows: Play the card, opponent may attempt to
Does the UCM Command Card ‘Colonial
block it, resolve the card (if it resolves instantly)
Legions’ provide re-rolls against ground
or leave the card in play (if it continues for a set
combat attacks?
time e.g. until next turn).
No, saves of any kind may only be taken against
This means that the cards being played must
bombardment attacks.
a) conform to the above rules and b) have
Can the PHR Command Card ‘Elite continual effects for you to stack them. This
Ground Forces’ be used to defend against makes effect stacking possible, but rare.
ground combat attacks?
When using the Silent killer Command
No, saves cannot be taken against ground Card, what happens if I use it on a ship
combat attacks. The armour bonus only applies that is crippled?
to saves made against bombardment attacks.
The Ship remains crippled, however in this
instance it may have the Stealth rule and still be
crippled – for the duration of the card, it does
not lose the stealth rule for having less than
50% hull remaining.
V1.1 V2.5
Frequently Asked Questions
Some Command Card effects target has resolved several of theirs. Once a player
weapons with certain names or parts of chooses not to play any more cards during the
name, such as ‘Calibre’ or ‘Mass Driver’. Clean Up stage, that is the cut off for playing
Do I apply the effects to weapons with cards in the Clean Up phase and they may not
those terms anywhere in the weapon decide later in the stage to play further cards.
profile? This stops players ‘gaming’ their card plays in
No, rules only apply to those weapons that have response to opposing Command Card use in a
the specific term in the weapon name itself. phase that is designed to be pro-active rather
than tactically reactive. The only exception is
The Next-Gen Armour Plating Command reactive ‘interrupting’ cards, such as espionage,
Card says you can re-roll armour saves. which may be played at any time.
Does that include passive and other types
of saves? Once finished, players reach the ‘End of the
Clean Up stage’. Any cards that are played at
Yes. The card states that any armour saves may this point follow the same structure as above
be re-rolled, and Passive Saves count as a type – the player with initiative plays first, then the
of armour save. opponent etc., with the same ‘cut off’ point if a
When playing Command Cards, who player chooses not to play further cards.
goes first? Is there an order in which you ii) Command Cards played during the turn (i.e.
choose which cards are played and when? during battlegroup activation) are played as
i) During the Initiation Phase, the player with instructed on the cards themselves; usually on
the higher-level Admiral has the choice to the activation of a battlegroup, firing a weapon,
play Command Cards first or second (roll off if the activation of another battlegroup etc.
there is a draw). They become ‘Player 1’.Players Importantly, here the order is reversed. They
then alternate playing cards. This is the same player who is not activating the unit plays a
throughout each sub phase of this part of the card first, then the activating player.
turn (as follows): For example: Player 1 chooses a unit to activate.
1) Player 1 has the chance to play a card a card The opponent (player 2) may now play a card. If
first or second, then the opponent. they choose not to, Player 1 can play a card.
2) When both players have finished playing For cards that apply ‘during an activation’ there
cards, they discard cards simultaneously. is no ‘cut off’ on playing cards during a unit’s
activation. This means that even if a player
3) They then draw cards simultaneously.
chooses not to play a card earlier in the unit’s
4) During the Clean Up Stage, Player 1 may play activation, they may choose to do so later in its
a card first or second (if they choose to play activation.
any). Complete all the actions associated with
iii) During the Round Up Phase, card plays
this card, including playing any espionage etc.
return to the order at the start of the turn i.e.
cards. The opponent may then play a card.
Player 1 has the choice to plays first or second,
Once resolved, the first player can then play
then the opponent, and then alternatively until
another card – continue until neither player
neither player has any further cards they want
has any further cards to play.
to play.
In multi-player games this still holds true – play
While this seems very involved, the number of
one card each (if you choose to) in the order
cards and actions of players mean that in real
determined by the role in part A. i).
terms the above will be very quick – this just
Note that players may not hold off playing cards provides players with the correct structure and
– i.e. not play a card until after the other player order to play cards in.
V1.1 V2.5
Frequently Asked Questions
Can I Espionage an Espionage Card? How If I use a Venice to give a ship on Silent
does that work out? Running or Max Thrust the ability to fire a
Command Cards may interact e.g. Espionage weapon, can I use Launch Assets?
and any other Command Card. Cards stack in No.
reverse chonological order. If I use a Venice to give a battlegroup extra
For example, player 1 played Mass Transit System. Thrust and move a ship into Atmosphere,
Player 2 then plays Espionage. Player 1 then plays how far can it move in Atmosphere?
Espionage on that Espionage, cancelling Player 2’s Only 2”. As per the rulebook “Ships moving
card. Mass Transit System can therefore go ahead into Atmosphere therefore lose any remaining
as normal. movement apart from this 2.”
Several Command Cards mean that ships Can a ship using an Ouriana to extend its
regain hull points. If this puts the ship weapon range use multiple Ourianas to
above 50% of its starting hull again, can it further extend its weappon range?
be crippled again if it takes more damage?
No. Only a single Ouriana can be used each
No, a ship can only be only crippled once from attack.
normal damage (the exception being weapons
that specifically do crippling damage, which Can rules like the Calypso’s Advanced
may cripple a ship more than once and are a ECM Suite and Shaltari Shield Booster be
special case). used on friendly space stations?
For the Intensify Point Defence Command Yes, but these space stations must be bought as
Card, it states the -1 modifier is against part of your fleet to be friendly.
one dice roll. When is this roll decided? If I take a Dreadnought or Venice and a
When does the modifier stop? Can this Famous Admiral, can I put the Famous
stack with other effects? Admiral in the Dreadnought or Venice?
This modifier works against one attack – from a No. Famous Admirals cannot be moved from
group’s point defence attacks, a bomber attack, their Flagship. The use of a Famous Admiral
etc. it works on one point defence roll and is overrides the normal rules on placing Admirals
then resolved and discounted. This modifier on Dreadnoughts (and for the UCM, the Venice)
can stack with other effects (e.g the Aegis rule), when building your fleet.
but remember that a ship cannot be targeted by
a Command Card twice in one turn, meaning Battle for Earth
this card cannot be used on the same ship twice
Do Resistance ships that already come
in a turn.
with the Ablative Armour rule increase
their Armour by 2?
Ship Special Rules
No. Any ships with the Ablative Armour rule
If I take a Venice with a London or
as standard have the increase already in their
Washington, can I still benefit from the
profile. For example the Tribune has Armour of
Venice’s Command Deck ability?
2+ until it is Crippled, when it goes to 4+.
No. Your Admiral has to be in a Venice to
The only exception for this in the book is Heavy
benefit from the Command Deck ability, and if
Frigates, which should have their Armour
you take a Dreadnought, your Admiral must go
increased to 3+ as per the errata on the previous
in there.
page.
V1.1 V2.5
Frequently Asked Questions
Do Fire Ships count towards Launch If I put a turret on the side of my ship,
Capacity Cap? can it only fire on that side? What if I put
No. While these assets do technically launch, double broadsides on one side?
they are not Fighters, Bombers, or Torpedoes, No. Because you’re in space and ships can be
so don’t count towards the cap. flying in any direction! Feel free to model your
Can Fire Ships combine their attacks like ships however you like. Provided the systems
Bombers? are present on the ship, put them anywhere you
want!
Yes.
The Drive Refit upgrade requires
Does Subsystem Network affect Low additional engines, but how many is the
Power weapons too? Can I fire 2 Mass right amount?
Driver Turrets and then 2 Artillery
Cannon Turrets on Standard Orders? Honestly? It’s 1 or more! Players should feel free
to model their ships however they want. There
Yes and yes. is no hard and fast rule to what constitutes a
Can 2 weapons be Overcharged from the Drive Refit, but making sure that these ships
Subsystem Network rule? Can a Low look distinctly different from the rest of your
Power weapon be used if another weapon fleet is a must. However, if you want to have a
is Overcharged? ship with double prows and only a single extra
engine on top and count it as a Drive Refit, go
No and no. Overcharge states that no other
ahead!
weapons (other than Close Action weapons)
may be fired. Since Low Power weapons aren’t There is a piece on the Resistance Cruiser sprue
Close Action weapons, they cannot be used. specifically meant for the Drive Refit upgrade
(piece I on the sprue), but players should feel
Do you get Armour saves against damage
free to have fun with their builds.
from the Unstable rule?
If you’re doing anything a little weird with your
No.
ships that might not be immediately obvious
If a weapon with the Unstable rule rolls to your opponent, make sure to inform them of
multiple dice for its attack value, eg. the ship’s armament before the game.
2d3, does it suffer multiple points of hull
damage on maximum dice rolls? Fleet Space Sta-
Yes. A weapon with Unstable causes a point tions
of hull damage for each dice that rolls its Can faction specific Fleet Space Stations
maximum value, eg an Unstable weapon with take upgrades like extra weapons and
3d6 Attack will cause 3 points of hull damage if scanners?
all 3 have a result of 6.
No. Only space stations that allow selections
from the Space Stations Armaments list
can select options from the Space Stations
Armaments list. Faction specific Fleet Space
Stations cannot take any options from the
Space Station Armaments list.
V1.1 V2.5
Examples
V1.1 V2.5
Examples
Group & Battlegroup Cohesion
Ships must be within 3” to maintain Group cohesion, and within 12” to maintain Battlegroup cohesion.
Turning
Below we see a ship performing a 45 degree turn in 3 different ways: at the beginning of its move,
part way through its move, and at the end of its move.
Normally a ship may only turn at the beginning of its movement, so the other turns could only be
performed using Course Change special orders.
V1.1 V2.5
Examples
Fire Arcs
When checking Fire Arcs, measure as below
- the Dropfleet Commander bases have these
arcs marked on them.
In this example below, enemy ship A is within
the firing ship’s Front arc, and enemy ship B is
within the firing ship’s Side (Right) arc.
Detection Range
A ship’s range is determined by adding together
its Scan and the target’s Signature.
In this example on the right (top), the firing
ship has a Scan of 6” and the target has a
Signature of 6”. As the ship is 12” away, the Scan
+ Signature means that the target is in range.
Spikes can add even more distance to that
range, as on right (bottom).
V1.1 V2.5
Examples
Attack Dice Burnthrough
When allocating Attack dice, you may choose Weapons with the Burnthrough special rule roll
any ship within range and arc of the weapon multiple dice - adding a dice each time they hit.
systems.
In the example below, the Cruiser has 2 Weapon
Systems that - other than their Arcs, are
identical. The Weapon Systems have 3 Attack
dice each, but one has a F arc and one has a F/S
arc. Ship A therefore can have all of the Attack
dice allocated to it, but ship B could only have 3
of the 6 allocated to it.
V1.1 V2.5
Examples
In the examples below, ship B is almost ready
Launch Assets to activate. A friendly carrier placed 3 Fighter
Launch Assets’ time to target depends on markers on its base to help defend against
whether they’re within their Thrust range or the attack, meaning ship B increases its Point
double their Thrust range. Defence by 9.
In the example below, the ship may Launch
Assets against two targets. Ship A is within
Thrust range and so gets resolved immediately.
However, ship B is within double Thrust range,
so the Launch Assets do not get resolved until
the end of ship B’s next activation.
V1.1 V2.5
Examples
Scenery
Ships interact with Planetary Rings, Large Solid
Objects, and Debris Fields in various ways.
V1.1 V2.5
Ship Adjustments
UCM
Close Action Weapons
Leviathan Missile Bays - Change Attack to 11.
Swordfish Missile Bays - Change Attack to 8.
Pirahna Missile Bays - Change Attack to 7.
Shark Missile Bays - Change Attack to 5.
Beijing Battleship & Tokyo Battleship
Increase Hull to 20.
Type Lock Attack Damage Arc Special
Python Super-Heavy Laser 3+ 3 2 F(N) Burnthrough (10), Bloom, Flash
V1.1 V2.5
Ship Adjustments
Famous Admirals - Tayne
Reduce points from 185 to 165.
Change the effect of Close Quarter Battle to: “The fired Close Action weapon and one other weapon
system without the Linked special rule gain Linked for that attack, but must allocate all shots to the
same target. This Linked cannot be the same as any other Linked weapons on the firing ship.”
Change Stressful Manoeuvre to: “When firing its Cobra Heavy Laser Pair, this Admiral’s Flagship
may suffer 1 point of Hull damage (with no saves of any kind) to change the Arc of its Cobra Heavy
Laser Pair to F.”
Moscow Heavy Cruiser
Increase Hull to 13.
San Francisco Troopship
Reduce Points to 105.
Havana Destroyer
Increase Points to 55.
Nuuk EM Harasser
Change Haywire effect to “If this weapon hits, the targeted ship receives a Power Fluctuations token
(even if it is not a Dreadnought). The ship suffers D3 Hull Points if going on Special Orders. If the
targeted ship is using the Silent Running special orders, Signature is returned to normal instead.
The targeted ship may not go on silent running.”
Scourge
Close Action Weapons
Plasma Tempest - Change Attack to 11.
Plasma Flood - Change Attack to 10.
Plasma Cyclone - Change Attack to 6.
Plasma Storm - Change Attack to 6.
Plasma Squall - Change Attack to 4.
Cthulhu Dreadnought
Change Furnace Triad to:
Type Lock Attack Damage Arc Special
Furnace Triad 3+ 3 3 F(N) Burnthrough (18), Corruptor,
Flash
V1.1 V2.5
Ship Adjustments
Umbra Battlecruiser
Change Oculus Booster effect to: “When this ship is given Standard Orders, until the start of its next
activation, other friendly ship’s weapons with “Oculus” in their name increase their Scald penalty to
+3 instead of +1 when firing at ships in any orbital layer within 12” in ship’s Front Arc.”
Cruisers (All Types)
Replace both Furnace Cannon profiles with the single following weapon profile:
Type Lock Attack Damage Arc Special
Furnace Cannons 3+ 4 1 F(N) Burnthrough (8), Corruptor,
Flash
Kulshedra Vilestar
Reduce points from 200 to 175.
Shedu Monitor
Plasma Derecho - Change profile to the following:
Type Lock Attack Damage Arc Special
Plasma Storm 3+ 6 1 F/S/R Close Action, Scald
Incubus Destroyer
Replace both Furnace Fangs with the single following weapon:
Type Lock Attack Damage Arc Special
Furnace Blaster 3+ 3 1 F(N) Burnthrough (6), Corruptor,
Flash
Succubus Destroyer
Seekers - Change Attack to 4.
Parasite Radiation Leech
Change Energy Siphon effect to: “During this ship’s activation, either before or after movement, pick
one friendly or enemy ship within 3” without the Energy Siphon special rule to siphon. That ship
loses any Spike it has, and this ship gains it. If any ships in this Group have siphoned any Spikes, all
ships in this Group modify their Occulus Rays for this activation. If the Group siphoned one or more
Minor Spikes, the Attack of Oculus Rays increases to 2. If the Group siphoned one or more Major
Spikes, the Damage of Oculus Rays increases to 2. This group may gain both benefits of this rule in
its activation, but may only gain each benefit once each activation.”
PHR
Close Action Weapons
Hornet Drone Hive - Change Attack to 10.
Hornet Drones - Change Attack to 5.
Kingfisher Drones - Change Attack to 5.
Wasp Drones - Change Attack to 3.
V1.1 V2.5
Ship Adjustments
Remus Dreadnought
Apocalypse Cannon - Add the following special rule: “When you Overcharge these weapons, if
this ship is on the Weapons Free Special Order, they triple their damage instead of doubling their
damage.”
Heracles Battleship
Change weapon profiles to the following:
Type Lock Attack Damage Arc Special
Dark Matter Cannon 2+ 4 2 F(N) Bloom, Crippling
Heavy Calibre Triple Broadside 4+ 6 2 S(L) Calibre (H&S), Linked-1
Heavy Calibre Triple Broadside 4+ 6 2 S(R) Calibre (H&S), Linked-1
Hornet Drones 3+ 5 1 F/S/R Close Action
Minos Battleship
Change weapon profiles to the following:
Type Lock Attack Damage Arc Special
Heavy Calibre Triple Broadside 4+ 6 2 S(L) Calibre (H&S), Linked-1
Heavy Calibre Triple Broadside 4+ 6 2 S(R) Calibre (H&S), Linked-1
Neutron Missiles 2+ 4 2 F/S/R Close Action, Crippling
Agamemnon Battlecruiser
Change weapon profiles to the following:
Type Lock Attack Damage Arc Special
Light Calibre Broadside 4+ 7 1 S(L) Calibre (L), Linked-1
Light Calibre Broadside 4+ 7 1 S(L) Calibre (L), Linked-1
Light Calibre Broadside 4+ 7 1 S(R) Calibre (L), Linked-1
Light Calibre Broadside 4+ 7 1 S(R) Calibre (L), Linked-1
Medium Calibre Double 4+ 10 1 S(L) Calibre (M), Linked-2
Broadside
Medium Calibre Double 4+ 10 1 S(L) Calibre (M), Linked-2
Broadside
Hornet Drones 3+ 5 1 F/S/R Close Action
Agrippa Battlecruiser
Change Holo-debris Field to: “Holo-debris Field: At the end of this ship’s activation, if this ship is on
the Weapons Free or Station Keeping Special Order you may place a Dense Debris Field within 3” of
this ship. These debris fields are removed at the end of the Roundup phase and are circular with a 4”
diameter (a D6 or custom template are perfect tokens to represent these). Friendly ships and Launch
Assets ignore these Debris Fields.”
Famous Admirals - Helena of Asgard
Change Cull the Weak to: “Hull Damage inflicted by this ship’s Heavy Quad Battery against ships of
L or L2 tonnage is also inflicted to other ships in the target’s group within 6”.”
V1.1 V2.5
Ship Adjustments
Priam Battlecruiser
Change weapon profiles to the following:
Type Lock Attack Damage Arc Special
Light Calibre Broadside 4+ 7 1 S(L) Calibre (L), Linked-1
Light Calibre Broadside 4+ 7 1 S(L) Calibre (L), Linked-1
Light Calibre Broadside 4+ 7 1 S(R) Calibre (L), Linked-1
Light Calibre Broadside 4+ 7 1 S(R) Calibre (L), Linked-1
Hornet Drones 3+ 5 1 F/S/R Close Action
V1.1 V2.5
Ship Adjustments
Sysyphus Heavy Cruiser
Reduce Points from 170 to 140.
Increase Hull to 14.
Change weapon profiles to the following:
Type Lock Attack Damage Arc Special
Bombardment Battery 3+ 6 1 F/S/R Bombardment
Light Calibre Broadside 4+ 7 1 S(L) Calibre (L), Linked-1
Light Calibre Broadside 4+ 7 1 S(R) Calibre (L), Linked-1
Wasp Drones 3+ 3 1 F/S/R Close Action
Orion Cruiser
Change weapon profiles to the following:
Type Lock Attack Damage Arc Special
Medium Calibre Double 4+ 10 1 S(L) Calibre (M), Linked-1
Broadside
Medium Calibre Double 4+ 10 1 S(R) Calibre (M), Linked-1
Broadside
Medium Calibre Turret 4+ 3 1 F -
Wasp Drones 3+ 3 1 F/S/R Close Action
V1.1 V2.5
Ship Adjustments
Ajax Cruiser
Change weapon profiles to the following:
Type Lock Attack Damage Arc Special
Supernova Laser 3+ 2 1 F(N) Burnthrough (3), Flash
Light Calibre Broadside 4+ 7 1 S(L) Calibre (L), Linked-1
Light Calibre Broadside 4+ 7 1 S(L) Calibre (L), Linked-1
Light Calibre Broadside 4+ 7 1 S(R) Calibre (L), Linked-1
Light Calibre Broadside 4+ 7 1 S(R) Calibre (L), Linked-1
Wasp Drones 3+ 3 1 F/S/R Close Action
Perseus Cruiser
Change weapon profiles to the following:
Type Lock Attack Damage Arc Special
Light Calibre Broadside 4+ 7 1 S(L) Calibre (L), Linked-1
Light Calibre Broadside 4+ 7 1 S(R) Calibre (L), Linked-1
heavy Calibre Broadside 4+ 2 2 S(L) Calibre (H&S), Linked-1
Heavy Calibre Broadside 4+ 2 2 S(R) Calibre (H&S), Linked-1
Medium Calibre Turret 4+ 3 1 F -
Wasp Drones 3+ 3 1 F/S/R Close Action
Ouriana Swiftlink
Targeting Link - change to ‘Targeting Link: If a friendly firing ship can measure its Weapons Range
to this ship (discounting any spikes), it may use this ship to extend the range of its attacks. If it does,
it measures Weapons Range from the Ouriana using the Ouriana’s Scan. Attacks made this way
must still be in the weapon arc of the firing ship and can only have range extended once this way.
This rule has no effect on Close Action weapons and Bombardment weapons and all penalties for
shooting through Orbital Layers still apply to the firing ship.’
V1.1 V2.5
Ship Adjustments
Pandora Frigate
Reduce points from 45 to 40.
Supernova Laser - Increase Attack to 2.
Shaltari
Hematite Battlecruiser
Quad Thermal Lance Cannon - Change Attack to 2.
Quad Thermal Lance Cannon - Add Fusillade-2 to special.
Sapphire Battlecruiser
Add the following special rule: “Ion Overload: While this ship is on Weapons Free, it may use its Ion
Aura and Ion Storm as if they did not have the Alt-1 special rule.”
Scoria Heavy Carrier
Reduce points from 200 to 180.
Jet Heavy Cruiser
Reduce points from 165 to 145.
Amethyst Frigate
Reduce points from 48 to 45.
Change Group to 2-4.
Microwave Array - Change Attack to 3.
Caesium Cutter
Increase points from 35 to 40.
Reduce Armour to 6+/5+.
Focused Disruptor - Change Lock to 4+.
Anchor Large Space Station
Increase Points from 75 to 120.
Resistance
Close Action Weapons
NC-16 Missile Battery - Change Attack to 8.
NC-16 Missile Salvo - Change Attack to 8.
NC-16 Missiles - Change Attack to 3.
NC-16 Missile Bank - Change Attack to 5.
NC-16 Missile Turret - Change Attack to 5.
V1.1 V2.5
Ship Adjustments
Coloniser Interstellar Dreadnought
Increase points from 230 to 250.
10K Mass Driver - Increase Cost to 40 pts.
10K Mass Driver - Change Attack to 1.
10K Mass Driver - Change Damage to 3.
10K Mass Driver - Change Special to “Fusillade-1”.
NC-31 Hybrid Gun Battery - Reduce Cost to 25 pts
Explorer Interstellar Ark
Increase points from 170 to 190.
10K Mass Driver - Increase Cost to 40 pts.
10K Mass Driver - Change Attack to 1.
10K Mass Driver - Change Damage to 3.
10K Mass Driver - Change Special to “Fusillade-1”.
NC-31 Hybrid Gun Battery - Reduce Cost to 25 pts.
Pathfinder Interstellar Raft
Increase points from 110 to 130.
10K Mass Driver - Increase Cost to 40 pts.
10K Mass Driver - Change Attack to 1.
10K Mass Driver - Change Damage to 3.
10K Mass Driver - Change Special to “Fusillade-1”.
NC-31 Hybrid Gun Battery - Reduce Cost to 25 pts.
Phalanx Battlecruiser
Change Tonnage to H.
N-31 Hybrid Gun Long Battery - Change Attack to 12.
Tribune Battlecruiser
Change Tonnage to H.
Senator Battlecruiser
Remove “Detector” from Special.
Add the following Special Rule: “SWACS: Enemy ships within 12” of this ship may be targeted by
friendly ships firing Close Action weapons using the firing ship’s normal Weapon Range (Scan +
Sig).”
Centurion Grand Cruiser
Increase Hull to 15.
N-31 Hybrid Gun Battery - Change Attack to 8.
V1.1 V2.5
Ship Adjustments
Gladiator Grand Cruiser
Increase Hull to 15.
Cruiser (All Types)
N-8 Artillery Cannon Bank - Change Attack to 6.
N-31 Hybrid Gun Bank - Increase Attack to 4.
Strike Carrier
Increase points from 25 to 30.
Reduce Group to 1-2.
Armstrong Destroyer
Increase points from 55 to 70.
V1.1 V2.5