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Crown ORBAT v301

This document provides rules and unit selections for building a force for the Crown faction in the game Dystopian Wars. It allows players to create a force by choosing units from various battlefleets, each with restrictions and special rules. Important rules for Crown units are also summarized, such as Ablative Prow Armour and Heavy Firepower. The battlefleets provided have different requirements and bonuses for fulfilling certain criteria when building the force.

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0% found this document useful (0 votes)
159 views26 pages

Crown ORBAT v301

This document provides rules and unit selections for building a force for the Crown faction in the game Dystopian Wars. It allows players to create a force by choosing units from various battlefleets, each with restrictions and special rules. Important rules for Crown units are also summarized, such as Ablative Prow Armour and Heavy Firepower. The battlefleets provided have different requirements and bonuses for fulfilling certain criteria when building the force.

Uploaded by

jon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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This document is the Order of Battle for the Crown, known in shorthand as an ORBAT.

Once you have agreed the points


limit for your Encounter, each player must consult the ORBAT for their chosen Faction. This ORBAT allows a player to
create a Force for the Crown in games of Dystopian Wars. We have also made Unit cards available too, for quick reference in
games. Important: For the avoidance of doubt, the rules presented in the latest version of the ORBAT always take
precedence over any Unit or Battlefleet rules presented elsewhere.

Some Units in the Crown have special rules that are different to those found in the rulebook. Units that have one or
more of these rules will have them detailed in their Unit profiles in this ORBAT. The rules common to the Crown
are listed here:

ABLATIVE PROW ARMOUR: When an attack against a Model in this Unit originates from a point in its Fore, it
uses this rule. Remove an Action die from the Attack Dice Pool for each weapon with the Gunnery or Fusillade
Quality that Supports an attack against the Model. Attacks with Rail or Piercing Quality ignore this rule.

HEAVY FIREPOWER: Once per Activation, this Unit may make the following Valour Effect. When this Unit
makes an Attack, up to three weapons may contribute their Lead value to the Action Dice Pool, rather than the
normal single Lead weapon value. They still only have a single Lead weapon for Disorder purposes etc.

KEEP CALM AND CARRY ON: This Unit treats the effects of Chaos and Disarray as the effects of Emergency
instead. The Units still counts has having the Chaos and Disarray Level so receiving a further Disorder Condition
causes damage as normal.

LIONHEARTED CREW: Crippled Models with this rule still use the Battle Ready value of their weapons and
may re-roll Blank Results when making or the Initial Target of an Assault. This rule cannot be used if the Model
has the Emergency or Chaos and Disarray Disorder Condition.

LOYAL SHE BEGAN; THUS SHE REMAINS: This Model may add +1 to its Defence Action Dice Pool if it is
within 10” of one or more other friendly Units with the CROWN Trait.

ROYAL ENGINEERS: This Unit counts Blank results as a Counter when making Repair Rolls. Furthermore,
Heavy Gun Batteries and Gun Batteries gain +1 to their Lead Action Dice value when two or more weapons Support
their Action Dice Pool.

DEFIANT TAILGUNNERS: This rule applies to all SRS Tokens launched by this Unit. You may re-roll
Interception Action Dice Pool blank results provided the number of SRS Tokens contributing to the Interception is
at least equal to the Mass of the target they are defending.
Each Force must include one or more Battlefleets. There are a number of Battlefleets available to the Force, each with an array of
units to choose from and some even with additional rules or benefits. Each Battlefleet has the following restrictions unless stated
otherwise in the Battlefleet itself:
• You cannot include more than one of any specific Unit.
• You cannot include more than one Unit with the Flagship trait.
• In addition to the Flagship, you cannot include more than one Unit with the Aerial Unit Position Trait.
• In addition to the Flagship, you cannot include more than one Unit with the Submerged Unit Position Trait.
• Any Units forming Attached Units must come from the same Battlefleet.

Some Battlefleets provide bonuses to players for fulfilling certain requirements. These are indicated in the Battlefleet itself
though some of the most common are detailed below:

COMMAND OVERRIDE: 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.

SNOWBIRD STRIKE: Utilising specially modified single seater Defiant fighters known as Snowbirds, Canadian pilots are
expert at running long range combat air patrols in support of their Battlefleets. A Snowbird Strike may be made at the start of the
Second and Fourth Rounds of the Encounter for each Battlefleet has this rule. In a Snowbird Strike, the Crown player creates a
stack of SRS Tokens, one Token for each Unit in that Battlefleet in the Play Area at the start of that Round. They may be used
exactly as though they had been launched by a Unit in the Battlefleet (allowing them to be placed against targets in the Play Area
within 40” of any Unit in the Battlefleet). They cannot combine with other SRS Tokens and do not benefit from the Defiant Tail
Gunners special rule. All SRS Tokens in a Snowbird Strike are discarded at the end of the Second and Fourth Rounds. Designers
note: It is recommended that you paint or otherwise mark the Snowbird Strike SRS tokens differently to your other SRS Tokens if your
Force includes Units with the Defiant Tail Gunners Special Rule.

This is the most flexible and commonly deployed Battlefleet found in the Crown. The ability to mix surface, submersible and aerial units
makes this an essential component of any Commodore’s Force.

• You MUST include One Flagship Unit with the CROWN Trait.

• You MAY include up to a further Four Units with the CROWN Trait.

:
• None
Where the Britannia Battlefleets are deployed, order and stability The Victory class Battlefleets are a dominating force around the
are restored to Her Majesty’s Dominions. Many vessels in these globe. As an island nation, the British consider the seas and oceans of
battlefleets have served alongside each other for decades. the world as essential to hold their Dominions together.

• You MUST include One Flagship Unit with the • You MUST include One Flagship Unit with the VICTORY
BRITANNIA CLASS Trait. CLASS Trait.

• You MUST include an Albion Unit. • You MUST include an Excalibur Unit.

• You MAY include up to a further Three Units with the • You MAY include a single Sabre Unit and up to a further
BRITISH Trait. Four Units with the BRITISH Trait.

• You MAY include more than one Units of Caliburn or Albion • You may NOT include Aerial Units or more than two of any
classes. Unit except Excalibur or Hotspur classes.

:
:
• Hotspur class Units do not have their SRS Capacity reduced
• The Britannia gains the Sustained Quality to her Heavy Gun
when Crippled.
Batteries.

The Dominion of Canada uses these Battlefleets to defend her large MERCENARY BATTLEFLEET
territorial waters. The Canadian shipwright’s skill ensures these As dangerous and unpredictable as her captain, the Nautilus has
vessels are supremely adapted for this task. sailed the seven seas looking for fabulous treasure, arcane artefacts
and unearthly wonders as she fights a secret Shadow War.

• You MUST include One Flagship Unit with the


PROTECTEUR CLASS Trait. • You MUST include The Nautilus. It gains the FLAGSHIP
Trait. It may not be joined by a Unit with Attached Unit.
• You MUST include an Orca Unit.
:
• You MAY include up to a further Three Units with the • Command Override
CANADIAN Trait.

:
• Snowbird Strike

The Great Powers are not above hiring mercenaries and privateers to gain a decisive advantage in battle. A single Battlegroup in the Force
may be taken from the Mercenary Battlefleets found in many of the Faction ORBATs. You must take a different Battlefleet from this
ORBAT before you take a Mercenary Battlefleet. Each Mercenary Battlefleet can be taken multiple times by the Faction that it is
detailed in. For example, the Commonwealth may take multiple Black Wolf Battlefleets (though Unique Units will place other limits
to this number), but the Crown or Alliance could only include one Black Wolf Battlefleet provided they also had another Battlefleet
chosen from their ORBAT.

(See Commonwealth ORBAT) (See Sultanate ORBAT)


(See Union ORBAT) (See Crown ORBAT)
(TBA - Imperium ORBAT)
Many Crown Units may take Generators, either already incorporated into the superstructure of a Model or else they are installed in place of a
weapon as an upgrade indicated in their relevant entry in this ORBAT. Each Model in a Unit that has access to Generators may take a different
Generator or may not take one at all. Each Crown Generator confers the benefits as described below and normally remains active for the remainder
of the game unless the Model suffers a Generator Shutdown Critical Damage Marker. Generator abilities are conferred only to the Model it is
mounted on. IMPORTANT: Duplicate Generators have no cumulative effect on a Model. A Model may only benefit once at any time from a type of
Generator (with the exception of Guardian Generators).

Thanks to the Watcher artefacts found in the Bimini Crater, the mysteries of splitting the Atom have begun to be understood.
The Model adds +2 to its Speed Attribute. The Model suffers an additional Point of Damage whenever it suffers a Catastrophic Explosion caused by
receiving a duplicate Reactor Leak Critical Damage Marker.

The Fury pattern RJ- 1027 Generator provides a huge boost to a vessel’s power system as well as other, more intangible benefits.
This Generator gives the Model +1 to its Speed Attribute and +4 to its Fray Attribute.

A Model may have Multiple Guardian Generators. Once per Round, as a Special Operation in the Activation
Phase, the controlling Player adds up each Friendly Guardian Generator in Play. Each Friendly Guardian Generator adds a number of Guardian
Points to form a Guardian Points Pool. The number of Guardian Points contributed is indicated as number next to this rule. When any Friendly
Model with a Guardian Generator is declared the target of an Attack, before the Attack is rolled, declare how many Guardian Points from the
Guardian Points Pool will be used. These Points are deducted from the Pool for the Round. For each Point spent, remove a single die from the
Attack Dice Pool. The Guardian Points Pool cannot be used against attacks with the Arc, Piercing, Rail, Sonic or Submerged Qualities. Unspent
Guardian Points are lost in the Maintenance Step of the End Phase.

A powerful electromagnet is housed within this generator and can be used to disrupt small arms fire close to the vessel as
well as focussed to affect larger aircraft. Once per Activation this Model may target an enemy Aerial Model within 10”. That Model receives a level of
Disorder. Furthermore, any Hits and Heavy Hits by Enemy SRS or Special SRS Tokens against this model must be re-rolled. Exploding Hits are
unaffected.

: These are a variety of technological marvels emitting billowing clouds, shimmering scatter fields or even belching fourth
noxious blackness to hide the Model from sight. This Model is Obscured while the generator is active. This Model still blocks line of sight as normal.
Assaults and Attack Runs ignore Shroud Generators.

This Generator may be used to launch a rapidly coalescing bolt of aetheric energy in the Shooting Phase using the
Trident Projector Bolt weapon profile. The Generator has a 360 degree Firing Arc unless it replaces a weapon with a different Fire Arc on a Model,
in which case it retains the Fire Arc of the weapon it replaces. Furthermore, any friendly Models within 7" of a Model with this Generator that make
attacks with the Torpedo Quality gains the Homing Quality.
These are the weapon used by the faction. All values highlighted in green are used when the model is Battle Ready. Values shown in red are
used if the model is crippled.

WEAPON POINT BLANK CLOSING LONG QUALITY


6 (3) 3 (2) - Broadside, Fusillade
Broadside
4 (2) 2 (1) - Broadside, Fusillade
8 (6) - - Bomb, Hazardous
Bananach Phosphor Bombs
6 (4) - - Bomb, Hazardous
- 3 (3) 3 (3) Sustained
Fragmentation Launcher
- 2 (2) 2 (2) Sustained
3 (1) 5 (2) - Gunnery
Gun Battery
2 (1) 4(1) - Gunnery
10 (5) 6 (3) - Broadside, Fusillade
Heavy Broadside
6 (3) 4 (2) - Broadside, Fusillade
6 (3) 9 (4) 6 (3) Gunnery
Heavy Gun Battery
4 (1) 6 (3) 4 (1) Gunnery
- - - Ramming 10, Piercing
Heavy Prow Ram
- - - Ramming 10, Piercing
9 (2) 9 (4) 9 (4) Aerial
Heavy Rocket Battery
6 (-) 6 (2) 6 (2) Aerial
12 (4) 12 (7) 11 (6) Submerged, Torpedo, Extreme Range
Heavy Torpedo Salvo
8 (-) 8 (5) 7 (5) Submerged, Torpedo, Extreme Range
7 (2) 7 (5) 6 (4) Submerged, Torpedo, Extreme Range
Heavy Torpedo Turret
5 (-) 5 (3) 4 (3) Submerged, Torpedo, Extreme Range
4 (3) - - Broadside, Fusillade
Light Broadside
3 (2) - - Broadside, Fusillade
5 (1) 5 (3) 4 (3) Submerged, Torpedo, Extreme Range
Light Torpedo Salvo
3 (-) 4 (2) 3 (2) Submerged, Torpedo, Extreme Range
- - - Ramming 6, Piercing
Prow Ram
- - - Ramming 6, Piercing
5 (1) 5 (2) 5 (2) Aerial
Rocket Battery
4 (-) 4 (1) 4 (1) Aerial
- 6 (4) 11 (6) Extreme Range
Taranis Naval Mortar
- 4 (3) 8 (5) Extreme Range
7 (2) 7 (5) 6 (4) Submerged, Torpedo, Extreme Range
Torpedo Salvo
5 (-) 5 (3) 4 (3) Submerged, Torpedo, Extreme Range
- 7 (1) - Piercing, Magnetic
Trident Projector Bolt
- 7 (1) - Piercing, Magnetic
- - - Ramming 12, Piercing, Sustained
Vengeance Keel Saw
- - - Ramming 12, Piercing, Sustained
M S T A C ADV SDV F H The Britannia class Heavy Battleship is a testament to the might of the Crown and symbol
Battle Ready 3 5 4 8 16 7 6 13 9 of power in defence of her Dominions. Rumour of her presence has quelled uprisings and
deterred piracy. Pax Britannia.
Crippled 3 4 3 8 15 5 4 13 4
Unit Composition Weapons
• 1 Britannia Heavy Battleship • Heavy Prow Ram - F • Heavy Gun Battery – F/P/S
• Heavy Broadside – P & S • Heavy Gun Battery – F/P/S
Traits • Heavy Torpedo Salvo - F • Heavy Gun Battery – A/P/S
• Crown
• British Options:
• Surface Unit • The Unit may take up to three Escort Tokens for +8pts each.
• Heavy Battleship
• Britannia Class • The Unit may replace any Heavy Gun Battery weapon with a Heavy Rocket Battery or Heavy Torpedo
• Flagship Turret for +3pts. The replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces.
The points cost indicated is per weapon.
Special Rules
• The Model may alter their cost by -10 points and replace a single Heavy Gun Battery weapon with an
• Guardian Generator (4)
Atomic, Fury, Guardian (2), Magnetic, Shroud or Trident Generator.
• Heavy Firepower
• Keep Calm and Carry On GUARDIAN GENERATOR (4): This Unit is equipped with a Guardian Generator. It may not be upgraded
• Lionhearted Crew or replaced.
• Royal Engineers

M S T A C ADV SDV F H These huge support vessels are formidable warships in their own right. The Camelot class
comes into its own at the heart of a battlefleet where its chain of Guardian Generators are
Battle Ready 4 4 4 8 16 8 6 14 10 able to be set to surge mode and fortify the energy barrier throughout their force rendering
Crippled 4 3 3 8 15 6 4 14 5 such an armada virtually impervious to all but the most determined attacks.

Unit Composition Weapons


• 1 Camelot High Guardian • Heavy Prow Ram - F • Heavy Gun Battery – F/P/S
• Heavy Broadside – P & S • Heavy Gun Battery – F/P/S
Traits • Heavy Torpedo Salvo – F • Heavy Gun Battery – A/P/S
• Crown
• British Options:
• Surface Unit • The Unit may take up to five Escort Tokens for +8pts each.
• High Guardian
• Camelot Class • The Unit may replace any Heavy Gun Battery weapon with a Heavy Rocket Battery or Heavy Torpedo
• Flagship Turret for +3pts. The replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. The
points cost indicated is per weapon.
Special Rules
INSPIRATIONAL: Any friendly Unit (excluding this Unit) within 10" may re-roll a single Action dice in
• Guardian Generator (6)
their Activation.
• Guardian Surge
• Heavy Firepower
GUARDIAN GENERATOR (6): This Unit is equipped with a Guardian Generator. It may not be upgraded
• Inspirational or replaced.
• Keep Calm and Carry On
• Lionhearted Crew GUARDIAN SURGE: As a Valour Effect this Unit may double its contribution to the Guardian Points Pool
• Royal Engineers The opponent may always attempt to Cancel this Valour Effect and does not require an additional rule to be
able to do so.
M S T A C ADV SDV F H When HMS Gloriana was launched in 1851, she was an apex predator without rival.
Even today, these imposing vessels are able to rout entire battlefleets alone and fear
Battle Ready 4 4 4 8 16 8 6 15 10 nothing, giving rise to vessels in her image being desired by all the Great Powers, but never
Crippled 4 3 3 8 15 6 4 15 5 exceeded.

Unit Composition Weapons


• 1 Gloriana Dread-Naught • Heavy Prow Ram - F
• Heavy Gun Battery – F/P/S
Traits • Heavy Gun Battery – F/P/S
• Crown • Gun Battery – F/P/A
• British • Gun Battery – F/S/A
• Surface Unit • Heavy Gun Battery – A/P/S
• Dread-Naught • Heavy Gun Battery – A/P/S
• Gloriana Class • Heavy Broadside – P & S
• Flagship • Heavy Torpedo Salvo - F
Options:
Special Rules
• The Unit may take up to four Escort Tokens for +8pts each.
• Guardian Generator (4)
• Heavy Firepower
• The Unit may replace any Heavy Gun Battery weapon with a Heavy Rocket Battery or Heavy Torpedo
• Inspirational
Turret for +3pts. The replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. The
• Keep Calm and Carry On
points cost indicated is per weapon.
• Lionhearted Crew
• Royal Engineers • The Model may alter their cost by -10 points and replace a single Heavy Gun Battery weapon with an
Atomic, Fury, Guardian (2), Magnetic, Shroud or Trident Generator.

INSPIRATIONAL: Any friendly Unit (excluding this Unit) within 10" may re-roll a single Action dice in
their Activation.

GUARDIAN GENERATOR (4): This Unit is equipped with a Guardian Generator. It may not be upgraded
or replaced.
M S T A C ADV SDV F H Huge submersible strike carriers, the Protecteur class was the brainchild of Canadian
Frank Andrew Fleming and his assistants at the Davie Shipyard. The Protecteur
Battle Ready 3 5 3 7 13 3 6 9 7 uniquely combines the capacity of a large support carrier with the stealth and strike
Crippled 3 4 2 6 12 2 4 9 4 capabilities of an attack submersible.

Unit Composition Weapons


• 1 Protecteur • Heavy Torpedo Salvo – F
Submersible Carrier • Heavy Torpedo Salvo – F
• Heavy Torpedo Salvo – A
Traits • Broadside – P&S
• Crown
• Canadian GUARDIAN GENERATOR (2): This Unit is equipped with a Guardian Generator. It may not be upgraded
• Submerged Unit or replaced.
• Submersible Carrier
• Protecteur Class MINE LAYER: Before Submerged Unit Deployment, for each Model in a Unit with this rule, the
• Flagship controlling Player may place a Minefield Marker anywhere in the Play Area provided that it is at least 10”
from any Deployment Zone.
Special Rules
• Combat Air Patrol SRS MINE CLEARANCE: During its Operations Step, while placing its SRS Tokens, this Model may
• Guardian Generator (2) 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.
• Heavy Firepower
You may repeat this attempt as many times as there are SRS Tokens remaining in the stack. If the Minefield
• Lionhearted Crew
Marker is discarded, any remaining SRS Tokens in the stack may be placed on another Minefield Marker
• Loyal She Began; Thus She
within 5”to continue a Mine Clearance attempt on that Marker. If there are not any Minefield Markers
Remains
within 5”, the SRS Tokens remain in place until the End Phase when they may Scramble or Find New
• Royal Engineers Targets.
• SRS Capacity 5/2
• SRS Mine Clearance SRS RECON FLIGHT: During its Operations Step, before placing its SRS Tokens in Base Contact with
• SRS Recon Flight 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.

Options: For +10pts this Unit may have the Unexpected Arrival rule. Any Orca Models using the
Attached Unit Rule may deploy as part of this Unit using Unexpected Arrival too.

UNEXPECTED ARRIVAL: Emerging suddenly, this Unit appears to wreak havoc on the enemy.
Instead of being deployed as normal for the Encounter, this Unit may instead be held in Reserve (see
Operations for details). Roll to arrive by Reserves as normal, however, from the start of Round two, or
the start of any subsequent Rounds, this Unit may automatically arrive from Reserves. When it arrives
from Reserves the Unit is placed at any point in the Play Area that is at least 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 using the weapon’s Crippled profile.
M S T A C ADV SDV F H As a holdover from the globe spanning commitments of the golden age of Pax Britannia,
Battle Ready 2 6 5 6 12 4 4 9 5 the Sabre class makes for an excellent command post for the Crown’s less prestigious
interests to be protected by less prestigious captains.
Crippled 2 5 4 6 11 3 3 9 4
Unit Composition Weapons
• 2 Sabre Command Cruisers • Prow Ram - F
• Gun Battery – F/P/S
Traits • Heavy Gun Battery – F/P/S
• Crown • Heavy Gun Battery – A/P/S
• British • Broadside – P&S
• Surface Unit • Torpedo Salvo - F
• Command Cruiser
Options:
• Sabre Class
• The Unit may take up to two Escort Tokens for +8pts each.
• Flagship
• Any Model in the Unit may replace any Heavy Gun Battery weapon with a Heavy Rocket Battery or
Special Rules Heavy Torpedo Turret for +3pts. The replacement weapon retains the Fire Arcs of the Heavy Gun
• Fortunes of War Battery it replaces. The points cost indicated is per weapon.
• Guardian Generator (1)
• Any Model may alter their cost by -10 points and replace a single Heavy Gun Battery weapon with an
• Keep Calm and Carry On
Atomic, Fury, Guardian (2), Magnetic, Shroud or Trident Generator.
• Lionhearted Crew
• Royal Engineers FORTUNES OF WAR: You may Cancel Valour Effects in an Encounter where this Unit has at least one
Battle Ready Model in the Play Area.

GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be upgraded
or replaced.

M S T A C ADV SDV F H This squadron of three ships, HMS Lord Alexander Hood, HMS Lord Arthur Hood and
HMS Lord Samuel Hood have been named by both Alliance and Union naval intelligence
Battle Ready 2 6 5 6 12 4 4 9 5 as ‘Vessels of Disproportionate Threat’. This label is no doubt earned from the repeated
Crippled 2 5 4 6 11 3 3 9 4 humiliations that the squadron has inflicted on them in battles throughout the Atlantic.

Unit Composition Weapons


• 1 HMS Lord Alexander Hood • Prow Ram - F
• 1 HMS Lord Arthur Hood • Gun Battery – F/P/S
• 1 HMS Lord Samuel Hood • Heavy Gun Battery – F/P/S
• Heavy Gun Battery – A/P/S
Traits
• Broadside – P&S
• Crown
• Torpedo Salvo - F
• British
• Surface Unit Options:
• Command Cruiser • The Unit may take up to three Escort Tokens for +8pts each.
• Sabre Class
• Flagship FORTUNES OF WAR: You may Cancel Valour Effects in an Encounter where this Unit has at least one
• Unique Battle Ready Model in the Play Area.

Special Rules GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be
• Fortunes of War upgraded or replaced.
• Guardian Generator (1) LOGISTICAL SUPPORT: This Unit adds +1 to the number of Victory and Valour Cards in a player’s
• Heavy Firepower hand. Should this Unit be destroyed, the bonus is lost at the end of the Round. This ability does not stack so
• Keep Calm and Carry On multiple Units with this rule still only confers +1 to the hand size in total.
• Lionhearted Crew
• Logistical Support
• Royal Engineers
M S T A C ADV SDV F H Built on the Newfoundland hull design and outfitted to support fleet operations, the
Toronto class Control Cruisers have a vital role in coordinating Canada’s defences. The
Battle Ready 2 7 4 6 12 4 5 8 5 installation of a McGill radar array above the bridge provides an impressive fire control
Crippled 2 5 3 6 11 3 4 8 4 suite.

Unit Composition Weapons


• 2 Toronto Control Cruisers • Heavy Rocket Battery – F/P/S
• Heavy Rocket Battery – F/P/S
Traits • Broadside – P&S
• Crown • Torpedo Salvo - F
• Canadian
Options:
• Surface Unit
• The Unit may take up to two Escort Tokens for +8pts each.
• Control Cruiser
• Toronto Class • Any Model may alter their cost by -10 points and replace a single Heavy Rocket Battery weapon with an
• Flagship Atomic, Fury, Guardian (2), Magnetic, Shroud or Trident Generator.

Special Rules ANTI-AIR SPECIALIST: This Unit can choose not to count Aerial Units as being a Range Band further
• Ablative Prow Armour away (see Rulebook p.1 - Aerial Units). Instead, this Unit’s Attacks against Targets with the Aerial Unit
• Anti-Air Specialist Trait may be measured using the actual Range Band indicated for distance. Attacks with the Aerial Quality
• Fortunes of War against Aerial Units gain the Homing Quality.
• Guardian Generator (1)
FORTUNES OF WAR: You may Cancel Valour Effects in an Encounter where this Unit has at least one
• Lionhearted Crew
Battle Ready Model in the Play Area.
• Loyal She Began; Thus She
Remains
GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be
• Royal Engineers
upgraded or replaced.
M S T A C ADV SDV F H A Victory can launch dozens of Defiant fighters into the skies to defend the fleet from
incoming bombers or to hammer the decks of her enemies with their rapid firing Vickers
Battle Ready 4 3 3 8 15 8 6 13 10 Automatic Guns. The Victory’s aircraft attacks are supported with three Mark VII
Crippled 4 2 2 8 13 5 4 13 6 Congreve rocket turrets, giving them significant engagement capabilities

Unit Composition Weapons


• 1 Victory Heavy Carrier • Heavy Rocket Battery – F/P/A
• Heavy Rocket Battery – F/S/A
Traits • Heavy Rocket Battery – A/P/S
• Crown • Heavy Broadside – P & S
• British
Options:
• Surface Unit
• The Unit may take up to four Escort Tokens for +8pts each.
• Heavy Carrier
• Victory Class • The Unit may replace any Heavy Rocket Battery weapon with a Heavy Torpedo Turret for +5pts each.
• Flagship The replacement weapon retains the Fire Arcs of the Heavy Rocket Battery it replaces.

Special Rules COMBAT AIR PATROL: Units with this rule may Launch SRS Tokens in the First Round of the
• Defiant Tail Gunners Encounter against any Enemy Unit in the Play Area rather than the usual range.
• Guardian Generator (3)
GUARDIAN GENERATOR (3): This Unit is equipped with a Guardian Generator. It may not be
• Heavy Firepower
upgraded or replaced.
• Keep Calm and Carry On
• Lionhearted Crew SRS MINE CLEARANCE: During its Operations Step, while placing its SRS Tokens, this Model may
• Royal Engineers also place tokens in contact with a Minefield Marker within 20”. At the end of the Special Operations Step
• SRS Capacity 10/5 discard an SRS Token and roll an Action Die. On an Exploding Hit, the Minefield Marker is discarded.
• SRS Mine Clearance You may repeat this attempt as many times as there are SRS Tokens remaining in the stack. If the Minefield
• SRS Recon Flight 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.
SRS RECON FLIGHT: 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.
M S T A C ADV SDV F H Flagship of the Home Fleet, HMS Ark Royal is highly regarded ship of good fortune. She is
often deployed within two hundred nautical miles of the British Isles or one of the Crown’s
Battle Ready 4 3 3 8 15 8 6 13 10 Dominions. Shortly before the Battle of Pitcairn in 1856, Ark Royal was outfitted with
Crippled 4 2 2 8 13 5 4 13 6 three heavy gun batteries of a similar design to those found on Sabre command cruisers.

Unit Composition Weapons


• 1 HMS Ark Royal • Heavy Gun Battery – F/P/A
• Heavy Gun Battery – F/S/A
Traits • Heavy Gun Battery – F/P/S
• Crown • Heavy Broadside – P & S
• British
Options:
• Surface Unit
• The Unit may take up to four Escort Tokens for +8pts each.
• Heavy Carrier
• Victory Class COMBAT AIR PATROL: Units with this rule may Launch SRS Tokens in the First Round of the
• Flagship Encounter against any Enemy Unit in the Play Area rather than the usual range.
• Unique
GUARDIAN GENERATOR (3): This Unit is equipped with a Guardian Generator. It may not be
Special Rules upgraded or replaced.
• Defiant Tail Gunners
INSPIRATIONAL: Any friendly Unit (excluding this Unit) within 10" may re-roll a single Action dice in
• Guardian Generator (3)
their Activation.
• Heavy Firepower
• Inspirational
SRS MINE CLEARANCE: During its Operations Step, while placing its SRS Tokens, this Model may
• Keep Calm and Carry On also place tokens in contact with a Minefield Marker within 20”. At the end of the Special Operations Step
• Lionhearted Crew discard an SRS Token and roll an Action Die. On an Exploding Hit, the Minefield Marker is discarded.
• Royal Engineers You may repeat this attempt as many times as there are SRS Tokens remaining in the stack. If the Minefield
• SRS Capacity 10/5 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.

SRS RECON FLIGHT: 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.
M S T A C ADV SDV F H Rebellion against the Crown by the island nations of her Dominions are often quashed by
Battle Ready 2 7 4 6 11 3 3 6 4 fear of the devastating power of the Agincourt bombardment cruisers. The powerful naval
mortar has a range of over fifteen miles.
Crippled 2 6 3 6 10 2 2 6 4

Unit Composition Weapons


• 1 Agincourt Bombardment • Taranis Naval Mortar -F
Cruiser • Broadside – P&S
• Torpedo Salvo - F
Traits
• Crown Options:
• British • Any Model in the Unit may take a Gun Battery – F/P/S for +10pts.
• Surface Unit • The Unit may include the following additional ammunition types for its Taranis Naval Mortar. Each
• Bombardment Cruiser Ammunition type provides additional Qualities to the weapon profile. The Unit may take as many
• Agincourt Class additional ammunition types as desired but must declare a single type to be used when making an Attack.
Each Model in the Unit must take the same additional ammunition type. The points cost indicated is per
Special Rules Model.
• Guardian Generator (1)
• Keep Calm and Carry On Amphion (Submerged, Torpedo) +5pts Pax (Devastating) +25pts
• Lionhearted Crew Flechette (Blast, Piercing) +20pts Ripple (Sustained, Hazardous) +15pts
• Royal Engineers
GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be upgraded
Squadron: This Unit may or replaced.
include an additional model at SPOTTER: This Unit gains the Sustained Quality to any weapons with the Extreme Range Quality if the
a cost of +120pts. Initial Target has at least one SRS Token friendly to this Unit in base contact with it. Furthermore, the
Initial Target cannot benefit from being Obscured.

M S T A C ADV SDV F H While the hull has remained relatively unchanged for more than fifty years, the Albion
Battle Ready 2 7 5 6 12 4 4 7 4 class Cruisers have received a regular schedule of upgrades integrating newer technology to
keep these venerable vessels relevant and capable in this Dystopian Age.
Crippled 2 6 4 6 11 3 3 7 4
Unit Composition Weapons
• 1 Albion Cruiser • Prow Ram - F
• Heavy Gun Battery – F/P/S
Traits • Heavy Gun Battery – A/P/S
• Crown • Broadside – P&S
• British • Torpedo Salvo - F
• Surface Unit
Options:
• Cruiser
• Any Model in the Unit may replace any Heavy Gun Battery weapon with a Heavy Rocket Battery or
• Albion Class
Heavy Torpedo Turret for +3pts. The replacement weapon retains the Fire Arcs of the Heavy Gun Battery
it replaces. The points cost indicated is per weapon.
Special Rules
• Attached Unit • Any Model may alter their cost by -10 points and replace a single Heavy Gun Battery weapon with an
• Guardian Generator (1) Atomic, Fury, Guardian (2), Magnetic, Shroud or Trident Generator.
• Keep Calm and Carry On
ATTACHED UNIT (BRITISH, FLAGSHIP): When Building a Force, this Unit may become a Joining
• Lionhearted Crew Unit. Select a Partner Unit that has the Traits indicated in the title of this rule. The Partner Unit cannot
• Royal Engineers have any other Joining Units or have the Attached Unit rule.

Squadron: Unless using the GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be upgraded
Attached Unit rule, this Unit or replaced.
may include up to two
additional models at a cost of
+105pts per Model.
The Athelstan Flak cruiser launches fragmentation canisters that, upon detonation, hurl
M S T A C ADV SDV F H razor sharp shrapnel into their targets. Commonly they are employed to defend British
Battle Ready Flagships or to give Defiant Squadrons a clear run at their targets as often enemy defences
2 7 4 6 11 5 3 6 4 are shredded by such an attack. Athelstans were used on the Thames to celebrate the
Crippled 2 6 3 6 10 4 2 6 4 Queen’s Pearl Jubilee, firing magnesium pyrotechnics above the city to mark the occasion.

Unit Composition Weapons


• 1 Athelstan Flak Cruiser • Fragmentation Launcher -F
• Fragmentation Launcher -F
Traits • Fragmentation Launcher -F
• Crown • Fragmentation Launcher -F
• British • Broadside – P&S
• Surface Unit • Torpedo Salvo - F
• Flak Cruiser
Options:
• Athelstan Class
• Any Model in the Unit may take a Gun Battery – F/P/S for +10pts.
Special Rules ATTACHED UNIT (BRITISH, FLAGSHIP): When Building a Force, this Unit may become a Joining
• Attached Unit Unit. Select a Partner Unit that has the Traits indicated in the title of this rule. The Partner Unit cannot
• Flak Barrage have any other Joining Units or have the Attached Unit rule.
• Guardian Generator (1)
FLAK BARRAGE (FRAGMENTATION LAUNCHER): At the start of the End Phase, before SRS
• Keep Calm and Carry On
Resolution, this Unit may roll a number of Action Dice equal to the Point Blank lead value of each of the
• Lionhearted Crew
named weapons. Remove one Enemy SRS Token that is in contact with this Unit or a Friendly Unit within
• Royal Engineers
15" for each Exploding Hit result.
• Shrapnel
SHRAPNEL: The first Critical Damage result caused by an attack from this Unit is Shredded Defences. If
Squadron: Unless using the the target is already suffering from Shredded Defences, then Critical Damage must be rolled as normal.
Attached Unit rule, this Unit
GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be upgraded
may include an additional
or replaced.
model at a cost of +135pts.

M S T A C ADV SDV F H The Bedivere was the last design by William Symington, the father of British steamship
Battle Ready 2 7 5 6 12 4 4 8 4 engineering. These stalwart monitors became the design emulated by the other Great
Powers around the world.
Crippled 2 6 4 6 11 3 3 8 4
Unit Composition Weapons
• 1 Bedivere Monitor • Prow Ram - F
Traits • Heavy Rocket Battery – F/P/S
• Crown • Broadside – P&S
• British • Torpedo Salvo - F
• Surface Unit Options:
• Monitor • Any Model in the Unit may replace its Heavy Rocket Battery weapon with a Heavy Gun Battery or
• Bedivere Class Heavy Torpedo Turret for Free. The replacement weapon retains the Fire Arcs of the Heavy Rocket
Battery it replaces. The points cost indicated is per weapon.
Special Rules
• Guardian Generator (1) • Any Model may alter their cost by -10 points and replace a single Heavy Rocket Battery weapon with an
• Keep Calm and Carry On Atomic, Fury, Guardian (2), Magnetic, Shroud or Trident Generator.
• Lionhearted Crew
GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be upgraded
• Royal Engineers
or replaced.
• Skyfire
Squadron: This Unit may SKYFIRE: Models in this Unit may re-roll blanks when shooting at Aerial Units with weapons that have the
include up to two additional Aerial Quality.
models at a cost of +87pts per
Model.
M S T A C ADV SDV F H
Battle Ready 2 0 0 5 12 4 4 8 3
Crippled 2 0 0 5 10 3 3 8 3
Unit Composition Weapons
• 1 Belfast Offshore • Gun Battery - 360
Support Platform • Gun Battery - 360
Options:
Traits
• Any Model in the Unit may replace its Gun Battery weapon with a Rocket Battery for +3pts. The
• Crown
replacement weapon retains the Fire Arcs of the Gun Battery it replaces. The points cost indicated is per
• Irish
weapon.
• Surface Unit
• Offshore Support Platform • The Unit may take up to two Escort Tokens for +8pts each.
• Belfast Class
ADVANCED REPAIR FACILITIES (1): Battle-Ready Models in this Unit may add a number of Action
Special Rules Dice to their own Repair Tests equal to the value of this ability. Furthermore, Models in this Unit may use
• Advanced Repair Facilities their Action Dice Pool to make Repair Tests for Disorder Levels and/or Damage Markers on themselves or
• Forward Deployment any friendly Models within 4". One or more Exploding Hit results from a Repair Test made by this Model
• Heavy Escort may remove a single point of damage from itself or a Friendly Model within 4". A Model cannot remove
• Immobile 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
• Lionhearted Crew
that would return it to a Battle-Ready condition.
• Royal Engineers
• Strategic Asset FORWARD DEPLOYMENT: Units with this rule can never be held in reserve and are always deployed at
• Useful Freight the same time as Aerial Units. They must be deployed anywhere outside of the Encounter’s deployment zones
and least 12” from the enemy deployment zone.
Squadron: This Unit may HEAVY ESCORT: This Model may add +2 to the Defence Action Dice Pool on any friendly Models within
include up to two additional 5”. This bonus is in addition to any other bonuses such as being part of an Attached Unit.
models at a cost of +68pts per IMMOBILE: This Unit has a Drift of zero and may not move. Treat Sturginium Flare Critical Damage as
Model. Catastrophic Explosions instead.
STRATEGIC ASSET: 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.
USEFUL FREIGHT: 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.
M S T A C ADV SDV F H A powerful combination of heavy firepower and an ablative armoured prow, the
Battle Ready 2 7 5 6 12 4 5 8 5 Bonaventure class serve in the Dominion of Canada’s fiercest fighting in the Arctic,
Atlantic and Pacific oceans.
Crippled 2 5 4 6 11 3 4 8 4
Unit Composition Weapons
• 1 Bonaventure Strike Cruiser • Heavy Gun Battery – F/P/S
• Heavy Gun Battery – F/P/S
Traits • Gun Battery – A/P/S
• Crown • Broadside – P&S
• Canadian • Torpedo Salvo - F
• Surface Unit
Options:
• Strike Cruiser
• Any Model in the Unit may replace any Heavy Gun Battery weapon with a Heavy Rocket Battery or
• Bonaventure Class
Heavy Torpedo Turret for Free. The replacement weapon retains the Fire Arcs of the Heavy Gun
Special Rules Battery it replaces. The points cost indicated is per weapon.
• Ablative Prow Armour • Any Model in the Unit may replace its Gun Battery weapon with a Rocket Battery for +3pts. The
• Guardian Generator (1) replacement weapon retains the Fire Arcs of the Gun Battery it replaces. The points cost indicated is per
• Lionhearted Crew weapon.
• Loyal She Began; Thus She
Remains • Any Model may alter their cost by -10 points and replace a single Heavy Gun Battery weapon with an
• Royal Engineers Atomic, Fury, Guardian (2), Magnetic, Shroud or Trident Generator.

• All the Models in the Unit may have a McGill radar array mounted above their bridge for +5pts per
Squadron: Model. The Unit gains the Anti-Air Specialist rule (see the Toronto Control Cruiser for details).
This Unit may include up to
two additional models at a cost GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be
of +132pts per Model. upgraded or replaced.

M S T A C ADV SDV F H Crews of Caliburn Frigates are renowned for their fearlessness in the face of larger and
more deadly adversaries. Though some will be lost in the attempt, they valiantly battle in
Battle Ready 1 10 8 5 11 3 3 5 3 her Majesty’s name.

Unit Composition Weapons


• 2 Caliburn Frigates • Gun Battery – F/P/S
Traits • Light Broadside – P&S
• Crown
FOCUSED GUNNERY: A single Attack with the Gunnery Quality by this Unit each Activation receives +2
• British
Action Dice.
• Surface Unit
• Frigate AUXILLIARY MINE LAYER: Before Submerged Unit Deployment, the controlling Player of this Unit
• Caliburn Class may place a single Minefield Marker anywhere in the Play Area provided that it is at least 10” from any
Special Rules Deployment Zone.
• Auxiliary Mine Layer
• Focused Gunnery
• Keep Calm and Carry On
• Lionhearted Crew
• Royal Engineers

Squadron: This Unit may


include up to four additional
models at a cost of +29pts
per Model.
M S T A C ADV SDV F H
Battle Ready 3 0 0 5 12 5 5 11 6
Crippled 3 0 0 5 10 4 4 10 6
Unit Composition Weapons
• 1 Dublin War Platform • Heavy Gun Battery – F/P • Heavy Gun Battery – A/P
• Heavy Gun Battery – F/S • Heavy Gun Battery – A/S
Traits
Options:
• Crown • Any Model in the Unit may replace any Heavy Gun Battery with a Heavy Rocket Battery or Heavy Torpedo
• Irish Turret for +3pts. The replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. The points
• Surface Unit cost indicated is per weapon.
• War Platform
• Any Model in the Unit may take any combination of up to four of the following weapons: Gun Battery +10pts or
• Dublin Class
a Rocket Battery for +13pts. Up to two weapons can have the same Fire Arcs as each of the Heavy Gun Batteries.
The points cost indicated is per weapon.
Special Rules
• Forward Deployment • Any Model in this Unit may take a Guardian (2), Magnetic, Shroud or Trident Generator for +25pts.
• Heavy Escort • The Unit may take up to two Escort Tokens for +8pts each.
• Immobile
FORWARD DEPLOYMENT: Units with this rule can never be held in reserve and are always deployed at the
• Lionhearted Crew
same time as Aerial Units. They must be deployed anywhere outside of the Encounter’s deployment zones and least
• Royal Engineers
12” from the enemy deployment zone.
• Strategic Asset
HEAVY ESCORT: 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.
IMMOBILE: This Unit has a Drift of zero and may not move. Treat Sturginium Flare Critical Damage as
Catastrophic Explosions instead.
STRATEGIC ASSET: 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.

M S T A C ADV SDV F H The scourge of pirates and raiders, the Excalibur class heavy destroyer is fast and well-
armed for its size.
Battle Ready 1 10 8 5 12 3 4 6 3
Unit Composition Weapons
• 2 Excalibur Heavy • Gun Battery – F/P/S
Destroyers • Gun Battery – A/P/S
Traits • Broadside – P&S
• Crown • Torpedo Salvo - F
• British
GIANT SLAYER: Each Model in the Unit may re-roll Blank Results in Actions against an Initial Target
• Surface Unit
with a Mass of 3 or more
• Heavy Destroyer
• Excalibur Class
VANGUARD: Starting with Player B, after both sides are deployed, each player may choose one of their units
Special Rules with the Vanguard rule and make a free Move of up to 5". This is not an Activation and does not have Drift or
• Giant Slayer Turn Limit. Vanguard alternates between Players until all such units have been selected.
• Keep Calm and Carry On
• Lionhearted Crew
• Royal Engineers
• Vanguard
Squadron: This Unit may
include up to two additional
models at a cost of +43pts
per Model.
M S T A C ADV SDV F H Built around Arthur McCurdy’s augmented shield generator technology., the Halifax
Battle Ready 2 7 5 6 12 4 5 8 5 Shield Cruiser is designed to project greater protection to critical elements of Canadian
battlefleets.
Crippled 2 5 4 6 11 3 4 8 3
Unit Composition Weapons
• 1 Halifax Shield Cruiser • Heavy Gun Battery – F/P/S
• Heavy Gun Battery – F/P/S
Traits • Broadside – P&S
• Crown • Torpedo Salvo - F
• Canadian
Options:
• Surface Unit
• Any Model in the Unit may replace any Heavy Gun Battery weapon with a Heavy Rocket Battery or
• Shield Cruiser
Heavy Torpedo Turret for Free. The replacement weapon retains the Fire Arcs of the Heavy Gun
• Halifax Class
Battery it replaces. The points cost indicated is per weapon.
Special Rules
ATTACHED UNIT (CANADIAN, FLAGSHIP): When Building a Force, this Unit may become a
• Ablative Prow Armour
Joining Unit. Select a Partner Unit that has the Traits indicated in the title of this rule. The Partner Unit
• Guardian Generator (2)
cannot have any other Joining Units or have the Attached Unit rule.
• Lionhearted Crew
• Loyal She Began; Thus She MCCURDY SHIELD AMPLIFIER: This Unit increases the power of any Friendly Models within 7”
Remains (including this Unit) to contribute an additional +1 Guardian Point for each Guardian Generator.
• McCurdy Shield Amplifier
• Royal Engineers GUARDIAN GENERATOR (2): This Unit is equipped with a Guardian Generator. It may not be
upgraded or replaced.
Squadron: This Unit may include
up to two additional models at a
cost of +135pts per Model.
M S T A C ADV SDV F H
It is common for Hotspur captains to drive their ships at full speed towards the enemy,
Battle Ready 2 7 4 6 11 4 4 6 4 hoping that their large engines give their Defiant strike fighters an optimal launch position.
Crippled 2 6 3 6 10 3 3 6 4
Weapons
Unit Composition
• Broadside – P&S
• 1 Hotspur Support Carrier
• Torpedo Salvo - F
Traits
• Crown COMBAT AIR PATROL: Units with this rule may Launch SRS Tokens in the First Round of the
• British Encounter against any Enemy Unit in the Play Area rather than the usual range.
• Surface Unit
• Support Carrier ATTACHED UNIT (BRITISH, FLAGSHIP): When Building a Force, this Unit may become a Joining
Unit. Select a Partner Unit that has the Traits indicated in the title of this rule. The Partner Unit cannot
• Hotspur Class
have any other Joining Units or have the Attached Unit rule.
Special Rules
• Attached Unit FULL STEAM AHEAD: This Unit may double its Drift during its Movement Step. If it does so it may not
• Combat Air Patrol make any turns during the same Activation.
• Defiant Tail Gunners
• Full Steam Ahead GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be upgraded
• Guardian Generator (1) or replaced.
• Keep Calm and Carry On
SRS MINE CLEARANCE: During its Operations Step, while placing its SRS Tokens, this Model may
• Lionhearted Crew
also place tokens in contact with a Minefield Marker within 20”. At the end of the Special Operations Step
• Royal Engineers
discard an SRS Token and roll an Action Die. On an Exploding Hit, the Minefield Marker is discarded.
• SRS Capacity 4/2 You may repeat this attempt as many times as there are SRS Tokens remaining in the stack. If the
• SRS Mine Clearance Minefield Marker is discarded, any remaining SRS Tokens in the stack may be placed on another
• SRS Recon Flight 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
Squadron: Unless using the Scramble or Find New Targets.
Attached Unit rule, this Unit
may include up to two SRS RECON FLIGHT: During its Operations Step, before placing its SRS Tokens in Base Contact with
additional models at a cost of Models in the Play Area, a Unit with SRS Capacity may discard one or more tokens. Each SRS token
+130pts per Model.
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.

A single maximum sized Hotspur Support Carrier Unit may be upgraded for +20pts to take the elite Defiant fighter squadron, the No. 1
Squadron. Their motto, In omnibus princeps ("First in all things") reflects the squadron's status as the RFC’s oldest unit. Designers note:
It is recommended that you paint or otherwise mark the No 1 Squadron SRS tokens differently to your other SRS Tokens.

NUMBER ONE SQUADRON SRS: SRS Tokens launched by Units with this rule are called Number One Squadron SRS Tokens. Any
Attack Run including one or more Number One Squadron SRS Tokens has the Sustained and Piercing Qualities, provided that the Number
One Squadron SRS Tokens are the majority of friendly SRS Tokens in the Attack Run. Number One Squadron SRS Tokens can only be
intercepted if there are no other SRS Tokens remaining to make an Attack Run on the same target.
M S T A C ADV SDV F H Created as a heavy counterpart to the doughty Albion, the Lancelot is one of the most
Battle Ready 2 6 5 6 13 4 5 8 5 powerful ships of the line in the Crown navy. Command of a Lancelot is certain to lead to
great things for any captain.
Crippled 2 5 4 6 11 3 4 8 4
Unit Composition Weapons
• 1 Lancelot Heavy Cruiser • Prow Ram - F
• Gun Battery – F/P/S
Traits • Heavy Gun Battery – F/P/S
• Crown • Heavy Gun Battery – A/P/S
• British • Heavy Broadside – P&S
• Surface Unit • Torpedo Salvo - F
• Heavy Cruiser
Options:
• Lancelot Class
• Any Model in the Unit may replace any Heavy Gun Battery weapon with a Heavy Rocket Battery or
Heavy Torpedo Turret for Free. The replacement weapon retains the Fire Arcs of the Heavy Gun
Special Rules
• Guardian Generator (1) Battery it replaces. The points cost indicated is per weapon.
• Hammer Sweep • Any Model may alter their cost by -10 points and replace a single Heavy Gun Battery weapon with an
• Keep Calm and Carry On Atomic, Fury, Guardian (2), Magnetic, Shroud or Trident Generator.
• Lionhearted Crew
• Royal Engineers HAMMER SWEEP: During its Activation, this Unit may increase its Speed by 1" and gains +2 to its
Ramming Dice Pool provided that it makes no turns during this Movement.
Squadron:
This Unit may include up to GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be
two additional models at a cost upgraded or replaced.
of +132pts per Model.

M S T A C ADV SDV F H Built around Hawley & Barley’s devastating Vengeance Keel Saw, the Morgana class
have served the Crown magnificently. Patrolling the deep waters that surround their
Battle Ready 2 7 5 5 10 1 4 6 4 Dominions, the Morgana Assault Submarines have sent over a million tons of enemy
Crippled 2 5 4 5 8 0 3 5 2 shipping to the deep.

Unit Composition Weapons


• 1 Morgana Assault Submarine • Vengeance Keel Saw – F
• Heavy Torpedo Salvo – F
Traits
• Torpedo Salvo - A
• Crown
• British
FULL STEAM AHEAD: This Unit may double its Drift during its Movement Step. If it does so it may not
• Submerged Unit
make any turns during the same Activation.
• Assault Submarine
• Morgana Class GIANT SLAYER: Each Model in the Unit may re-roll Blank Results in Actions against an Initial Target
Special Rules with a Mass of 3 or more
• Full Steam Ahead
• Giant Slayer TERROR FROM BELOW: 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.
• Keep Calm and Carry On
• Lionhearted Crew
• Royal Engineers
• Terror From Below
Squadron:
This Unit may include up to
two additional models at a cost
of +85pts per Model.
M S T A C ADV SDV F H The prototype Morgana, HMS Nautilus, was famously stolen by the swashbuckling
privateer, Captain Rani Nimue. Her loyal and eclectic crew have adventured the globe
Battle Ready 2 8 5 6 12 1 4 9 4 searching for legendary artefacts and treasures. Pragmatic politicians struck a deal to bring
Crippled 2 6 4 6 11 0 3 8 3 this extraordinary craft and crew into well paying service to her Majesty once more.

Unit Composition Weapons


• 1 Nautilus • Vengeance Keel Saw – F
• Heavy Torpedo Salvo – F
Traits
• Heavy Torpedo Salvo – A
• Crown
• Privateer DEVIL’S OWN LUCK: Once per Round, you may Cancel a Valour Effect in an Encounter where this
• Submerged Unit Unit is in the Play Area. The controlling Player of this Unit must discard a Victory & Valour card from
• Assault Submarine their hand of any value rather than having to be of a greater combined value than the card being Cancelled.
• Morgana Class ELITE CREW: While making or defending from an Assault, this Unit may re-roll Blank dice results.
• Unique
SHADOW HUNTER: Some Commodores are skilled in the art of strategic misdirection. Once both sides
Special Rules have deployed but before any Vanguard moves have been made, the Players take it in turns (in initiative
• Devil’s Own Luck order) to redeploy a Unit in their Force with this rule. Each Unit with this rule may only be redeployed
• Elite Crew once and must be redeployed in their own Deployment area.
• Keep Calm and Carry On
TERROR FROM BELOW: This Unit may Ram Surface Units even if it moved less than 3” in the
• Shadow Hunter
Movement Phase. This Unit adds +3 to its Ramming Dice Pool when making a Ram against Surface Units.
• Terror From Below
• Unstoppable UNSTOPPABLE: After this Model performs a Ramming action, it is removed from the Play area before
• Veteran Repair Teams disengaging and is Placed the other side of the Impacted Model, retaining its facing as though it had just
passed through the Impacted Model and emerged the other side.
VETERAN REPAIR TEAMS: This Unit may add two additional Action Dice to its Repair Test. This is
in addition to those given by the Model’s Mass.

M S T A C ADV SDV F H
The mainstay of the Canadian fleet, these impressive warships are the stalwart frontline in
Battle Ready 2 7 5 6 12 4 4 7 4 the Crown’s defence against Union expansionist ambitions.
Crippled 2 6 4 6 11 3 3 7 4
Unit Composition Weapons
• 1 Newfoundland Attack Cruiser • Heavy Gun Battery – F/P/S
• Heavy Gun Battery – F/P/S
Traits
• Broadside – P&S
• Crown
• Torpedo Salvo - F
• Canadian
• Surface Unit Options:
• Attack Cruiser • Any Model in the Unit may replace any Heavy Gun Battery weapon with a Heavy Rocket Battery or
• Newfoundland Class Heavy Torpedo Turret for Free. The replacement weapon retains the Fire Arcs of the Heavy Gun
Battery it replaces. The points cost indicated is per weapon.
Special Rules
• Ablative Prow Armour • Any Model may alter their cost by -10 points and replace a single Heavy Gun Battery weapon with an
• Guardian Generator (1) Atomic, Fury, Guardian (2), Magnetic, Shroud or Trident Generator.
• Lionhearted Crew
• Loyal She Began; Thus She GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be
Remains upgraded or replaced.
• Royal Engineers

Squadron: This Unit may include


up to two additional models at a
cost of +114pts per Model.
M S T A C ADV SDV F H Often the threats to Canada can be deterred or even destroyed long before they engage more
visible elements of the Crown battlefleets. Orca Hunter Submarines are silent pack hunters
Battle Ready 1 8 6 4 10 1 2 3 3
Unit Composition Weapons
•2 Orca Hunter Submarines • Torpedo Salvo – F

Traits ATTACHED UNIT (CANADIAN, FLAGSHIP): When Building a Force, this Unit may become a
• Crown Joining Unit. Select a Partner Unit that has the Traits indicated in the title of this rule. The Partner Unit
• Canadian cannot have any other Joining Units or have the Attached Unit rule.
• Submerged Unit
• Hunter Submarine PACK HUNTER: This rule applies while the Unit numbers three or more Models. The Unit gains and
• Orca Class additional +2 to its Attack and Assault Action Dice Pools provided at least three models in the Unit
contribute to that Dice Pool.
Special Rules
• Attached Unit
• Maritime Patrol
• Lionhearted Crew
• Loyal She Began; Thus She
Remains
• Royal Engineers

Squadron: Unless using the


Attached Unit rule, this Unit
may include up to four
additional models at a cost of
+33pts per Model.

M S T A C ADV SDV F H Squadrons of Picton light cruisers have served the Crown decisively in hundreds of
engagements. The Battle for Barbados was decided not on the streets of Hamilton but two
Battle Ready 2 8 5 6 12 4 4 6 4 miles to the north as HMS Royalist and her sister ships sunk the battleships USS Kentucky
Crippled 2 7 4 6 11 3 3 6 4 and USS Illinois.

Unit Composition Weapons


• 1 Picton Light Cruiser • Prow Ram - F
Traits • Gun Battery – F/P/S
• Crown • Heavy Gun Battery – F/P/S
• British • Broadside – P&S
• Surface Unit • Torpedo Salvo - F
• Light Cruiser Options:
• Picton Class • Any Model in the Unit may replace its Heavy Gun Battery weapon with a Heavy Rocket Battery or Heavy
Torpedo Turret for +3pts. The replacement weapon retains the Fire Arcs of the Heavy Gun Battery it
Special Rules replaces. The points cost indicated is per weapon.
• Guardian Generator (1)
• Keep Calm and Carry On • Any Model may alter their cost by -10 points and replace a single Heavy Gun Battery weapon with an
• Lionhearted Crew Atomic, Fury, Guardian (2), Magnetic, Shroud or Trident Generator.
• Pack Hunter
GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be upgraded
• Royal Engineers or replaced.
Squadron: PACK HUNTER: This rule applies while the Unit numbers three or more Models. The Unit gains and
This Unit may include up to additional +2 to its Attack and Assault Action Dice Pools provided at least three models in the Unit
two additional models at a cost contribute to that Dice Pool.
of +90pts per Model.
M S T A C ADV SDV F H Tough and reliable airships, the Prydain has served the Crown for two decades, replacing
the Glaisher class war balloons after the debacle during the Rout at Mboto Gorge. Despite
Battle Ready 2 8 7 6 12 5 0 6 4 their age the Prydain still prove to be more than a match for the latest aeronautic vessels of
Crippled 2 7 6 6 11 4 0 5 3 the other Great Powers.

Unit Composition Weapons


• 1 Prydain War Rotor • Heavy Rocket Battery – F/P/S
• Heavy Rocket Battery – A/P/S
Traits • Torpedo Salvo – F
• Crown • Bananach Phosphor Bombs - A
• British
Options:
• Aerial Unit
• Any Model in the Unit may replace any Heavy Rocket Battery weapon with a Heavy Gun Battery or
• War Rotor
Heavy Torpedo Turret for no additional cost. The replacement weapon retains the Fire Arcs of the Heavy
• Prydain Class Rocket Battery it replaces.
Special Rules
• Any Model may alter their cost by -10 points and replace a single Heavy Gun Battery weapon with an
• Agile
Atomic, Fury, Guardian (2), Magnetic, Shroud or Trident Generator.
• Cloud Hunting
• Guardian Generator (1) AGILE: Unless suffering from a Navigation Lock Critical Damage Marker, this Unit may make turns
• Keep Calm and Carry On during Drift movement in the same way as it usually would during normal Movement.
• Lionhearted Crew
• Royal Engineers CLOUD HUNTING: Once per Activation, this Unit gains +3 to its Attack Action Dice Pool if the Initial
target is an Aerial Unit.
Squadron: This Unit may
include up to two additional
GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be upgraded
models at a cost of +120pts per
or replaced.
Model.

M S T A C ADV SDV F H
Battle Ready 2 0 0 5 12 4 4 8 3
Crippled 2 0 0 5 10 3 3 8 3
Unit Composition Weapons
• 1 Ross Battle Platform • Heavy Gun Battery - 360
Traits Options:
• Crown • Any Model in the Unit may replace its Gun Battery weapon with a Rocket Battery for +3pts. The replacement
• Irish weapon retains the Fire Arcs of the Gun Battery it replaces. The points cost indicated is per weapon.
• Surface Unit • Any Model in the Unit may take any combination of up to four of the following weapons: Gun Battery +10pts
• Battle Platform or a Rocket Battery for +13pts. Each weapon has a 360 degree Fire Arc. The cost indicated is per weapon.
• Ross Class • The Unit may take up to two Escort Tokens for +8pts each.

Special Rules ATTACHED UNIT (IRISH): When Building a Force, this Unit may become a Joining Unit. Select a Partner
• Attached Unit Unit that has the Traits indicated in the title of this rule. The Partner Unit cannot have any other Joining Units
• Forward Deployment or have the Attached Unit rule.
• Heavy Escort FORWARD DEPLOYMENT: Units with this rule can never be held in reserve and are always deployed at the
• Immobile same time as Aerial Units. They must be deployed anywhere outside of the Encounter’s deployment zones and
• Lionhearted Crew least 12” from the enemy deployment zone.
• Royal Engineers
HEAVY ESCORT: This Model may add +2 to the Defence Action Dice Pool on any friendly Models within 5”.
• Strategic Asset This bonus is in addition to any other bonuses such as being part of an Attached Unit.
Squadron: Unless using IMMOBILE: This Unit has a Drift of zero and may not move. Treat Sturginium Flare Critical Damage as
the Attached Unit rule, Catastrophic Explosions instead.
this Unit may include up
STRATEGIC ASSET: This Unit is worth +1 Victory Point to the Controlling Player of this Unit at the end of
to two additional models
the Encounter if it is still in the Play Area. If this Unit is destroyed by an Assault Action, it awards +1 Victory
at a cost of +57pts per
Model. Point to the Controlling Player of the Assaulting Model.
M S T A C ADV SDV F H Nimble and courageous, the crews of Saxon Scout Rotors are known as the Sixty-Minuters
for their rapid response and plucky attitude to death.
Battle Ready 1 12 9 4 10 4 0 4 3
Unit Composition Weapons
•2 Saxon Scout Rotors • Light Torpedo Salvo – F
• Rocket Battery – 360
Traits
• Crown AGILE: Unless suffering from a Navigation Lock Critical Damage Marker, this Unit may make turns
• British during Drift movement in the same way as it usually would during normal Movement.
• Aerial Unit
• Scout Rotor LINEAR DASH: This Unit gains +2 Speed during its Movement Step provided that it makes no turns.
• Saxon Class
SKYFIRE: Models in this Unit may re-roll blanks when shooting at Aerial Units with weapons that have the
Special Rules Aerial Quality.
• Agile
• Keep Calm and Carry On VANGUARD: Starting with Player B, after both sides are deployed, each player may choose one of their
• Linear Dash Units with the Vanguard rule and make a free Move of up to 5". This is not an Activation and does not have
• Lionhearted Crew Drift or Turn Limit. Vanguard alternates between Players until all such Units have been selected.
• Royal Engineers
• Skyfire
• Vanguard A Saxon Unit may be included in
Battlefleets with a Flagship with the CANADIAN Trait. All Models in this Unit
Squadron: This Unit may exchange the BRITISH Trait for the CANADIAN Trait and the Keep Calm
include up to four additional and Carry On rule for Loyal She Began; Thus She Remains.
models at a cost of +40pts per
Model.

M S T A C ADV SDV F H Based on the Caliburn frigate, these useful vessels have positional equipment integrated
into their citadels and large receiver dishes mounted on their superstructure.
Battle Ready 1 10 8 5 11 3 3 5 3
Unit Composition Weapons
• 2 Secace Frigates • Gun Battery – F/P/S
Traits • Light Broadside – P&S
• Crown
RADAR RELAY: Attacks against Enemy Models within 10” of this Model ignore the Obscured rule.
• British
• Surface Unit VANGUARD: Starting with Player B, after both sides are deployed, each player may choose one of their units
• Radar Frigate with the Vanguard rule and make a free Move of up to 5". This is not an Activation and does not have Drift or
• Secace Class Turn Limit. Vanguard alternates between Players until all such units have been selected.
Special Rules
• Keep Calm and Carry On
• Lionhearted Crew
• Radar Relay
• Royal Engineers
• Vanguard

Squadron: This Unit may


include up to four additional
models at a cost of +28pts
per Model.
M S T A C ADV SDV F H Reliable workhorses of the Crown’s arial ambitions, squadrons of Tintagels patrol every
corner of the globe.
Battle Ready 1 10 6 5 11 4 0 4 4
Unit Composition Weapons
•1 Tintagel Battle Rotor • Torpedo Salvo – F A Tintagel Unit may be included in
• Torpedo Salvo – A Battlefleets with a Flagship with the CANADIAN Trait. All Models in this Unit
Traits • Rocket Battery – 360 exchange the BRITISH Trait for the CANADIAN Trait and the Keep Calm
• Crown • Light Broadside – P&S
and Carry On rule for Loyal She Began; Thus She Remains.
• British
• Aerial Unit AGILE: Unless suffering from a Navigation Lock Critical Damage Marker, this Unit may make turns
• Battle Rotor during Drift movement in the same way as it usually would during normal Movement.
• Tintagel Class
LANDING VESSEL: Models in this Unit may make a Special Operations Action known as a Landing. If
Special Rules this Model is in contact with terrain identified in the Encounter as a Landing Point, it does not suffer damage
• Agile and may remain stationary, with a Drift of zero for the Round. During the Reserves Step of any Round where
• Keep Calm and Carry On this Model is in contact with the Landing Zone, when a friendly Ground Unit becomes available from
• Landing Vessel Reserve, it may be deployed within 2” of this Model rather than using any other deployment options. Once a
Ground Unit has been deployed using this Model, then place this Model at least 2” from the Landing Zone
• Lionhearted Crew
in any direction desired. This Model loses the Landing Vessel rule for the remainder of the Encounter.
• Maritime Patrol
• Rocketeer Flight MARITIME PATROL: Models with this rule may ignore the Submerged Unit Position Trait when making
• Royal Engineers Attacks on any Initial Targets within 10” of this Unit, or against Initial Targets with at least one SRS Token
in base contact that is friendly to this Unit.
Squadron: This Unit may
include up to three additional ROCKETEER FLIGHT: This Unit may launch an Assault against an enemy Model if it is within 6" of it,
models at a cost of +53pts per instead of the usual 4".
Model.

M S T A C ADV SDV F H
Designed for supporting and reinforcing Canada’s fleet actions, the Yukon class are
Battle Ready 2 8 5 6 11 4 4 5 5 especially good at establishing blockades and disrupting threats to shipping lanes.
Crippled 2 7 4 6 10 3 3 5 3
Unit Composition Weapons
• 1 Yukon Auxiliary Cruiser • Heavy Gun Battery – F/P/S
Traits • Heavy Gun Battery – F/P/S
• Crown • Heavy Broadside – P&S
• Canadian • Torpedo Salvo - F
• Surface Unit
Options:
• Auxiliary Cruiser
• Any Model in the Unit may replace any Heavy Gun Battery weapon with a Heavy Rocket Battery or
• Yukon Class
Heavy Torpedo Turret for Free. The replacement weapon retains the Fire Arcs of the Heavy Gun
Special Rules
Battery it replaces. The points cost indicated is per weapon.
• Ablative Prow Armour
• Guardian Generator (1) • Any Model may alter their cost by -10 points and replace a single Heavy Gun Battery weapon with an
• Lionhearted Crew Atomic, Fury, Guardian (2), Magnetic, Shroud or Trident Generator.
• Loyal She Began; Thus She GUARDIAN GENERATOR (1): This Unit is equipped with a Guardian Generator. It may not be
Remains upgraded or replaced.
• Mine Layer
• Mine Sweeper MINE LAYER: Before Submerged Unit Deployment, for each Model in a Unit with this rule, the
• Royal Engineers controlling Player may place a Minefield Marker anywhere in the Play Area provided that it is at least 10”
from any Deployment Zone.
Squadron:
This Unit may include up to MINE SWEEPER: In the Special Operations step of its Operations Phase, a Unit with this rule may
two additional models at a cost remove a Minefield Marker within 5" of a Model in this Unit.
of +125pts per Model.

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