This document summarizes the ships, heroes, weapons, and squadrons available to the DAO Union faction. The faction has a variety of ship types from heavy capital ships to light raiders. Heroes provide unique abilities to support ships and squadrons. Weapons include turrets, missiles, and support systems. Squadrons like smart missiles and drones help ships in battle. The DAO Union focuses on coordination and teamwork to overcome opponents.
This document summarizes the ships, heroes, weapons, and squadrons available to the DAO Union faction. The faction has a variety of ship types from heavy capital ships to light raiders. Heroes provide unique abilities to support ships and squadrons. Weapons include turrets, missiles, and support systems. Squadrons like smart missiles and drones help ships in battle. The DAO Union focuses on coordination and teamwork to overcome opponents.
This document summarizes the ships, heroes, weapons, and squadrons available to the DAO Union faction. The faction has a variety of ship types from heavy capital ships to light raiders. Heroes provide unique abilities to support ships and squadrons. Weapons include turrets, missiles, and support systems. Squadrons like smart missiles and drones help ships in battle. The DAO Union focuses on coordination and teamwork to overcome opponents.
This document summarizes the ships, heroes, weapons, and squadrons available to the DAO Union faction. The faction has a variety of ship types from heavy capital ships to light raiders. Heroes provide unique abilities to support ships and squadrons. Weapons include turrets, missiles, and support systems. Squadrons like smart missiles and drones help ships in battle. The DAO Union focuses on coordination and teamwork to overcome opponents.
Reef Ship (Heavy 4) - 75pts Digital Master (15pts): When activated, Range Finder: Ran 18" / Att 3 / Str 0 • Speed: Move 4" / Cruise 6" pick 1 enemy ship within 18", and remove Special: Spotting Laser 2 laser markers from it. Then that ship must • Turret: Ran 30" / Att 1 / Str 2 fire its turret or one weapon at one target of Arc Missiles: Ran 18" / Att 0 / Str 1 • Defense: Eva 2 / Tou 2 your choice. Special: May be fired once at every enemy Master of Missile (25pts): All friendly in range that has a laser marker on it, Pod Ship (Heavy 4) - 75pts ignoring cover and line of sight. squadrons get +1 strength when dealing • Speed: Move 4" / Cruise 6" hits from the smart detonation rule. Cross Guns: Ran 18" / Att 2 / Str 0 • Turret: Ran 6" / Att 4 / Str 0 Special: Broadside Strike Leader (15pts): When activated, may • Defense: Eva 2 / Tou 2 take a morale test. If passed, up to 3 Rail Lock Array: Ran 36" / Att 2 / Str 2 friendly squadrons within 12" can move by Coral Ship (Medium 3) - 55pts up to their move speed. Special: May only be fired when taking • Speed: Move 6" / Cruise 9" hold actions. • Turret: Ran 24" / Att 1 / Str 1 Titles Macro Missile: Ran 12" / Att 1 / Str 3 • Defense: Eva 3 / Tou 3 Reflex (10pts): This ship may shoot all of its Special: Blast weapons before moving. Rotation guns: Ran 12" / Att 3 / Str 0 School Ship (Medium 3) - 55pts Confirmation Bias (5pts): Whenever this Special: Twin-Fire, Anti-Squadron • Speed: Move 6" / Cruise 9" ship disables an enemy upgrade, place 1 • Turret: Ran 6" / Att 3 / Str 0 laser marker on the target. Threat Array: Ran 6" / Att 1 / Str 0 • Defense: Eva 3 / Tou 3 Special: Spotting Laser, May be fired once Shadow Fleet (10pts): Enemies may only at every enemy in range in any facing. shoot at this ship if it’s within 12“ of at least Silt Ship (Light 2) - 35pts one enemy ship. Keel Breaker: Ran 12" / Att 1 / Str 4 • Speed: Move 8" / Cruise 12" Special: Deadly, Sniper, Gets -2 to hit • Turret: Ran 18" / Att 1 / Str 0 Systems when fired. • Defense: Eva 4 / Tou 4 Support Refit: This ship’s turret gets the Spotting Laser rule. Special Rules Shoal Ship (Light 1) - 30pts Evacuation Pulse: When activated, may Spotting Laser: Targets take 1 laser marker • Speed: Move 10" / Cruise 15" push all ships within 8“ (friend or foe) per hit instead of damage (don’t roll to • Turret: Ran 0" / Att 0 / Str 0 directly away by D3+1“. block). Friendly models may remove markers from their target to get +X to hit • Defense: Eva 4 / Tou 4 Precision Teleporter: When activated pick rolls when shooting, where X is the number • Special: Missile Ship one enemy ship within 12“, and replace all of removed markers. laser markers on it with boarding markers. Smart Missile Squadron - 5pts Smart Detonation: This squadron is Rocket Shells: Turret gets the Deadly rule destroyed if it takes any damage. If this • Speed: Move 8" / Cruise 12" when shooting at targets that are 18“ or squadron is overlapped or engaged, it is • Turret: Ran 0" / Att 0 / Str 0 further away. destroyed, the target takes 1 hit with Str 0, • Defense: Eva 4 / Tou 6 and you may remove laser markers from Extremis Arc: May target enemies not in the target to deal +X hits, where X is the • Special: Smart Detonation line of sight with laser markers on them number of removed markers. when shooting. Support Drone Squadron - 10pts Missile Ship: Once per activation, when Tide Shield: On any round after the second, • Speed: Move 10" / Cruise 15" not using a cruise/ram action, place 2 when taking a point of damage roll one die, Smart Missile Squadrons fully within 2“ of • Turret: Ran 2" / Att 2 / Str 0 on a 4+ it is ignored. this ship. • Defense: Eva 5 / Tou 5 Battle Suit: May move even if engaged, and • Special: Spotting Laser may shoot before moving.
Battle Suit Squadron - 35pts
• Speed: Move 8" / Cruise 12" • Turret: Ran 2" / Att 3 / Str 1 • Defense: Eva 5 / Tou 4 • Special: Battle Suit