Generic Army List

E-Scale

Control Points

HORDE TRAITS
Control Point, Support (2)
Cultural Centres are a Control Point. Ending the battle whilst controlling it will grant your faction an extra +100 XP.

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Fortresses and Capital Ships

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Characteristics
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
0 50 0 40 0 40 40 35 20
SKILLS
Awareness
HORDE TRAITS
Command Centre, Fortress; Exemplary Leadership, Support (5)
TRAITS
Machine (15)
TALENTS
Barrage, Rapid Reload
SPECIALISTS
Engineer, Sergeant, Spotter, Weapon Specialist
AP Turrets W-Spec Weapons
15 Macrobattery Tactical Bazooka; Heavy Bolter; Mascannon, Multi-Maser; Positron Cannon, Pulse Railcannon
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
Automatic Defenses Passive 1 No Limit You may, once per turn, make a free attack with one of your non-Specialist weapons against an enemy that moves within, or attacks an ally within, Support Range of you.
Support Abilities
Dirac Jammer Passive 1 No Limit You count as possessing the 'Dirac Jammer' equipment with unlimited running time. Once per turn, you may activate or deactivate it. The Jammer may not be attacked.
Eva Base Passive 3 No Limit You count as a Launch Port/Supply Port. Constructs can stand on your deck and/or retreat below.
Supply Crews Full Action 4 1 per Battle Select one spent Advantage that derives from an Air Horde. You now regain that Advantage. Note that only one Advantage may be refreshed per battle, even if you have multiple units with Supply Crews.
Weapons Team Passive 1 Unlimited You gain a free Weapons Specialist, who is treated as per usual for a Weapons Specialist and may be equipped with any weaponry your Specialists may access.

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Facilities

Supply%20Port.png?raw=1
Characteristics
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
- - 10 30 - 30 20 - -
Skills
Traits
Supply Ports allow for allied forces to gather new resources. Supply Ports contain spare ammunition for Independent Character weapons, which may be retrived from it with a Ready Action. Furthermore, weapons or N2 Warheads may be stored within a Supply Port before and during battle, and retrieved from it with a Ready Action. Supply Ports also count as a Positron Generator.
Positron Generator: Positron Generators generate electricity and come with four 30dm/3km hose connectors, which are compatible with most advanced technology. Any device plugged into a Generator no longer needs to run on internal batteries and has essentially unlimited energy, although some devices might require two, three or more hoses.
Wounds AP Equipment
20 12 -

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Battlefront Units

Ground Forces

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Battlefront Traits
Trait Name Subname Effect
Assault Unit - So long as your side has morale advantage, this Unit provides +3 Edge.
Powerful 2 You gain X Edge.
Reign of Terror - All enemy Units take a -10 to Break tests.
Armoured 2 This Unit ignores X Mag Damage per turn.
Terrain Master Rough For each X terrain the Battlefront provides, you gain +2 Edge.
Elite - This Unit possesses 40 Willpower and the Disciplined and Stubborn Unit traits (for the purposes of Break tests).
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Deep Strike Once Before If you win this round, deal +10 damage to Support Units. Increase damage by +5.
Tank Hunter Once Before If you win this round, deal +10 damage to Assault Units. Increase damage by +5.
Advantages
Advantage Usability Range Duration Effect Stacking Effect
Boarding Action Your Turn Close (3km) - Select one enemy Horde with the Capital Ship trait in Range; it must also have 0% Deflection. You test Tactics opposed by the Capital Ship's Toughness. On a success, the Capital Ship loses 20 magnitude, then is stunned for one round. If you win by a number of DoS more than its TB, it flips to your side; it may not take actions until the start of your next turn. Reroll Tactics test once per extra use.
Go for the Throat Your Turn Medium (6km) - Select one enemy Leader, who may not be a Construct pilot as well (though a Leader in a Command Centre is valid). You make an SL (Tactics) test, opposed by their Dodge; if you succeed you deal 1 point of damage to them (not reduced by TB or AP) per difference between your DoS and the Leader's. They also suffer a level of fatigue. +2 damage and +1 Level of Fatigue per extra use on a success
Elite Guard Before Battle Universal Unlimited Select one Fortress or Capital Ship. It gains a +60 bonus to resist the 'Boarding Action', 'Gatebreakers' or 'Fortress Assault' Advantage. If the chosen Horde is also benefitting from Garrison, treat Elite Guard as being the first level of Garrison (so applying Garrison adds another +10). +20 per extra use.
Gatebreakers Your Turn Medium (6km) - Select one enemy Horde with the Fortress trait in Range. You test Tactics+10 opposed by the Fortress's Toughness. On a success, the Fortress loses 20 magnitude, then flips to your side; it may not take actions until the start of your next turn. The enemy faction loses one Morale. Reroll Tactics test once per extra use.
Rapid Capture Your Turn Universal - Whenever an enemy Pilot or Leader becomes unattached, downed or forced to Eject, you may play this Advantage, then take a Tactics test opposed by their Agility or Stealth; on a success, you capture them. Happens before Search and Rescue. Reroll Tactics test once per extra use.
Search and Rescue Passive Universal Unlimited Whenever an allied Pilot or Leader becomes unattached, downed or forced to eject, you may make a Tactics-30 test to instantly retrieve them. +10 per extra use.

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Naval Forces

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Battlefront Traits
Trait Name Subname Effect
Support Unit - For every Troop Unit on your side, you gain +1 Edge, up to your Squad amount.
Armoured 3 This Unit ignores X Mag Damage per turn.
Coordinator - All allied Units take a +10 to Break tests.
Regular - You possess 25 Willpower (for the purpose of Break tests).
Terrain Poor Stormy, Shallows For each X terrain the Battlefront provides, your enemy gains +2 Edge.
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Bombardment Once Before If you win this round, deal +10 damage to Troop Units. Increase damage by +5.
Penetrate Once After Enemies lose the Armoured trait for this round only. No effect.
Advantages
Advantage Usability Range Duration Effect Stacking Effect
Heavy Fire Support Your Turn Universal Start of your next turn All allied units gain +2 Penetration and +1 Damage. +1 to both per extra use.
Missile Shield Your Turn Universal Start of your next turn All Attacks against Allied units must reroll damage and take the worst result. -

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Skirmish Units

Capital Ships

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Battlefront Traits
Trait Name Subname Effect
Armoured 2 This Horde ignores X Mag Damage per turn.
Coordinator - All allied Units take a +10 to Break tests.
Assault Unit - So long as your side has morale advantage, this Unit provides +3 Edge.
Powerful 2 You gain X Edge.
Terrain Master Water For each X terrain the Battlefront provides, you gain +2 Edge.
Veteran - This unit possesses 30 Willpower for the purpose of Break tests.
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Bombardment Once Before If you win this round, deal +10 damage to Troop Units. Increase damage by +5.
Command Post Once Before Gain a +10 to your Tactics test this turn. No effect.

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