Generic Skirmish And Battlefront List

Capital Ships

Battlefront Traits
Trait Name Subname Effect
Armoured 1 This Horde ignores X Mag Damage per turn.
Coordinator - All allied Units take a +10 to Break tests.
Support Unit - For every Troop Unit on your side, you gain +1 Edge, up to your Squad amount.
Retreat - This unit may be withdrawn from battle before any Tactics tests; their traits and abilities cease applying immediately.
Terrain Adept Water For each X terrain the Battlefront provides, you gain +1 Edge.
Veteran - You possess 30 Willpower and the Disciplined Unit Trait (for the purpose of Break tests).
Battlefront Abilities
Ability Name Quantity Timing Effect Stacking Effect
Command Post Once Before Gain a +10 to your Tactics test this turn. No effect.

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Land Forces

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 Horde ignores X Mag Damage per turn.
Terrain Master Rough For each X terrain the Battlefront provides, you gain +1 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 Assault 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 Assault' 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.
Fortress Assault Your Turn Close (3km) - Select one enemy Horde with the Fortress trait in Range. You test Tactics 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. May use this Advantage one extra time 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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