You are on page 1of 6

This section covers rules that we call Model Assigned Rules (MARs), and are also referred to as abilities.

They are simple to use enhancements to a Ship, Wing or Installation that give them added flavour when in battle. Some models have one, some have several and others have none. The Statistic Card of a model will generally specify if a model has a MAR and will also specify when a MAR is only applicable to a particular weapon system. These lists cover the MARs of models that have already been released, and also include the MARs of a number of new Alliance models that will be released in 2011. NOTE: As future models and races are released so new MARs may be created for them. As these appear so these documents will be edited to include the new MAR, but we intend to keep such updates to a minimum and, if possible, refrain from making any new additions unless absolutely necessary. All of the existing fleets now have MARs that in general will apply to Ships in the Large and Massive

size classes. For example, Terran, Aquan, Sorylian, Dindrenzi, Directorate and Relthoza Ships in an Alliance Fleet have the Upgraded Torpedoes MAR. As the invasion of the Storm Zone has progressed the technicians and engineers of every faction have used advanced technologies to refit and improve their fleets. The following list applies to Ships (in the Medium, Large and Massive size class) in a military fleet taken from the rule book (including Installations). If the MAR applies to a weapon arc that is not present on a particular model, then it does not have the MAR. The implementation of new technologies varies between fleets, depending on where the rear admirals decide to direct their resources. NOTE: The MAR rules for the first six core fleets are not compulsory for players to use. Players should discuss their use prior to games and agree whether to utilise the MARs. The intent of the MARs is to allow players to align gameplay to the new Alliance Fleet models should they feel they are necessary.

TypE 1 upgRAdE MEdiuM/LARgE/MASSivE TERRANS AQuANS SORyLiANS RELTHOZA diNdRENZi diRECTORATE


Shield Modulation Linear Drive Enhancement Experienced Engineers Stealth Systems Secured Bulkheads Reinforced Fore

TypE 2 upgRAdE LARgE/MASSivE


Flechette Defences Heat Seeking (Port and Starboard) Reinforced Port/Starboard Hull Tearer Ammo (Port and Starboard) Incinerator Ammo (Fore Fixed) Biohazard Ammo (Fore)

NOTE: There is an important difference between a standard military fleet and an Alliance fleet, because of the limit on resources and the application of new technologies throughout the hundreds of fleets that are deployed. The Type 1 upgrade applies to ships a standard military fleet and an alliance fleet, but the Type 2 upgrade only applies to a standard military fleet (taken from the fleet compositions in the rule book). The alliance fleets gain the upgraded Torpedoes MAR instead of the Type 2 upgrade. In some cases a Ship might not have Torpedoes (or a Primary Weapon System), in which case such a Ship simply does not benefit from the MAR (like an Ammo MAR) that would otherwise apply to it.

COPYRIGHT SPARTAN GAMES 2011

Ad HOC BAyS (Installations)


You can pay 50 points to increase the FW rating of this model by +6 and add 6 Wings, or pay 100 points to increase the FW rating by +12 and add 12 Wings.

COMBuSTiBLE CARgO (Civilian)


When this Ship is destroyed it explodes as if it had suffered a Reactor Overload. If this Ship is destroyed by a Reactor Overload or has a Critical Hit Spoiler card played on it, you only resolve the effects of ONE explosion.

AgiLE
This Ship (or wing) can ignore the effects of an Asteroid Belt. Therefore it does not have to roll on the Obstacle Table if it performs more than a half of its modified move through an Asteroid Belt.

COuNTER MEASuRES
If any enemy Ships start their activation within 8 of this Ship, they are treated as being out of command distance until the end of their activation. With Escorts this simply means that they are subject to the usual restrictions for models that are out of command, and MuST remain within command range of the parent model.

ARC FiELd (weapon)


This Ship is surrounded by a corona of rippling energy that functions as both a weapon and a defensive measure; it is affected normally by Shields, Obstacles and other firing modifiers. An Arc Field provides an SH rating of 1, two Arc Fields would therefore provide an SH rating of 2 and so on. If a Ship with an Arc Field suffers a Primaries Hit critical, the models SH rating is reduced by -1 until the damage is repaired, if it suffers a Secondaries Hit (Shields) critical it CANNOT use any of its Broadsides until the damage is repaired.

dECK CREWS (Civilian)


Once per game this Ship can recover 1 lost Wing (from any Flight in its Fleet) and place the token on this Ship, so long as it has an empty berth. If there is not an empty berth the spare Wing is lost.

diRTy SECRETS

When you activate this Ship, you can look at each of your opponents hands of Game Cards, and put one ASSAuLT BLiTZ card (chosen from all of the cards looked at) into the If this Ship initiates a Boarding Assault and its discard pile of that particular player. When you use boarders are attacked with Point Defence, any Ships this ability roll 1d6, if you roll a 1 you MuST discard that use pd against the boarders MuST re-roll ALL all of the Game Cards from your hand. If you do not of their hits (including extra rolls for 6s) and take the use Game Cards, you start each game with 20 victory second result iNSTEAd. Points for each Ship in your fleet that has this MAR.

AWESOME

diSENgAgE FREigHT

Any Ship or Wing that uses Broadside batteries, This model can recover 1 Hp once per game, but it Turrets or Torpedoes to fire at this Ship reduces its gains the Vulnerable ability, at which point if your pool of Attack Dice by -2 dice. opponent rolls for a Critical Hit on this Ship, he can choose to re-roll both dice, but he MuST take the second result instead. BiggER BATTERiES The Point Defences (pd) on this model have a range of 8 instead of 4. dRONE MiNES Mines laid by this ship can move them up to 2 on every subsequent turn when you activate the Ship. BiOHAZARd AMMO If the number of hits from this weapon equals or If you move a Mine within the 4 activation range exceeds the Damage Rating of a target, the target of another Ship or Wing (at any point of its move) loses +1 additional Crew Point or Assault Point taken you resolve the attack of that Mine. Resolve the from the higher rating (or defenders choice if they movement and activation of each Mine one at a time. are even). This would therefore apply in addition to the normal effects of a Critical Hit. If more than one model with Biohazard Ammo uses Linked Fire, the target ONLy loses a maximum of 1 Crew Point or 1 Assault Point.

dOuBLE MiNES
When this Ship is activated, it can drop 2 Mine tokens instead of 1 Mine token. It can drop its Mine tokens at the same time or at different points of its movement.

COPYRIGHT SPARTAN GAMES 2011

ELiTE CREW
The Assault Points of this Ship receives a +1 bonus to hit on their Ap/Cp dice in every round of a Boarding Assault; a die roll of 4 becomes a 5 and so on.

FOLd SpACE dRivE HACKERS


When this Ship is activated it can attempt to disable the Fold Space Drive of one Ship within Range Band 1 in addition to any other actions. Roll 1d6, on a 4, 5 or 6 the Ship CANNOT Shunt until the damage is repaired, if the Ship had declared a Shunt in its previous activation that action is cancelled, but the Ship is otherwise activated normally. If the result of the die roll is a 6, roll another 1d6, on a 4, 5 or 6 the target Ship also suffers an Engine Damage critical effect (but dOES NOT lose Hull Points).

ELuSivE TARgET (Civilian)


If a Small Class Ship uses Broadsides batteries, Turrets or Torpedoes to fire at this Ship, then it can only hit on a 5 or 6.

ESpiONAgE (Installations)
The number of STAR cards that you can have in your hand is increased by a maximum of +1 (typically to 6), so long as at least one of these models is left on the board. If you have more than one model with the Espionage ability, you only ever gain one additional card. If you do not use STAR cards, you gain a +1 modifier to your Initiative in every turn for each Ship in your fleet that has this MAR.

HEAT SEEKiNg (weapon)


If the flight stand (peg) of this Ship is completely within the Fixed Aft Channel of the Ship that it is firing at, all attacks from this weapon against that Ship receive a +1 to its Attack Dice rolls. A die roll of 4 becomes a 5 and so on. This only applies to the weapon that has Heat Seeking, so if it uses Linked Fire with a weapon that does not have this ability, roll the dice in separate pools to differentiate between the two attacks. Where a weapon is listed as having Heat Seeking, for example Port/Starboard, it only applies to the Port/Starboard weaponry, and not all Arcs weapons (which technically fire in the Port and Starboard arcs).

EXpERiENCEd ENgiNEERS
The Repair Rolls of this Ship receive a -1 modifier on each die roll (a 3 becomes a 2 and so on). A roll of 6 remains a 6 however, so a Decompression Hit is always at risk of a failed repair roll. This means that Engine Damage, Primaries and Secondaries Hit effects are repaired on 1 to 3, while Raging Fire and Bays Blocked effects are repaired on 1 to 4.

HiddEN KiLLER
If this Ship has a Cut Engines token, enemy Ships that are in Range Band 3 or 4 of the stationary Ship CANNOT fire at it (enemy Ships that are in Range Band 1 or 2 of the stationary Ship can fire at it normally).

FAST FOLd SpACE dRivE (FSd)


If this Ship performs a Shunt roll 1d6, on a roll of 4, 5 or 6 it is immediately removed from the table iNSTEAd of waiting till the following activation. If this Ship enters the table from Fold Space, it can also make a normal movement during the same activation (as well as fire and/or board). Any Ship that enters the table from Fold Space can fire and perform Boarding Assaults normally.

HOME TERRiTORy (Installations)


If you want to field this Installation in a Dindrenzi, Directorate or Relthoza fleet you can raise your % allowance of Installations to 40%, but if you do so you MuST reduce the % limits of other Large and Massive Ships by HALF.

FiRiNg SOLuTiON
This Ship can use Linked Fire with two weapons on its stat card that are in the same arc or channel (but still CANNOT Link Fire a Broadsides with Torpedoes). This does not affect Linked Fire with Turrets, as they can link with a single Broadside arc or channel anyway.

HuLL TEARER AMMO (weapon)


If the number of hits from this weapon equals or exceeds the Damage Rating of a target you place one Decompression token on the target. This would therefore apply in addition to the normal effects of a Critical Hit, but the token only takes effect on a failed Repair Roll. This also applies if a weapon with Hull Tearer Ammo uses Linked Fire with a weapon that does not have the same ability. If more than one model with Hull Tearer Ammo uses Linked Fire, the

FLECHETTE dEFENCES
If this Ship is the target of a Boarding Assault it gains +3 Point Defence against enemy boarders during the FiRST turn of the combat.

COPYRIGHT SPARTAN GAMES 2011

target ONLy gains a maximum of 1 Decompression receives +1 to its Attack Dice rolls, a die roll of 4 token. A Ship can have multiple Decompression Hit becomes a 5 and so on. A Wing can move into base contact with this model safely so long as the Wing is tokens, and each token is repaired separately. entering it, being attached to it or attacking it.

iMpERviOuS
If a Ship initiates a Boarding Assault against a target that has the impervious ability, it reduces its Ap/Cp dice by HALF during every round fighting.

LAuNCH TuBES (Installations)


This model can perform a Boarding Assault against a Ship that is within 8 (instead of 4).

iMpROviSEd CHAFF (Civilian)


When this Ship suffers a Broadsides battery or Turret attack it rolls 1d6 to 3d6, specified by a number in brackets () listed on the Fig. It cancels 1 hit on a roll of 5 and 2 hits on a 6 with an additional roll for each 6 that is rolled.

LiMiTEd RESOuRCES (Civilian)


This Ship only scores hits against enemy Cp and Ap on a 5 or 6 when they perform a Boarding Assault, they still score hits on a 4, 5 or 6 when they are boarded.

LiNEAR dRivE ENHANCEMENT


This Ship receives +1 to its Movement, so long as it dOES NOT turn.

iNCiNERATOR AMMO (weapon)


If the number of hits from this weapon equals or exceeds the Damage Rating of a target you place one Raging Fire token on the target. This would therefore apply in addition to the normal effects of a Critical Hit, but the token only takes effect on a failed Repair Roll. This also applies if a weapon with Incinerator Ammo uses Linked Fire with a weapon that does not have the same ability. If more than one model with Incinerator Ammo uses Linked Fire, the target ONLy gains a maximum of 1 Raging Fire token. A Ship can have multiple Raging Fire tokens, and each token is repaired separately.

MANOEuvERABLE
This Ship has the turning restrictions of a model that is one size class lower. A Massive Ship or Large Ship would only have to move 1 before each turn, a Medium Ship could move 0 before each turn, and a Small Ship would have 360 degree movement (like a Wing). If this Ship has a Cut Engines token, it can rotate up to 90 degrees during its next activation iNSTEAd of removing the Cut Engines token. Rotate the Ship from its centre point.

MEdiCAL SHuTTLES (Installations)


Roll 1d6 when this model is activated, if you get 5 or 6 you can remove 1 crew damage token and 1 assault damage token from one Ship within 8 of this model (including itself).

iNdESTRuCTiBLE (Installations)
If the Asteroid Station is reduced to 0 Hp it is destroyed (including any Wings that are in it), but the model is left on the table and stops moving (attached Wings are affected normally by the explosion). If it moves into (or is moved into by) a Meteoroid or Planet (or another Asteroid Station) any Asteroid Stations involved in the collision are destroyed.

MiNEFiELdS
You can deploy 3 Mine tokens (with an MN rating of 5) anywhere within 8 of the centre line of the board AFTER players have deployed their Squadrons, for each Ship in your fleet that has the Minefields ability.

iSOLATEd (Installations)
If a Squadron of models with this MAR is reduced to 1 Ship (or deployed as a 1 Ship Squadron) you MuST activate it AFTER other Squadrons in your fleet.

MiNE LAuNCHERS (weapon)

This Ship can fire its Mines into the Fore Fixed channel at up to Range Band 1 at the same time as resolving any other firing, iNSTEAd of dropping Mines normally. LARgE MASS (Installations) The Mine token is not activated until it reaches its This Installation counts as an Obstacle and uses the end point, in other words you place the Mine token same rules as a Meteoroid, therefore measure all where you want it (within range) and then activate it ranges (or base contact) to and from any part of the automatically if there are enemy Ships within 4 of model. A Ship or Wing that fires at this Installation the token (otherwise it operates like any other Mine).

COPYRIGHT SPARTAN GAMES 2011

The Mine Launcher CANNOT use Linked Fire, and SAFE HAvEN (Installations) affects all Ships, Wings and Mines within range (even If your fleet contains Wings gained from a STAR card your own). or reinforcements, or Wings that you bought with spare points within your fleet composition, those NO FOLd SpACE dRivE (FSd) (Installations) Wings can treat this model as if it is their Carrier. This model can only perform a Shunt when in base SCOuT contact with a Capital Ship that performs a Shunt If you have more Ships with the Scout ability than (the Capital Ship can only carry 1 Ship in this way). your opponents at the start of the game, you can redeploy 1 Squadron of your own Ships AFTER all other players have deployed their Ships. pACK HuNTERS (weapon) When a Squadron of models that has Pack Hunters uses Linked Fire, the combined attack receives +1 Ad SECuREd BuLKHEAdS to the Linked Fire total for each model in addition to If this Ship is boarded by an enemy, it loses 2 less Assault Points than the number of Melee Dice hits the first. rolled for during the first round of the Boarding Assault (during the initial activation). pROTECTEd SySTEMS If this Ship suffers a Critical Hit roll 1d6, if you roll a 4, 5 or 6 the Critical Hit has no effect - but you still lose SHiELd MOduLATiON Hull Points and Crew/Assault Points if applicable. If This Ship can roll one additional d6 to cancel hits you roll a 2 or 3 the Critical Hit is applied normally, against it by Broadsides, Turrets or Torpedoes, after if you roll a 1 the Ship suffers an additional Critical it resolves the effects of Shields (but CANNOT use Hit. Therefore effects like Secondaries Hit, Engine this ability if the Shields are offline due to a critical hit effect). If the additional d6 roll results in a 1, the Damage or rolling a 2 or 12 would be ignored. Ship loses 2 Crew/Assault Points (as per the Critical Hit rules) ANd Shields are also damaged as if the Ship REiNFORCEd FORE This Ship has heavy armour on its front end. This Ship had suffered a Secondaries Hit effect. You suffer this receives +1 to its Critical Rating against all attacks Critical Hit in addition to damage caused by the initial made by Ships that are completely within this models attack. 90 degree Fore arc.

SLOW FOLd SpACE dRivE (FSd) (Installations)


This model CANNOT perform a Shunt during the game.

REiNFORCEd pORT/STARBOARd
This Ship has heavy armour on its sides. This Ship receives +1 to its Critical Rating against all attacks made by Ships that are completely within this models 90 degree Port or Starboard arc.

SMALL TARgET

If a Capital class Ship uses Broadsides, Turret or Torpedoes to fire at a Frigate, Escort, Transport or Gun Platform, then it can only hit on a 5 or 6. If a Capital REpAiR SHuTTLES (Installations) Roll 1d6 when this model is activated, if you get 5 or class Ship uses Broadsides, Turret or Torpedoes to 6 you can remove all of the Critical Hit effects from fire at a Corvette, Shuttle Boat or Gun Drone, then it one Ship within 8 of this model (including itself) in can only hit on a 6. addition to any Repair Rolls.

SpECiAL FORCES

When this Ship is involved in a Boarding Assault it can Any Ship or Wing that uses Broadside batteries, re-roll either ALL of its misses or ALL of its opponents Turrets or Torpedoes to fire at this Ship reduces its hits, during each round of the Boarding Assault (and MuST take the second result). pool of Attack Dice by -1 die.

RuggEd CONSTRuCTiON (Civilian)

COPYRIGHT SPARTAN GAMES 2011

those enemy Ships, a die roll of 4 becomes a 5 and If this Ship is fired at (with Broadsides, Turrets or so on. This effect dOES NOT stack, so a Ship only ever Torpedoes) by enemy Ships that are at Range Band gains a maximum of +1 to its Ad. 3 or 4, those Ships MuST re-roll ALL of their hits (including extra rolls for 6s) and take the second uNCOMMON CLASS (Civilian) result iNSTEAd. Stealth Systems work in addition to a A Civilian Squadron can only include a maximum of Cloaking Field (if a Ship has one), and do not require ONE of this Ship Class in each Squadron. the Cloaking Field to be turned on. uNNuMBEREd (Installations) Roll 1d6 when this model is activated, if you get 5 or STRENgTHENEd HuLL 6 you can deploy 1 additional Wing on the model. This Ship only reduces its Ad by -1 for every 2 Hull Any Wings that you gain in this fashion MuST be Damage tokens that it has. If it has 3 Hull Damage of the same type, and MuST be part of the same tokens you would only reduce its Ad by -1 (instead of Flight (unless they exceed 10 Wings, in which case -3). Sometimes this will apply to particular weapons additional Wings form a second Wing and can be of on the Ship; it will specify if such weapons have this a different type). ability.

STEALTH SySTEMS

SySTEMS NETWORK (Escort)


If this model is within 4 of its parent model, and the parent model has turned on its Cloaking Field, it ignores to hit rolls that are made against it of 4 (it does not reduce its Ad).

upgRAdEd TORpEdOES
This Ship adds +1 to hit on its die rolls when firing Torpedoes ; a die roll of 4 becomes a 5 and so on.

TARgET RESOLuTiON (Escort)


If this Ship is within 4 of any enemy Ships, its parent model receives +1 to its Attack Dice rolls against

vuLNERABLE
If your opponent rolls for a Critical Hit on this Ship, he can choose to re-roll both dice, but he MuST take the second result instead.

COPYRIGHT SPARTAN GAMES 2011

You might also like