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GENERATORS

CLOUD GENERATOR (Defensive)


The Cloud Generator can be activated at ANY point during a models Activation. When activated the model using the Generator is only hit on a 5 or 6 by any model or token until the End Phase of the current Turn.

GLACIER GENERATOR (value)


Once per Activation, at any point during the Movement Segment of its Squadron Activation, a model with a Glacier Generator can place an Iceberg Template within 8 of the centre of the Glacier Generator. An Iceberg Template must be placed entirely on Water and CANNOT be placed in a location where a Collision or Ram involving the Iceberg Template is unavoidable in any models next Squadron Activation. The maximum number of Iceberg Templates a model can have on the Game Board at any time is equal to the Glacier Generator value. A model can remove any Iceberg Template it has placed during the End Phase of any Turn. An Iceberg Template is automatically removed after resolving any Collision or Ram involving the Iceberg Template, or if the model that placed the Iceberg Template is Lost. An Iceberg Template represents an Iceberg Terrain feature with a Surface Height of Medium.

ECHO GENERATOR (value)


Only an Echo Template can use an Echo Generator. An Echo Generator must be used before the Echo moves. When the Generator is used, any other Echo controlled by the model is removed from the Game Board. A number of Echo Templates equal to the Echo Generator value are placed directly on top of, and with the same orientation as, the Echo using the Generator. Each Echo Template moves independently. If this model declares an Attack or Counterattack whilst Submerged, it must be from a specific Echo, remove any other Echo controlled by the model from the Game Board. If any Attack targeting an Echo equals, or exceeds, the Damage Rating (DR) of the model it represents, or the Echo is the target of a Boarding Assault, the Player controlling the Echo must declare if this Echo is the true position of the model. If it is, remove any other Echo controlled by the model from the Game Board. If it is not, only remove this Echo. If relevant, roll on the Critical Hit Table AFTER the models true position is determined.

MIMIC GENERATOR
Once per Activation, at any point during the Movement Segment of its Squadron Activation, a model with a Mimic Generator can select ANY model within 8 of the centre of the model using the Generator and attempt to copy the abilities of ONE Generator on that model that is NOT offline. Roll 1D6; on a 2, 3, 4, 5 or 6 the Mimic Generator gains all of the abilities of the Copied Generator. However, if there are any Markers on the Copied Generator, the Copied Generator does NOT gain them. The abilities of the Copied Generator CAN be used by the model with the Mimic Generator in the current Squadron Activation, if appropriate. These abilities remain until the model with the Mimic Generator suffers a Critical Hit or it copies a new Generator. The targeted model does NOT lose the use of a Copied Generator.

ENERGY AMPLIFICATION GENERATOR (Offensive)


An Energy Amplification Generator can enhance any ONE Energy Weapon Attack. Players can attempt to activate a maximum of ONE Energy Amplification Generator per Squadron Activation. Roll 1D6 AFTER all models in the Squadron have finished any movement to attempt to activate the generator: On a roll of 1 the Generator has Overloaded. On a roll of 2, 3 or 4 nothing happens. On a roll of 5 or 6 the Generator has Charged.

If the Generator has Overloaded it is Offline and the model with the Generator suffers the effect of a single Critical Hit, but not the Damage. Roll ONCE on the Critical Hit Table, re-rolling any results of Double 1 or Double 6, and apply the effect immediately. If the Generator has Charged, ALL Energy Weapons in ANY ONE Attack during the current Squadron Activation that includes at least one Energy Weapon from the model with the Generator may use the Combined Fire Firing Option. The Split Fire Firing Option is not available to any Attack using an Energy Amplification Generator. Multiple instances of a Charged Generator do NOT have a cumulative effect.

ROCKET JAMMER GENERATOR (value)


If this model, or any model from the same Fleet within 8, is targeted by a Rocket Attack, automatically remove up to the Rocket Jammer Generator value of Attack Dice from ONE Rocket Attack before any Attack Dice are rolled. A Rocket Jammer Generator can perform the Linked Fire Firing Option with eligible models from its Squadron using the relevant Rocket Jammer Generator value. ALL models that perform Linked Fire with Rocket Jammer Generators MUST be within 8 of the targeted model. A Rocket Jammer Generator can only be used ONCE during a Squadron Activation and a single Rocket Attack can only be affected ONCE by Rocket Jammer Generators.

Last Updated: 18 December 2012

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Copyright 2012 Spartan Games

The Player controlling the Rocket Jammer Generators MUST EITHER re-direct the Rockets removed from the Attack against a single model in the same Fleet within 8 of one or more models using their Rocket Jammer Generator OR use the number of Attack Dice removed by the Rocket Jammer Generators as an immediate Rocket Attack against any enemy model within 8 of one or more models using their Rocket Jammer Generator.

if it becomes Submerged or Obscured, or the Target Painter Generator targets a different model or is taken Offline. Multiple instances of a Target Painter DO NOT have a cumulative effect.

TIME DILATION GENERATOR


The Time Dilation Generator contains a Dilation Field Generator, a Teleport Generator and a Time Flow Generator. It can only use ONE of its Generators in any Activation. If the Teleport Generator has a Trapped model, no other Generator, within the Time Dilation Generator, can be used until the Turn AFTER the Trapped model has been returned to the Game Board.

SEARCHLIGHT GENERATOR (Defensive)


The Searchlight Generator has a 360 degree Arc of Fire measured from the centre of the model, base or Flight Stand of the model using the Generator, and can target ONE model, Wing or Regiment on the Surface, Flying or Obscured Height Level within RB3 during any Night Turn, RB2 during any Twilight Turn and RB1 during any Day Turn. A Searchlight Generator CANNOT be used by a Submerged model. A Searchlight Generator is activated by a model AFTER the completion of its Movement Segment. Roll 1D6; on a roll of 4, 5 or 6 both this model AND the target model, Wing or Regiment are Illuminated. See the Rules for Time of Day for the effects of Illumination. Important Note: The target of any Searchlight Generator MUST be declared BEFORE rolling any dice.

DILATION FIELD GENERATOR


The Dilation Field Generator is activated BEFORE the model with the Generator moves. It allows the placement of a 4 diameter Template, the centre of which must be within Line of Sight and 8 of the centre of the model using the Generator. Any model or token firing into, through, or out of the Template, at ANY Height Level, reduces its Attack Dice (AD) by HALF. Multiple instances of a Dilation Field DO NOT have a cumulative effect. The effect of this Generator lasts until the End Phase of the current Turn.

TELEPORT GENERATOR
The Teleport Generator can target ONE model in the same Fleet that is not a Derelict or a Prize and is within 8 of the centre of the model with the Generator. It is activated AFTER the model with the Generator has finished its movement. Roll 1D6: On a roll of 1 the target model is Trapped. On a roll of 2 or 3 nothing happening. On a roll of 4, 5 or 6 the target model is Teleported. A Trapped model is lost in time and space for the rest of the current Turn. It is then returned to the Game Board, as if it had been Teleported, during the next Activation of the model with the Teleport Generator. A model with a Teleport Generator that has Trapped a model CANNOT use the Teleport Generator again until the Turn AFTER the Trapped model has been returned to the Game Board. A Teleported model is removed from the Game Board and immediately placed, at the same Height Level and with any orientation, within Range Band 4 of the centre of the model with the Generator. A modelCANNOTbe Teleported to a location where a Collision or Ram involving it, or any other model, is unavoidable in their next Activation.

TORPEDO BREAKER GENERATOR (value)


If this model, or any model from the same Fleet within 8 of it, is targeted by a Torpedo Attack, automatically remove up to the Torpedo Breaker Generator value of Attack Dice from ONE Torpedo Attack before any Attack Dice are rolled. A Torpedo Breaker Generator can perform the Linked Fire Firing Option with eligible models from its Squadron using the relevant Torpedo Breaker Generator value. ALL models that perform Linked Fire with Torpedo Breaker Generators MUST be within 8 of the targeted model. A Torpedo Breaker Generator can only be used ONCE during a Squadron Activation and a single Torpedo Attack can only be affected ONCE by Torpedo Breaker Generators. The Player controlling the Torpedo Breaker Generators MUST EITHER re-direct the Torpedoes removed from the Attack against a single model in the same Fleet within 8 of one or more models using their Torpedo Breaker Generator OR use the number of Attack Dice removed by the Torpedo Breaker Generator as an immediate Torpedo Attack against any enemy model within 8 of one or more of the models using their Torpedo Breaker Generator.

TARGET PAINTER GENERATOR


The Target Painter Generator has a 360 degree Arc of Fire measured from the centre of the model, base or Flight Stand, and can target ONE model within 8 that is on the Surface or Flying Height Level. It is activated AFTER the model with the Generator has finished its movement. Roll 1D6; On a roll of 4, 5 or 6 the target model is Marked. Any Attack or Counterattack against a Marked model receives a +1 bonus to hit on their Attack Dice (AD) rolls. The target model remains Marked until the end of the current Turn, or

TIME FLOW GENERATOR


The Time Flow Generator is activated AFTER the model with the Generator has finished its movement. Target one Squadron or Wing within 8 of the centre of the model activating the Generator, all models in the Squadron or tokens in the Wing have their Movement (Mv) increased OR decreased by 2. The same effect MUST be applied to ALL models or tokens affected. The effect of this Generator lasts until the End Phase of the current Turn.

Last Updated: 18 December 2012

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Copyright 2012 Spartan Games

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