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MODEL ASSIGNED RULES (MARs)

A Model Assigned Rule (or MAR) represents the inherent qualities found in some vessels, the increased ability of certain crew or the additional effectiveness of one weapon over another. The Stat Card of a model will specify any Model Assigned Rules that apply to a model. AIR HUNTER (weapon) This weapon receives a +1 bonus to hit on its Attack Dice (AD) rolls against Obscured models. If NO weapon is listed, the Air Hunter Model Assigned Rule is applied to ALL weapons on the model. ALTITUDE SKIMMING If this model is Obscured and at an All Stop, it can ONLY be affected by Ack Ack (AA) and Boarding Assaults. AMPHIBIOUS This model can move both in Water and on Land; if moving through Water reduce its Movement (Mv) by HALF. Apply any reduction for moving through Water before making any other adjustment to the models Movement. ARMOURED BELLY This model receives +1 to its Critical Rating (CR) against any Attack or Counterattack made from a lower Height Level. ARMOURED TOPSIDE This model receives +1 to its Critical Rating (CR) against any Attack or Counterattack made from a higher Height Level. ASSAULT WEAPON (weapon) During the Boarding Segment, this model can initiate a Boarding Assault with this weapon, as if it were a Robot, using its Initial Attack Point (AP) value, OR it can initiate a standard Boarding Assault using its current Attack Point value. If NO weapon is listed, the Assault Weapon Model Assigned Rule is applied to ALL weapons on the model. BOMBARD (weapon) When using Indirect Fire, this weapon hits on a 5 or 6. If NO weapon is listed, the Bombard Model Assigned Rule is applied to ALL weapons on the model. If a Weapon Type is listed as being a Bombard, it automatically has this Model Assigned Rule. COMBUSTIBLE CARGO If this model is Destroyed, all models that are within 4 of the centre of the model, and at the same Height Level, are attacked with a number of Attack Dice (AD) equal to double the Initial Hull Point (HP) value of the Destroyed model. This explosion has no effect on models that are on the other side of solid terrain that blocks Line of Sight. CONVOY DUTY This model can have up to one Tiny Flyer Squadron attached to it as a Combat Air Patrol (CAP). COORDINATED ASSAULT If two or more models with the Coordinated Assault Model Assigned Rule initiate a Boarding Assault against the same target model, the Boarding Assault will receive +1 Attack Dice (AD) for each model initiating the Boarding Assault that has a current Assault Point (AP) value greater than 0 AND the Coordinated Assault Model Assigned Rule. CORROSIVE (weapon) If the number of hits from an Attack or Counterattack, that includes at least one weapon with the Corrosive Model Assigned Rule, equals or exceeds the Damage Rating (DR) of the target model, place one Corrosive marker on the target model. If the number of hits equals or exceeds the Critical Rating (CR) of the target model, place two Corrosive markers on the target model. During the End Phase roll 1D6 for each Corrosive marker on a model; on a roll of 1, 2 or 3 remove the Corrosive marker, on a 4, 5 or 6 the model loses 1 Hull Point (HP) and keeps the Corrosive marker. If NO weapon is listed, the Corrosive Model Assigned Rule is applied to ALL weapons on the model. COVERED DECKS A Tiny Flyer that has landed on this model cannot be targeted with Ack Ack (AA). DASH AND ELAN If this model initiates a Boarding Assault, the Boarding Assault will receive +1 Attack Dice (AD) if the model has a current Assault Point (AP) value greater than 0. DECK CREWS Once per game a Carrier model can add one Destroyed Tiny Flyer back into its Tiny Flyer Squadron. The Wing must be Landed on the Carrier model, or the Tiny Flyer must have belonged to a Reconnaissance Squadron. The Wing can be launched in any subsequent Turn, as normal. The Carrier models Tiny Flyer capacity cannot be exceeded as a result of the Deck Crews Model Assigned Rule. DESTRUCTIVE ORDNANCE (weapon) If the number of hits from this weapon equals or exceeds the Damage Rating (DR) of the target model, roll on the Critical Hit Table as if the roll had equalled or exceeded the Critical Rating (CR) of the model. If NO weapon is listed, the Destructive Ordnance Model Assigned Rule is applied to ALL weapons on the model. DEVASTATING ORDNANCE (weapon) If this weapon gets any 6s on the FIRST roll of any Attack Dice (AD), TWO extra D6 are generated for each 6 that is rolled. Any subsequent 6s generate ONE extra D6 as normal. If NO weapon is listed, the Devastating Ordnance Model Assigned Rule is applied to ALL weapons on the model.

DIEHARD CREW This model rolls an additional D6 when resolving any Bravery Test. DOUBLE DECKER This model can launch two Squadrons of Tiny Flyers, land two Squadrons of Tiny Flyers, or launch one Squadron and land one Squadron of Tiny Flyers at the same time. ELECTRICAL DEFENCES If this model is the target of a Boarding Assault it gains +3 Ack Ack (AA). ELITE CREW If this model is involved in a Boarding Assault it receives a +1 bonus to hit on its Attack Dice (AD) rolls. ELUSIVE TARGET This model is only hit on a 5 or 6 if targeted by Ordnance weapons from a Small Class model. EMPLACED This model can be deployed anywhere on the board, but it CANNOT be placed within the deployment area of any opposing player. Deploy this model using the standard deployment rules. EXPERIENCED ENGINEERS This models Repair Rolls are successful on a 1, 2, 3 or 4. EXTENDED RANGE This model can initiate a Boarding Assault against a target within 8. FEARLESS This model automatically passes all Bravery Tests. FAST TARGET This model is only hit on a 6 if targeted by Ordnance weapons from a Capital Class model. FEROCIOUS If this model is involved in a Boarding Assault it receives a +1 bonus to hit on its Attack Dice (AD) rolls. FLIGHT CAPABILITY This model can move both in the Air and on Land; if moving through the Air reduce its Movement (Mv) by HALF. Apply any reduction for moving through the Air before making any other adjustment to the models Movement. FORWARD OBSERVER This model can fire its Bombard weapon using Indirect Fire at Range Band 2. If it does fire into Range Band 2, it does NOT need a Spotting model or Tiny Flyer Reconnaissance Plane to provide Line of Sight. FUEL RESERVES If this model suffers a Critical Hit roll a D6; on a 5 or 6 place a Raging Fire marker on the model.

GAS ALERT If this model initiates a Boarding Assault, the Boarding Assault receives +2 Attack Dice (AD). GROUND CLAMPS If this model is at an All Stop it cannot move, be moved, or rotated, and receives a +1 bonus to hit on its Attack Dice (AD) rolls. If this model suffers a Sturginium Flare result on the Critical Hit Table while at an All Stop, it does not teleport; instead this model is Destroyed. HARD IMPACT (weapon) If the number of hits from this weapon equals or exceeds the Damage Rating (DR) of a target, the target is knocked back 2 directly away from the source of the Attack. This may cause a collision to occur. If the target model cannot move the full 2 it still causes Collision damage as if it were a new contact. If NO weapon is listed, the Hard Impact Model Assigned Rule is applied to ALL weapons on the model. HULL BREAKER If this model performs a Ram and equals or exceeds the Critical Rating (CR) of its target, the target loses 1D3 additional Hull Points (HP) as well as suffering the full effect of the Critical Hit. This model ignores the effects of Treacherous Terrain. HULL RIPPER If this model performs a Ram and equals or exceeds the Defensive Rating (DR) of its target, place this model with its Aft touching the opposite side of the target model, as if it had just passed underneath it in a straight line. This model cannot be touching any other model or solid terrain at the end of this movement; if there is not enough room to place this model, you cannot use the Hull Ripper Model Assigned Rule. HULKING This model counts as being one Size Class larger than its defined Size Class for the purpose of determining Line of Sight only. When a model is determining Line of Sight to this model, a Surface Level model is NOT an Obstructing Model if it is one Size Class smaller than the Firing or Spotting model. ICON If a model in your Fleet is within 8 of the centre of this model, roll an additional D6 when resolving any Break Test or Bravery Test. Multiple instances of the Icon Model Assigned Rule do not give a cumulative bonus. IMMOVABLE This model cannot move, be moved, or rotated. If this model suffers a Sturginium Flare result on the Critical Hit Table it does not teleport; instead this model is Destroyed. IMPERVIOUS If this model is the target of any Boarding Assault, reduce the amount of Attack Dice (AD) rolled against the model by HALF.

INCENDIARY ROUNDS (weapon) If the number of hits from an Attack or Counterattack, that includes at least one weapon with the Incendiary Rounds Model Assigned Rule, equals or exceeds the Damage Rating (DR) of the target model, place one Raging Fire marker on the target model. If NO weapon is listed, the Incendiary Rounds Model Assigned Rule is applied to ALL weapons on the model. INDESTRUCTIBLE If this model is Destroyed, do not remove it from the board. A Boarding Assault can still be performed against this model after it has been Destroyed and it can still be Captured as normal. Any Critical Hit that affects Assault Points (AP) will still apply to this model after if it has been Destroyed if it has any Assault Points remaining, or a Prize Crew. INVENTIVE SCIENTISTS If this model uses a Generator, you can re-roll one of the D6 rolled, but must accept the new result. If a 1 is rolled on a D6 as a result of using this Model Assigned Rule, this model CANNOT use a Generator, of any type, again during the CURRENT activation. INVINCIBLE This model CANNOT be damaged by Rocket or Torpedo Ordnance attacks, or any Model Assigned Rule associated with them. IRON RAM (number) If this model performs a Ram, reduce the amount of Attack Dice (AD) rolled against this model by HALF. JETTISON DAMAGE This model CAN recover 1 Hull Point (HP) once per game, at the beginning of its Squadron activation, but it gains the Vulnerable Model Assigned Rule from that point on, for the rest of the game. LETHAL STRIKE (weapon) If the number of hits from an Attack or Counterattack, that includes at least one weapon with the Lethal Strike Model Assigned Rule, equals or exceeds the Damage Rating (DR) of the target model, the target model loses 1 additional Assault Point (AP). If NO weapon is listed, the Lethal Strike Model Assigned Rule is applied to ALL weapons on the model. LIMITED RESOURCES If this model initiates a Boarding Assault, it receives a -1 penalty to hit on its Attack Dice (AD). LONG LEGS This model CAN move over models and terrain that are one or more Size Class Smaller than its defined Size Class, and DOES NOT activate Mines whilst doing so. This DOES NOT allow this model to end its activation on top of another model. MAGNETIC MINES If this model has laid any Mines, it can move each Mine marker up to 2, in any one direction, during the End Phase of each Turn. If a Mine marker is moved to within the activation range of another model, the

Mine attack is resolved immediately. If the ship that deployed the Mines is Lost, the Mines can no longer move. MANOEUVRABLE If this model is at an All Stop it can rotate up to 90 degrees during its next activation, instead of removing the All Stop token. MINEFIELDS This model can deploy 5 Mines, with 5 Attack Dice (AD) each, anywhere within 12 of the centre of the board, after all players have deployed their Fleet. These Mine markers CANNOT be deployed within 4 of a model, token or other Mine marker. PACK HUNTER Any Attack or Counterattack, that includes at least two models with the Pack Hunter Model Assigned Rule, receives +1 Attack Dice (AD) for each additional model, after the first, which has the Pack Hunter Model Assigned Rule. PANIC DIVE If this model makes an Attack or a Ram, it can attempt to perform a Panic Dive immediately afterwards. Roll a D6; on a 5 or 6 this model succeeds and is now Submerged. A model can ONLY attempt to Panic Dive once per activation. QUICK LAUNCH Tiny Flyers Launched from a Carrier model with the Quick Launch Model Assigned Rule can move using their full Movement (Mv) on the Turn that they are Launched, without losing any Fuel. RADIO NETWORK If this model has been deployed and is NOT Lost, the controlling players Hand of Game Cards is increased by ONE. This can increase a players Hand size beyond the normal maximum of 5. Multiple instances of the Radio Network Model Assigned Rule do not give a cumulative bonus. RAPID FIRE If this model makes an Attack or Counterattack using its Ack Ack (AA), it can re-roll up to TWO of the Attack Dice (AD) rolled, but must accept the new results. REASSIGNMENT After performing a successful Boarding Assault, any models with the Reassignment Model Assigned Rule can redistribute their remaining Assault Points (AP) amongst themselves. No model may exceed its original Assault Point rating as a result of the Reassignment Model Assigned Rule. Models reduced to 0 Assault Points due to the Reassignment Model Assigned Rule can activate normally. REDOUBTABLE (weapon) Any weapon with the Redoubtable Model Assigned Rule only reduces its Attack Dice (AD) by 1 for every 2 Hull Points (HP) of damage taken. If NO weapon is listed, the Redoubtable Model Assigned Rule is applied to ALL weapons on the model.

RUGGED CONSTRUCTION Any Attack or Counterattack against a model with the Rugged Construction Model Assigned Rule must reduce the number of Attack Dice (AD) rolled by 1. This reduction happens AFTER performing any Split Fire, Linked Fire or Combined Fire. SECURITY POSTS Any Boarding Assault against a model with the Security Posts Model Assigned Rule must ignore the first two hits scored when rolling Attack Dice (AD) to resolve the Boarding Assault. SHARPSHOOTERS At any point during its Squadron activation, this model can target an enemy model within 4 that is not a Robot, and is neither Obscured nor Submerged. Roll 1D6; on a 5 or 6 the target loses 1 Assault Point (AP). SHALLOW WADER This model can move both in Water and on Land, provided that it always remains within 4 of Land terrain. If travelling through Water it does not reduce its Movement (Mv). SHARP TURN This model can Turn during the minimum move made at the beginning of its activation, rather than moving DIRECTLY ahead. SILENT RUNNING If this model is Submerged and at an All Stop, it can ONLY be affected by Concussion Charges (CC) and Boarding Assaults. SMALL TARGET This model is only hit on a 5 or 6 if targeted by Ordnance weapons from a Capital Class model. SPOTTER If this model in NOT Obscured and has Line of Sight to a target, a Capital Class model from the same Fleet can use Indirect Fire against the target. STRATEGIC OBJECTIVE (<value>) If this model is Captured or Destroyed, the opposing player gains additional Victory Points (VP) equal to its Strategic Objective Value. STREAMLINED HULL If this model does not make any turns during the Movement Segment of its Squadron activation, its Movement (Mv) allowance is increased by 1. STURGINIUM BOOST At the start of the Movement Segment of this models Squadron activation, roll a D6; on a roll of 5 or 6 the models Movement (Mv) allowance is increased by 2. If this model is part of a Squadron, the Squadron only rolls once, and applies the result to ALL models in the Squadron with the Sturginium Boost Model Assigned Rule.

SWIFT ASCENT If this model makes an Attack or a Ram, it can attempt to perform a Swift Ascent immediately afterwards. Roll a D6; on a 5 or 6 this model succeeds and is now Obscured. A model can only attempt to Swift Ascent once per activation. TELESCOPIC ZOOM (weapon <value>) An Auxiliary weapon with the Telescopic Zoom Model Assigned Rule can increase its range to a number of inches equal to the stated Telescopic Zoom Value. TERROR WEAPON (weapon) If the number of hits from an Attack or Counterattack, that includes at least one weapon with the Terror Weapon Model Assigned Rule, equals or exceeds the Critical Rating (CR) of the target model, the target model must immediately take a Break Test. If NO weapon is listed, the Terror Weapon Model Assigned Rule is applied to ALL weapons on the model. TOWERING This model can Attack or Counterattack using its Primary weapons against flying models in Range Band 1. VULNERABLE If this model suffers a Critical Hit, the Critical Hit Table result can be re-rolled by your opponent, but they must accept the new result. WATER HUNTER (weapon) This weapon receives a +1 bonus to hit on its Attack Dice (AD) rolls against Submerged models. If NO weapon is listed, the Water Hunter Model Assigned Rule is applied to ALL weapons on the model.

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