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Points BR Model + Formation Size Move Damage Hangars Boarding Craft Security

25 1 Paris Heavy Frigates - Arrowhead Small 10 3+3+3 0 0 1


25 1 Paris Heavy Frigates - Trident Small 10 4+3+3 0 0 1
40 2 Paris Heavy Frigates - Shield Small 10 4+4+4 0 0 2
95 2 Marathon Heavy Cruiser Medium 8 6+6+3 2 2 3
110 3 Marathon Heavy Cruiser + Paris Medium 8 7+6+3 2 2 4
120 4 Marathon Heavy Cruiser - Reenforced Medium 8 8+7+4 2 2 4
175 4 Epoch Heavy Carrier Large 6 9+8+5 6 3 4
190 5 Epoch Heavy Carrier + Paris Large 6 10+8+5 6 3 5
220 6 Marathon Heavy Cruiser - Pair Medium 8 10+10+5 4 4 6
Titanium Armor PD Primary Secondary P Dice S Dice
2 2 Light MAC Missile Batteries 4 2
2 2 Light MAC Missile Batteries 3 3
2 2 Light MAC Missile Batteries 6 4
3 4 Heavy MAC Missile Batteries 8 7
4 4 Heavy MAC Missile Batteries 10 8
5 5 Heavy MAC Missile Batteries 12 10
4 5 Light MAC Missile Batteries 10 12
5 6 Light MAC Missile Batteries 12 15
6 8 Heavy MAC Missile Batteries 18 14
Loadout
Hard Burn(3), Elusive, Missile Barrage
Hard Burn(3), Elusive, Missile Barrage
Hard Burn(3), Elusive, Missile Barrage
Hard Burn (2), Missile Barrage
Hard Burn (2), Missile Barrage
Hard Burn (2), Missile Barrage
Hard Burn (1), Carrier Action (3), Missile Barrage
Hard Burn (1), Carrier Action (3), Missile Barrage
Hard Burn (2), Missile Barrage
Boarding Defense
Points BR Model Size Move Damage Hangars Craft Security Array
40 1 SDV Heavy Corvette - Line Small 9 4+4+3 1 0 2 2
40 1 SDV Heavy Corvette - Oblique Small 9 4+3+3 1 0 2 2
60 2 SDV Heavy Corvette - Tri Small 8 5+4+4 2 0 3 4
150 3 CCS Battlecruiser Medium 8 8+7+3 2 2 4 4
170 4 CCS Battlecruiser + SDV Medium 7 8+7+4 3 2 5 5
200 4 ORS Heavy Cruiser Large 5 11+10+5 5 3 4 4
200 5 CCS Battlecruiser + 2x SDV Medium 7 8+7+5 5 4 6 6
220 5 ORS Heavy Cruiser + SDV Large 5 11+10+6 6 3 5 5
280 8 CCS Battlecruiser - Pair Medium 7 11+11+4 4 4 8 7
PD Primary Secondary P Dice S Dice
3 Plasma Cannon Arrays Plasma Torpedoes 3 4
3 Plasma Cannon Arrays Plasma Torpedoes 4 3
4 Plasma Cannon Arrays Plasma Torpedoes 6 6
3 Plasma Lance Plasma Cannon Arrays 12 9
4 Plasma Lance Plasma Cannon Arrays & Plasma Torpedoes 12 10 & 5
5 Plasma Lance / Plasma Beam Plasma Cannon Arrays 14 / 9/9/9 10
6 Plasma Lance Plasma Cannon Arrays & Plasma Torpedoes 12 12 & 6
6 Plasma Lance / Plasma Beam Plasma Cannon Arrays & Plasma Torpedoes 14 / 9/9/9 12 & 5
6 Plasma Lance Plasma Cannon Arrays 18 15
Loadout
Cloaking System, Elusive, Glide(5)
Cloaking System, Elusive, Glide(5)
Cloaking System, Elusive, Glide(5)
Carrier Action (1), Glide(4)
Carrier Action (1), Glide (4)
Cloaking System, Glide(3)
Carrier Action (1), Glide (4)
Cloaking System, Glide(3)
Carrier Action (2), Glide(4)
Faction Token Flight Slots Movement Damage Security vs. Wing
UNSC Broadsword Interceptor 1 16 2 N/A Yes
UNSC Sabre 2 16 3 N/A Yes
UNSC Longsword Bomber 1 16 2 N/A Yes
UNSC Pelican Boarding Craft 0 12 4 2 No
UNSC Pelican Boarding Craft (Spartans) 0 12 6 5 No
Covenant Seraph Intercepter 1 16 2 N/A Yes
Covenant Tarasque Bomber 1 14 2 N/A Yes
Covenant Type-28 Boarding Craft 0 12 4 2 No
Covenant Type-28 Boarding Craft (Elites) 0 12 6 3 No
vs. Element W Dice E Dice System Loadouts
No 2 N/A None
No 3 N/A None
Yes 1 2 None
No N/A N/A Heroic Save (Trooper)
No N/A N/A Assault Specialist (2), Heroic Save (Spartan)
No 2 N/A None
Yes 1 2 None
No N/A N/A Heroic Save (Trooper)
No N/A N/A Assault Specialist (1), Heroic Save (Zealot)
Faction Weapon Type Range Weapon Loadouts Arc
UNSC Light MAC Primary 10/20 MAC (1) F
UNSC Heavy MAC Primary 16/32 MAC (2) F
UNSC Missile Batteries Secondary 12/24 Missiles F* or P + S
UNSC vs. Wing Targets Small Contact N/A N/A
UNSC vs. Element Targets Small Contact N/A N/A
Covenant Plasma Cannon Arrays Primary/Secondary 10/20 Plasma F/P/S
Covenant Plasma Torpedoes Secondary 12/24 Missiles/Plasma F
Covenant vs. Wing Targets Small Contact N/A N/A
Covenant vs. Element Targets Small Contact N/A N/A
Covenant Plasma Lance Primary 18/32 Plasma F/P/S
Covenant Plasma Beam Primary 12/-- Beam/Plasma F/P/S
Loadout
Hard Burn (x)
Elusive
Carrier (x)
Cloaking System
Glide (x)
Missile Barrage
Plasma
MAC (x)
Missile
Beam
Special Rule
Move x inches extra forward, provided no turns
-1 FR unless attacker is also Elusive or Wing
Relaunch (x) wings from scrapyard in end phase
-1 FR at Long Range
Move x inches sideways instead of moving normally, provided no turns
Missiles may fire into forward arc instead of sides, must target closest enemy
-1 FR at long range, +1 FR at close range
Add up MAC x totals; 2 - 3 = vulnerable on 2; 4 - 5 = vulnerable on 1 or 2, 6 = automatic vulnerable
+1 FR at long range
May hit 3 separate elements each within 6'' from one other
Name Points BR Elements
2 Marathon (Supported),
Gorgon 270 8 2 Paris (Trident)

Orthrus 350 8 2 Epoch


3 Paris (Arrowhead), 3
Harpy 150 6 Paris (Trident)
1 Marathon (Supported),
Cyclops 185 6 3 Paris (Trident)

Barrage 240 8 2 Marathon (Reenforced)


Cerberus 220 6 1 Marathon (Pair)
Shield Wall 120 6 3 Paris (Shield)
1 ORS (Supported), 1
Solemn Vow 260 9 CCS (Supported)
Oathsworn 380 8 2 CCS, 2 SDV (Line)
2 SDV (Line), 2 SDV
Sacred Pledge 160 4 (Oblique)

Harbinger 480 10 2 ORS, 2 SDV (Line)


1 CCS (Reenforced), 1
Golden Path 240 6 SDV (Line)

Supplicant 180 6 3 SDV (Tri)

Penitent 280 8 1 CCS (Pair)


Special Rules

Marathon loses Missile Barrage but gains Carrier (1) and Hangar (5)

Re-roll attempts to cause critical hits at close range


Roll 2 dice for MAC special rule rather than 1
Re-roll any initial skulls when firing MACs - these may NOT be re-rolled again.

Fleet may re-roll one Order Die at beginning of attack or bording segment

Plasma torpedoes may re-roll initial skulls at short range

Plasma Cannon attacks may re-roll single attack die for each friendly zealot aboard

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