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Union DW Orbat

The document outlines the Order of Battle (ORBAT) for the Union in the Dystopian Wars game, detailing various units, their attributes, and special rules. Players must consult their faction's ORBAT to create a force for gameplay, with specific rules taking precedence over others. Additionally, it includes a list of units with unique abilities and modifications for gameplay mechanics.
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0% found this document useful (0 votes)
26 views43 pages

Union DW Orbat

The document outlines the Order of Battle (ORBAT) for the Union in the Dystopian Wars game, detailing various units, their attributes, and special rules. Players must consult their faction's ORBAT to create a force for gameplay, with specific rules taking precedence over others. Additionally, it includes a list of units with unique abilities and modifications for gameplay mechanics.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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VERSION 3.

08
Tarnished by Civil War and brutalised by the horrific technologies it This document is the Order of Battle for the Union, known in
unleashed to claim victory, the Union is a dark reflection of its former shorthand as an ORBAT. Once you have agreed the points limit for
glory The Union cheer the formidable military might their country now your Encounter, each player must consult their Faction’s ORBAT.
wields to ensure that never again will anyone have to pay the brutal This allows a player to create a Force for the Union in games of
price that freedom demands. Nothing, however, can truly extinguish Dystopian Wars. We have also made Unit cards available too, for
the fire of the American spirit. Scarred and brutalised by their own quick reference in games.
experiences, the Union’s military industrial complex is well-aware of
Important: For the avoidance of doubt, the rules presented in the
the depths to which man can fall – the only hope is to be found in having
latest version of the ORBAT always take precedence over any Unit
strength and resolution to stand tall in the face of great adversity,
or Battlefleet rules presented elsewhere.
whatever the cost.
UNIT POINTS / SURFACE (cont.)
FLAGSHIPS SIZE MODEL
PAGE

America Special Operations Vessel 1 218 13 Montgomery Support Ship 1 70 28

Columbia Heavy Battleship 1 278 13 Nashville Heavy Support Ship 1-3 149 29

Constitution Battleship 1 248 14 Oklahoma Offshore Support Platform 1-3 68 29

USS Mexico 1 269 14 Philadelphia Heavy Arc Cruiser 1-3 168 30

USS Texas 1 272 15 Providence Merchantman 1 62 30

Custodian Sentry Aircruiser 1 236 15 Reliant Monitor 1-3 88 31

Destiny Skyfortress 1 368 16 Roanoke Strike Carrier 1-3 120 31

Enterprise Heavy Carrier 1 315 16 Saratoga Littoral Cruiser 1-3 104 32

Independence Battlecruiser 1 218 17 Springfield Corvette 2-8 25 32

USS Indianapolis 1 242 17 Sumter Landing Ship 1-3 79 33

USS Rio Grande 1 255 18 Titan Mass Conveyor 1 100 33

Liberty Battlecarrier 1 234 18 Valiant Fast Destroyer 2-4 40* 34

Senator Command Cruiser 2 185* 19 Washington Missile Cruiser 1-3 130 34

USS Monitor 1 281 19 Yorktown Cruiser 1-3 108 35

Venture Assault Aircruiser 1 236 20 Wisconsin Heavy Assault Cruiser 1-3 158 35

SURFACE SKIMMING

Boston Recon Frigate 2-6 33* 21 John Henry Vitruvian Colossus 1-3 138 36

California Supply Cruiser 1-3 63 21 SUBMERGED


Chicago Long-Range Cruiser 1-3 158 22 Cheyenne Hunter Submarine 1-5 40* 36

Colorado Battle Platform 1-3 60 22 Puritan RS-11 Automata Submarine 2-6 28* 37

Defiant Destroyer 2-5 35* 23 AERIAL

Discovery Arc Cruiser 1-3 130 23 Akron Sentry Rotor 4-8 22* 37

Farpoint Bunker Platform 1-3 70 24 Bogota Carryall Rotor 2-5 32* 38

Farragut Frigate 2-8 33* 24 Constellation Attack Airship 1-4 123 38

Freedom Heavy Platform 1 170 25 Excelsior Heavy Aircruiser 1 236 39

Frontier Platform Transport 1 183 25 Patriot RC-52 Automata 2-6 38* 39

Gettysburg Heavy Monitor 1-3 119 26 Ranger Aircarrier 1-4 121 40

Intrepid Light Cruiser 1-3 88 26 Republic Cloudraker Airship 1-4 122 40

Lexington Heavy Cruiser 1-3 131 27 Steward Sentry Airship 1-4 125 41
The Dead Presidents 3 158* 27 Ticonderoga Assault Airship 1-4 124 41

Midway Heavy Landing Ship 1-3 144 28 *See ORBAT entry for more details.
Some Units in the Union have special rules that are different to those ARC GENERATOR: The Tesla-Houston Arc Generator was developed by
found in the rulebook. Units that have one or more of these rules will Edwin Houston at the Pipeworks, building on the work of Nikolai Tesla.
have them listed in their Unit profiles in this ORBAT. This Generator provides +1 to the Model’s Speed Attribute. This
Generator may be used in the Shooting Phase with a 360-degree Line of
ABLATIVE ARMOUR: When the Initial Target of an Attack, this Unit Sight to make an Attack against an Initial Target within 20” using the
can affect a number of Exploding Hit results in the Attack Action Die Lightning Strike weapon profile. The Attack ignores Shield Generators
Pool up to its Mass value. The affected Exploding Hit results do not and Shroud Generators. A Model that uses its Arc Generator to make an
generate additional Action Dice. Attacks with Piercing, Rail, Ramming Attack gains a level of Disorder.
or Submerged Qualities ignores this rule.
ARMOURED DECKING: Attacks with the Aerial Quality gain a single
ADVANCED REPAIR FACILITIES: Battle-Ready Models in this Unit Hit from a Heavy Hit result rather than the usual two when attacking
with this rule may add a number of Action Dice to their own Repair Tests this Model. Exploding Hits are unaffected by this rule. Attacks with the
equal to the value of this ability. Furthermore, Models in this Unit with Piercing Quality ignore this rule.
this rule may use their Action Dice Pool to make Repair Tests for
Disorder Levels and/or Damage Markers on themselves or any friendly ATOMIC GENERATOR: Thanks to the Watcher artefacts found in the
Models within 4". One or more Exploding Hit results from a Repair Bimini Crater, the mysteries of splitting the Atom have begun to be
Test made by this Model may remove a single point of damage from itself understood. The Model adds +2 to its Speed Attribute and +2 to its Turn
or a Friendly Model within 4". A Model cannot remove more than a Limit. The Model suffers an additional Point of Damage whenever it
single point of damage per Repair Test. Repair Tests can be made on suffers a Catastrophic Explosion caused by receiving a duplicate Reactor
Models without Levels of Disorder or Damage Markers if desired. If the Leak Critical Damage Marker.
friendly Model is Crippled, it cannot have damage removed that would
AUXILIARY MINE LAYER: Before Submerged Unit Deployment, the
return it to a Battle-Ready condition.
controlling Player of this Unit may place a single Minefield Marker
ACCEPTABLE ATTRITION: Provided it numbers 4 Models or less at the start anywhere in the Play Area provided that it is at least 10” from any
of the Encounter, Destroying this Unit does not confer a Squadron Killer Deployment Zone.
Victory Point bonus. BOMBARDMENT (X): Models in this Unit may re-roll blanks when

AERIAL ATTACHMENT: This Aerial Unit may choose a partner Unit


shooting at Ground Units or Surface Units with weapons that have the
with any Position Trait except the Submerged Unit trait. Quality indicated in brackets.

AGILE: Unless suffering from a Navigation Lock Critical Damage CLOUD DIVE: Aerial Units with this rule may be deployed at the start of
Marker, Models in this Unit with this rule may make turns during Drift an Encounter in a Cloud Dive. Aerial Units that do so are deployed at
movement in the same way as it usually would during normal Movement. the same time as Vanguard moves and may be deployed anywhere at least
20” from the enemy deployment zone. Aerial Units performing a Cloud
AIR-RAZOR MUNITIONS: When making Attacks with the Broadside Dive are Obscured until the end of that Round.
Quality against Aerial Units, this Unit gains the Sustained (Aerial Units)
COLOSSUS: A Model with this rule may turn on the spot to face any
Quality.
position at the end of its Movement. It may Ram Surface Units and
AKRON ESCORT TOKEN: The Akron Escort Token is an Escort Skimming Units. It may make a Ramming Action even if it moves less
Token (see pg 32 of the Dystopian Wars rules). Catastrophic than 3” in the Movement Phase. As the Moving Model in a Ramming
Explosions can only remove an Akron Escort Token if caused by Action, this Model does not suffer from Damage or Disorder.
Attacks with the Aerial Quality. Units with an Akron Escort Token COMBAT AIR PATROL: Units with this rule may Launch a number of
gain the Extreme Range Quality to any Attacks they make with the SRS Tokens in the First Round of the Encounter (to a maximum of their
Aerial Quality. Crippled Capacity value) against any Enemy Unit in the Play Area rather
than the usual range.
AMPHIBIOUS: This Unit is a Surface Unit after deployment. The Unit
can move across Land and Obstacle terrain at normal Speed without COMMAND CODES: Once per Round the Player may declare they are
suffering damage or collision. It has a Drift of zero when on Land. While using Command Codes to immediately cancel all the dice results in any
this Unit is on Land or Obstacle Terrain, that Terrain is ignored for one Action Dice Pool generated by any Friendly Unit within 15” of this
LOS purposes to and from this Unit. Model. The Command Codes must be played before any manipulation of
the Action Dice Pool takes place by either Player. The Action Dice pool
ANTI-AIR SPECIALIST: Models in this Unit with this rule can choose is then rolled afresh exactly as if the previous Action Dice Pool had not
not to count Aerial Units as being a Range Band further away (see been rolled. You may not cancel part of the Action Dice Pool or another
Rulebook p.1 - Aerial Units). Instead, Model’s Attacks against Targets Player’s Action Dice Pool using this rule.
with the Aerial Unit Trait may be measured using the actual Range Band
indicated for distance. Attacks with the Aerial Quality against Aerial
Units gain the Homing Quality.
CONTRA ROTATION: This is a Special Operations Action that may be FLAK BARRAGE (X): At the start of the End Phase, before SRS
made by any Model in the Unit with the Paddlewheel Trait unless it has a Resolution, Models in this Unit with this rule may each roll a number of
Navigation Lock Critical Damage Marker or is making another Action Action Dice indicated by the rule. Remove one Enemy SRS Token that
requiring the Paddlewheels Trait. The Model making a Contra Rotation is in contact with this Unit or Friendly Units within 15" for each
Action has a Drift of zero and reduces its Speed Attribute by its Mass for Exploding Hit result.
the Activation. At any point during its Movement Step the Model may FOCUSED FIRE (X): A single Attack each Activation with at least one of
make a single turn on the spot of up to 90 degrees. It may Move and Turn the indicated Qualities, led by a Model with this rule, receives +2 Action
normally in addition to this Action. Dice and may re-roll Blank results.

CORVETTE DUTY: This Model may add +1 to the Defence Action Dice FORWARD DEPLOYMENT: Units with this rule can never be held in
Pool on any friendly Models within 5”. This bonus is in addition to any reserve at the start of an Encounter. They must be deployed anywhere
other bonuses such as being part of an Attached Unit. outside of the Encounter’s deployment zones and least 12” from the
enemy deployment zone.
DARK HAND: Once per Round, you may automatically Cancel a Valour
Effect without discarding a card from your hand, provided this Unit is in FULL STEAM AHEAD: This Unit may double its Drift during its
the Play Area. This Unit gains a Level of Disorder if it uses this rule. Movement Step. If it does so it may not make any turns during the same
Activation.
DECEPTIVE DEPLOYMENT: Once both sides have deployed but before
any Vanguard moves have been made, the Players take it in turns (in FURY GENERATOR: The Fury pattern RJ- 1027 Generator provides a huge
initiative order) to redeploy a Unit in their Force with this rule. Each boost to a vessel’s power system as well as other, more intangible benefits. This
Unit with this rule may only be redeployed once and must be redeployed Generator gives the Model +1 to its Speed Attribute and +4 to its Fray
in their own Deployment area. If any Units with this rule also has one or Attribute.
more Shroud Generators, then it gains the Vanguard rule.
GIANT SLAYER: Each Model in the Unit may re-roll Blank Results in
DEEP DIVE: In the Special Operations phase of the round, while Battle Attacks against an Initial Target with a Mass of 3 or more.
Ready and in Open Water, this Unit may declare it is going to Deep Dive.
GIVE EM HELL: When this Unit makes an Assault, if the result is a
For the remainder of that Round, the Unit doubles its Drift Movement
but cannot make any other Movement. The Unit also cannot launch SRS Draw, it is instead considered a Havoc result. Furthermore, this Unit may
or make any Action that does not have the Submerged Quality. make a Special Operations Action that it will ‘Give Em Hell’. All
Furthermore, while it carries out a Deep Dive Special Operation, this weapons with the Broadside, Gunnery or Fusillade special rule in the
Unit cannot be the Initial Target of any Action that does not have the Unit gain the Devastating Quality for the duration of its Activation (Even
Submerged Quality. A Unit cannot be part of an Attached Unit if it if making a ‘Crossing the T’ Action). At the end of the Activation, before
carries out a Deep Dive Special Operation, unless both Units have this the Repair Step, unless the player discards a card from their hand, each
rule. A Unit cannot carry out a Deep Dive Special Operation if it has Model in the Unit gains a Disorder Condition.
already done so the previous Round.
HAMMER SWEEP: During its Activation, Models in this Unit with this
DEVIL’S OWN LUCK: Once per Round, you may Cancel a Valour Effect rule may increase their Speed by 1" and gain +2 to their Ramming Dice
in an Encounter where a Model with this rule is in the Play Area. The
Pool if they make no turns during this Movement.
controlling Player of a Model with this rule must discard a Victory &
Valour card from their hand of any value rather than having to be of a HEAVY ESCORT: This Model may add +2 to the Defence Action Dice
greater combined value than the card being Cancelled. Pool on any friendly Models within 5”. This bonus is in addition to any
other bonuses such as being part of an Attached Unit.
DIRIGIBLE CONSTRUCTION: Receiving a Magazine Explosion
Critical damage causes two points of damage to be suffered by the Model HEAVY FIREPOWER: Once per Activation, before declaring an Initial
rather than the usual one. Target, Each Model in this Unit with this rule may make the following
DISCIPLINED: Models in this Unit ignore the effects of the Emergency Valour Effect. When making an Attack, up to three of that Model’s
Disorder Condition, though still count as having Disorder at that level. weapons may contribute their Lead value to the Action Dice Pool, rather
Furthermore, in a Ramming Action, this Model does not suffer from than the normal single Lead weapon value. Other Models may support
Disorder. this Attack but cannot benefit from this rule. Models with this rule still
only have a single Lead weapon for Disorder purposes etc.
ELITE CREW: While making or defending from an Assault, Models in
this Unit with this rule may re-roll Blank dice results. HEAVY LANDER: While Battle-Ready and making a Landing Action,
this Unit may deploy a number of Ground Assault Tokens equal to double
FIELD REPAIR PLATFORM: Roll an Action Die each time a Friendly its Mass value rather than the usual number.
Mass 1 Model with the Aerial Unit Trait is destroyed within 7” of this
Unit. On a roll of a Counter or Heavy Counter the Model is not removed HEC CONTRACTOR: This Model may add +2 to the Defence Action
and instead remains in play with a single Hull point. Dice Pool on any friendly Models within 5”. This bonus is in addition to
any other bonuses such as being part of an Attached Unit. The HEC
Contractor Rule only applies during each Round where the Force this
Unit is part of had equal to or less Victory Points than their opponents at
the most recent Check for Victory Step.
HUNTER (X): To use this rule this Unit must be at least at its minimum LOW-LEVEL STRIKE: In the Special Operations phase of the round,
Unit size. Once per Activation, this Unit gains +1 to an Assault or Attack while battle Ready, this Unit may declare it is making a Low-Level
Action Dice Pool for each Model with this rule that contributes to the Strike. For the remainder of that Round, the Unit doubles its Drift
Dice Pool provided that the Initial target has the Trait in brackets Movement, ceases to be an Aerial Unit and instead becomes a Skimming
indicated by this rule. Unit. The Unit has +1 Armour while it has the Skimming Unit Positional
HYDROPHONE RELAY: Attacks against Enemy Models within 10” of Trait. A Unit cannot be part of an Attached Unit if making a Low-Level
this Model ignore the Obscured rule. Strike. A Unit cannot make a Low-Level Strike if it has already done so
the previous Round. During deployment, any Unit with this rule may
IMMOBILE: Models with this rule are always deployed at the same time deploy as a Skimming Unit making a Low-Level Strike for the first
as Aerial Units. Models in this Unit with this rule have a Drift of zero and Round (though still counts as an Aerial Unit for battlefleet selection
may not move or be moved. Treat Sturginium Flare Critical Damage as purposes).
Catastrophic Explosions instead.
LUMBERING: This Unit cannot have a Drift greater than 3” and does
INDUCTORIUM: When this Unit makes a Ranged Attack or Assault with
not suffer Disorder from Collisions. All Gunnery targeting this Unit may
the Voltaic or Arc Quality, count the number of Exploding Hits results re-roll Blank results on the Action Dice. This Unit may make a Full
once all Attack Dice have been rolled, including additional dice from Reverse! Special Operations Action without receiving a Level of
Exploding Hits. If the number of Exploding Hits equals or exceeds the Disorder. Any additional levels of Disorder received once at Chaos &
number of Models in the Target Unit, the Attack gains a bonus number Disarray are ignored rather than causing damage.
of Action Dice equal to the number of Models in the Target Unit. This
rule cannot be used with Attacks with the Ramming Quality. MAGNETIC GENERATOR: A powerful electromagnet is housed within
this generator and can be used to disrupt small arms fire close to the vessel as
INSPIRATIONAL: Any friendly Model within 10” of a Model with this well as focused to affect larger aircraft. Any Heavy Hits against a Model
rule (but not including the Model with this rule itself) may reduce a with this Generator by weapons with the Aerial Quality or by Enemy
single Disorder Level at the start of their Activation and may re-roll a SRS must be re-rolled. Exploding Hits are unaffected. Once per
single Action die each step of their Activation. Activation this Model may target itself or a friendly or enemy Unit
within 10”. Roll an Action Dice for each SRS Token, Escort Token or
LANDING VESSEL: If this Model comes into contact with terrain Assault Token within 3” of the targeted Unit (roll separately for each
identified in the Encounter as a Landing Point, it does not suffer damage stack). Remove one Token for each Exploding Hit result. If the Unit
and may remain stationary, with a Drift of zero for the Round. Each targeted is an Aerial Unit, then it also receives a level of Disorder on the
Model in this Unit in contact with the Landing Point must immediately closest Model in the Unit.
place a number of Ground Assault Tokens equal to its Mass in a stack
MARITIME PATROL: Enemy Units with the Submarauder rule cannot
within 5” of the Landing Point on Ground Terrain. Once a stack of
be deployed within 10” of this Model. Models in this Unit with this rule
Ground Assault Tokens has been placed using this Model, then place this
may ignore the Deep Dive rule and Submerged Unit Position Trait when
Model at least 2” from the Landing Point in any direction desired. This
making Attacks on any Initial Targets within 10” of Models with this
Model loses the Landing Vessel rule for the remainder of the Encounter.
rule, or against Initial Targets with at least one SRS Token in base
LARGE TARGET: During the Shooting Step a Model with this rule may contact that is friendly to this Unit.
be declared to be in more than one Fire Arc, provided that the Attacking
MARK OF FATE: Once during each Round, you may attempt to Cancel
Player can draw Line of Sight from that Fire Arc.
a Valour Effect provided this Unit has at least one Battle Ready Model
LAUNCH CATAPULTS: SRS Tokens launched by Units with this rule in the Play Area. You may make further attempts to Cancel a Valour
may Launch SRS Tokens and place in base contact with a Friendly or Effect in that same Round using this rule, but this Unit gains a Level of
Enemy Unit within 45” rather than the usual 40”. Disorder each additional attempt.

MECHANICAL SOUL: This Unit ignores the effects of the Emergency


LINEAR DASH: Models in this Unit with this rule gain +2 Speed during
its Movement Step provided that it makes no turns. Condition but counts as having the Disorder Level. Models in the Unit
can only support Assaults with +1 AD to Fray.
LOGISTICAL SUPPORT: This Unit adds +1 to the number of Victory
MINE LAYER: Before Submerged Unit Deployment, for each Model in
and Valour Cards in a player’s hand. Should this Unit be destroyed, the
a Unit with this rule, the controlling Player may place a Minefield
bonus is lost at the end of the Round. This ability does not stack so
Marker anywhere in the Play Area provided that it is at least 10” from
multiple Units with this rule still only confers +1 to the hand size in total. any Deployment Zone.
LONG RANGE SUPPORT: Akron Escort Tokens within 15” of this MINE SWEEPER: In the Special Operations step of its Operations
Model provide +2 to Attack Action Dice Pools at Point Blank Range Phase, a Unit with this rule may remove a Minefield Marker within 5" of
rather than the usual +1. Talon Autogyro Tokens may re-roll blank a Model in this Unit.
results in any Assault that they participate in within 15” of this Unit.
MINUTEMEN ASSAULT BAY: This Model may make assaults within 6”
rather than the usual 4” and ignores the Counter Assault result when
making an assault. Furthermore, the Assault by this Model gains the
Sustained Quality. This rule does not apply to Supporting Assaults.
PACIFIER ASSAULT: As a Special Operations Action that may be made by SHARPSHOOTER: The Citadel of the Initial Target receives a -2 against
this Unit instead of a normal Assault, each Model in this Unit with this rule Attacks with the Gunnery Quality by Models with this rule.
may place a number of Talon Autogyro Tokens equal to their Mass in
contact with an Initial Target (not Submerged) up to 20” away. These are SHIELD GENERATOR: A Model with this Generator may use it to
Assault Tokens. At the beginning of the End Phase, before SRS remove Action Dice equal to the Mass Attribute of this Unit from any
Resolution, each Talon Autogyro Token contribute 5 Action Dice to an Attack against it (to a Maximum of 3 dice). The Shield Generator cannot
Assault against that Initial Target. The Talon Autogyro Tokens in base be used against Assaults or attacks with the Submerged, Arc or Bomb
contact form a single stack and count as the Assaulting Model, and they Qualities. A Model cannot be Obscured if it decides to use a Shield
ignore Counter Assaults. Friendly SRS placed in contact with Initial
Generator against an Attack.
Target may support the Autogyro Token stack in the Assault. If the result
of an Assault by Talon Autogyro Tokens is a Draw, it is instead considered SHRAPNEL: The first Critical Damage result caused by an attack from
a Havoc result. All Talon Autogyro Tokens in the stack are discarded at this Unit is Shredded Defences. If the target is already suffering from
the end of that Assault. Shredded Defences, then Critical Damage must be rolled as normal.
POWERSLIDE: Models in this Unit with this rule may make its Drift SHROUD GENERATOR: These are a variety of technological marvels
Movement in a direction up to 90 degrees to Port or Starboard from emitting billowing clouds, shimmering scatter fields or even belching fourth
ahead rather than directly ahead. The Model does not physically change noxious blackness to hide the Model from sight. This Model is Obscured
its heading when it does so. This is not considered a Turn. while the generator is active. This Model still blocks line of sight as
normal. Assaults, Ramming and Attack Runs ignore Shroud Generators.
PRIORITY SIGNALS: Once per Round, if the Player with this Battle-
Ready Unit has a Valour Effect Cancelled in the Play Area, this Player SILENT STALKER: Units with this rule may be deployed at the start of
may immediately attempt the Valour Effect again by using the Initiative an Encounter as a Silent Stalker. Units that do so are deployed at the
value of a new card. That card is discarded as normal when making the same time as Vanguard moves and may be deployed anywhere at least 20”
Valour Effect and can be cancelled as normal if the opponent has a rule from the enemy deployment zone. Units deploying with Silent Stalker
that enables them to do so. gain the Homing Quality to any Attacks with the Torpedo Quality until
RELIABLE DESIGN: This Unit may add an additional Action Die to its
the end of that Round.
Repair Test. This is in addition to those given by the Model’s Mass. SPOTTER: If there is one or more SRS Tokens friendly to this Unit in
Furthermore, this Unit may re-roll Jury-Rigged Repairs. base contact with the Initial Target, this Unit may re-roll blank results
REPULSION FIELD GENERATOR: Originally developed by the Latin
with any weapons with the Extreme Range Quality. Alternatively, this
Unit's Initial Target cannot benefit from being Obscured if the Initial
Alliance, this technology was quickly replicated with varying success by the
Target has at least one SRS Token friendly to this Unit in base contact
rest of the world allowing seagoing vessels to briefly lift themselves clear of the
with it.
water to avoid collision. This Model gains +3SDV. Furthermore, this
Model may Move over any terrain or other Models during its Movement SRS MINE CLEARANCE: During its Operations Step, while placing its
without causing a Collision. After it completes its Movement, this Model SRS Tokens, this Model may also place tokens in contact with a
must not be touching any other Models or Terrain Features. Minefield Marker within 20”. At the end of the Special Operations Step
discard an SRS Token and roll an Action Die. On an Exploding Hit, the
SEMPER FORTIS: Union commanders are trained to take advantage of Minefield Marker is discarded. You may repeat this attempt as many
evolving situations. After a Force with this Unit in play uses a card for a times as there are SRS Tokens remaining in the stack. If the Minefield
Valour Effect (or has the Valour Effect Cancelled and is forced to discard Marker is discarded, any remaining SRS Tokens in the stack may be
a card), roll an Action Die. On a Heavy Hit or an Exploding Hit, do not placed on another Minefield Marker within 5”to continue a Mine
discard the Victory & Valour card and instead return it to your hand. You Clearance attempt on that Marker. If there are not any Minefield
may only roll once per card. Markers within 5”, the SRS Tokens remain in place until the End Phase
when they may Scramble or Find New Targets.
SENTINEL GENERATOR: A Model with this Generator or any Model
SRS RECON: During its Operations Step, before placing its SRS Tokens
within 5” may remove 2 Action Dice from any Attack against it. The
in Base Contact with Models in the Play Area, a Unit with SRS Capacity
Generator cannot be used by Enemy Models or Models with a Shield
may discard one or more tokens. Each SRS token discarded allows the
Generator or against Actions with the Submerged, Arc or Bomb Qualities.
player to discard a Victory and Valour card from their hand and replace
No more than 2 Action Dice in total may be removed and a Model cannot
it with the top card from their Deck. Unspent tokens may be placed and
be Obscured if it uses a Sentinel Generator to remove any dice.
used as normal.
Furthermore, each Sentinel Generator in the Unit may be used in the
Shooting Phase to make an Attack in the Fore Arc against an Initial STRATEGIC ASSET: This Unit is worth +1 Victory Point to the
Target using the Heat Lance weapon crippled profile. As a Valour effect, Controlling Player of this Unit at the end of the Encounter if it is still in
all Sentinel Generators may use the Battle Ready weapon profile for the the Play Area. If this Unit is destroyed by an Assault Action, it awards +1
Heat Lance instead. Models with a Mass of 3 or higher will always use the Victory Point to the Controlling Player of the Assaulting Model.
Battle Ready Heat Lance Profile, they do not need a Valour Effect.
STRATEGIC WITHDRAWAL: At the start of the Maintenance Step of
SHALLOW DRAUGHT: This Unit treats Treacherous Water as Open the End Phase, unless one or more Models in the Unit has Navigation
Water. Lock Critical Damage, this Unit may be placed back into Reserves. If so,
Crippled Models in the Unit are immediately destroyed.
SUBMARAUDER: Instead of being deployed as normal for the TERROR FROM BELOW: This Unit may Ram Surface Units even if it
Encounter, this Unit may instead be held in Reserve as a Submarauder. moved less than 3” in the Movement Phase. This Unit adds +3 to its
On each Round, Submarauders are Activated before all other Units in the Ramming Dice Pool when making a Ram against Surface Units.
Force. During the first Round, a Submarauder does not Roll for
deployment when Activated and instead a 50mm Submarauder Marker is TRIANGULATED SOLUTION: A single Attack with the Torpedo
placed anywhere in the Play Area outside of either Player’s deployment Quality by this Unit each Activation receives +5 action dice if the Initial
zone and at least 2” from the nearest Terrain feature. From the second Target is within 15” of a Model with the Hydrophone Relay rule.
Round onwards when a Submarauder Activates, it is immediately
UNEXPECTED ARRIVAL: Instead of being deployed as normal for the
deployed. When a Submarauder is deployed, it must be placed within 10”
Encounter, this Unit may instead be held in Reserve (see Operations for
of any Submarauder Marker or Wreck Marker in the Play Area. You must
details). If in Reserve in Round one, the Unit must make a Reserve Roll
remove one of your Submarauder Markers each time this happens. No
as normal, however, from Round two, or any subsequent Rounds, this
Submarauder Model can be deployed touching another Model. When a
Unit may use this rule to immediately deploy from Reserves. Unlike other
Submarauder is deployed it uses the Crippled profile of their weapons for
Units in Reserve, Units declaring that they are using this rule must
that Round. Unless one or more Models in the Unit has Navigation Lock
Activate and deploy before any other friendly In Play Units. When this
Critical Damage, at the start of the Maintenance Step of the End Phase
Unit uses this rule, it is placed at any point in the Play Area that is at least
this Unit may be removed from the Play Area and become a Submarauder
2" from the nearest terrain feature. No Model in the Unit can be
again. Leave a 50mm Submarauder Marker in the position of any one
deployed touching another Model. On the Round it enters play with this
Model in this Unit. The Unit are placed back into Reserves as
rule, Models in the Unit may only fire weapons or Ram using the
Submarauders. On subsequent Rounds Submarauders may be deployed
weapon’s Crippled profile. All Models in an Attached Unit may deploy
again as outlined above and are deployed within 10” of any Submarauder
with this rule if the Partner Unit has it. On the Round after deployment,
Marker or Wreck Marker.
this Unit may Activate as normal.
SUPPLY DEPOT: Any Friendly Model within 7” may remove a single
USEFUL FREIGHT: Once per turn on their Activation, for each Model
level of Disorder at the start of their Activation. Any Friendly Units that
in this Unit, the controlling Player may look at the top card from their
move within 7” of this Unit regain any weapons that were lost in the
Victory and Valour Deck. They may discard the card or return it to the
Encounter because of rolling a blank for the Limited Quality Action Die.
Restored weapons must roll for the Limited Quality each time used again top of the deck.
as normal.
VANGUARD: Starting with Player B, after both sides are deployed, each
TACTICAL CAVITATION: This is a Special Operations Action that may player may choose one of their Units with the Vanguard rule and make a
be made by any Model in the Unit with the Paddlewheel Trait unless it has free Move of up to 5". This is not an Activation and does not have Drift
a Navigation Lock Critical Damage Marker or is making another Action or Turn Limit. Vanguard alternates between Players until all such Units
requiring the Paddlewheels Trait. Tactical Cavitation lasts until the end have been selected.
of the Round. The Model making this Action doubles it Drift and reduces
VETERAN REPAIR TEAMS: This Unit may add two additional Action
its Speed Attribute by that doubled Drift for the Activation. Submerged
Dice to its Repair Test (in addition to any given by the Model’s Mass).
Attacks against the Model cannot benefit from the Homing Quality.
Furthermore, the Unit is Obscured against Submerged Attacks (even those VULNERABLE STERN: This rule affects Shooting Attacks against this
with the Torpedo Quality) and those attacks cannot benefit from the Model, where this Model’s Aft Fire Arc is the closest point to the Model
Homing Quality. The Model may still Move and Turn normally. making the Attack. Such Attacks gain the Devastating Quality. After any
other effects or Critical Damage Markers have been applied from that
TEMPERAMENTAL DESIGN: This Unit cannot make Jury-Rigged
Attack, if at least one Point of Damage has been caused by that Attack,
Repairs. When making Repair Rolls affecting this Unit, two successes are
required to remove each Critical Damage Marker. Repair Rolls using the inflict a Navigation Lock Critical Damage Marker if the target does not
Advanced Repair Facilities rule ignores this rule. already have one. Attacks with the Blast, Bomb or Magnetic Qualities
ignore this rule.
TERROR FROM ABOVE: This Unit may Ram Ground Units and Surface
Units, even if it moved less than 3” in the Movement Phase. This Unit
adds +3 to its Ramming Dice Pool when making a Ram against Ground
Units and Surface Units.
Many Union Units may take Generators, either incorporated into the superstructure of a Model or else, they are installed in place of a
weapon as an upgrade indicated in their relevant entry in this ORBAT. Each Model in a Unit that has access to Generators may take a
different Generator or may not take one at all. Each Union Generator confers the benefits as described below and normally remains active
for the remainder of the game unless the Model suffers a Generator Shutdown Critical Damage Marker. Generator abilities are conferred
only to the Model it is mounted on.

IMPORTANT: Duplicate Generators have no cumulative effect on a Model. A Model may only benefit once at any time from a type of
Generator. Generators listed on a Unit’s profile may not be removed or replaced unless specified.
Each Force must include one or more Battlefleets. There are a number of Battlefleets available to the Force, each with an array of
units to choose from and some even with additional rules or benefits. Each Battlefleet has the following restrictions unless stated
otherwise in the Battlefleet itself:

• Your Force MUST include at least one Main Battlefleet before it includes any Specialist Battlefleets or
Mercenary Battlefleets.

• You cannot include more than one of any specific Unit, and only one of each Unique Unit in your Force.

• You cannot include more than one Unit with the Flagship trait.

• Any Units forming Attached Units must come from the same Battlefleet and must have the same Position Traits
(except Submerged Units that can also be Joining Units to Surface Units).

Some Battlefleets provide bonuses to players for fulfilling certain requirements. These are indicated in the Battlefleet itself though
some of the most common are detailed below:

COMMAND OVERRIDE: If a Battlefleet has this rule, once per Encounter the Player may declare they are using the Battlefleet’s
Command Override to immediately cancel all the dice results in any one Action Dice Pool generated by Units in the Force. The
Command Override must be played before any manipulation of the Action Dice Pool takes place by either Player. The Action Dice
pool is then rolled afresh exactly as if the previous Action Dice Pool had not been rolled. You may not cancel part of the Action
Dice Pool or another Player’s Action Dice Pool using this rule.

PRELIMINARY SURVEY: At the start of the Encounter, when revealing the top card from their V&V deck to determine
deployment, any Player with one or more Battlefleets with this rule in their Force may draw a second card in place of the first card
revealed if they wish. They may only do this once per Encounter and must accept this second card. If both players have Battlefleets
with this rule, then neither may draw a second card.

STRATEGIC RESERVES: Either all Units in this Battlefleet are held in Reserve, or none of them. When rolling for deployment
from Reserves, Units in this Battlefleet may cancel the Reserve Action die result rolled and instead treat the result as a Heavy Hit.
If they do so, they must use the Crippled profile of their weapons for that Round.

TALON ASSAULT: At the start of the first Round, provided at least one Battlefleet has this rule, the Union player creates a stack
of Talon Autogyro Tokens in what is called a Talon Assault. This stack consists of a Talon Autogyro Token for each Battlefleet
in their Force with this rule. At the start of the First Round, after all deployment, this stack is Placed in base contact with an enemy
Unit of the players choice (not Submerged Units). At the beginning of the End Phase, before SRS Resolution, each Talon Autogyro
Token contribute 5 Action Dice to an Assault against that Unit when it Activates. The Talon Autogyro stack count as the Assaulting
Model, and they ignore Counter Assaults. Friendly SRS placed in contact with Surface Unit may support the Autogyro Token
Assault. Up to four additional Talon Autogyro Tokens may be added to this Talon Assault stack for +5pts per Token. The stack
may not be split, and all Talon Autogyro Tokens in the stack are discarded at the end of that Assault.

VALOROUS CONDUCT: Once per Round, per Battlefleet with this rule, a Unit in this Force may replace the Initiative value of
a card being used for a Valour Effect card with the Initiative value of 50.
TRAITS NUMBER OF UNITS NOTES

Flagship must have the Union Trait. The Position Trait of the
MUST include only ONE Flagship does not count towards any limits in the Battlefleet.

MUST include ONE and may


Surface Units must have the Union Trait.
include a further THREE.

May include only ONE Submerged Unit must have the Union Trait.

May include only ONE Skimming Unit must have the Union Trait.

May include only ONE Aerial Unit must have the Union Trait.

:
• None, unless the Force already includes another Main Battlefleet, then it MAY take the Strategic Reserves Battlefleet Bonus.

TRAITS NUMBER OF UNITS NOTES


Flagship can only have either the Constitution-class, Columbia-
class, Independence-class, or Senator-class Traits. The Position
MUST include only ONE Trait of the Flagship does not count towards any limits in the
Battlefleet.
MUST include ONE and may Surface Units must have the Union Trait. Multiple Yorktown-class
include a further THREE. and Farragut-class Units may be included.

May include only ONE Aerial Units must have the Union Trait.

:
• Valorous Conduct

TRAITS NUMBER OF UNITS NOTES


Flagship can only have either the Enterprise-class, Gotham-class,
Liberty-class, or Senator-class Traits or be the USS Monitor. The
MUST include only ONE Position Trait of the Flagship does not count towards any limits in
the Battlefleet.
MUST include ONE and may Surface Units must have the Union Trait. Multiple Roanoke-class
include a further THREE. and Defiant-class Units may be included.

May include only ONE Skimming Unit must have the Union Trait.

May include only ONE Aerial Units must have the Union Trait.

:
• Command Override
TRAITS NUMBER OF UNITS NOTES

Flagship must have the Pipeworks Trait. The Position Trait of the
MUST include only ONE Flagship does not count towards any limits in the Battlefleet.

Surface Units must have either the Pipeworks Trait or have both
MUST include ONE and may
the Union Trait and the Immobile Special Rule. Multiple
include a further TWO. Discovery-class Units may be included.

Submerged Units must have the Pipeworks Trait. You may include
May include up to TWO multiple Puritan-class Units.

Aerial Units must have the Pipeworks Trait. You may include
May include up to TWO multiple Patriot-class Units.

:
• All Actions with the Arc Quality by Units in this Battlefleet, gain the Sustained Quality.

• Units in the Battlefleet with the Immobile Special rule may replace their Heavy Gun Batteries for Heavy Electrocannon Batteries for free.
They gain the Temperamental Design rule.

TRAITS NUMBER OF UNITS NOTES


Flagship can only have either the Destiny-class, Excelsior-class,
or Venture-class Trait, or it can have the Constellation-class
MUST include only ONE Trait and also gains the Flagship Trait. Position Trait of the
Flagship does not count towards any limits in the Battlefleet.

Aerial Units must have the Union Trait. Multiple Akron-class,


MUST include TWO and may
Constellation-class, Republic-class and Ticonderoga-class Units
include a further FOUR. may be included.
:
• Talon Assault

TRAITS NUMBER OF UNITS NOTES

Flagship must be a Freedom Heavy Platform Unit, which gains


MUST include only ONE the Flagship Trait. The Position Trait of the Flagship does not
count towards any limits in the Battlefleet.

Surface Units must have the Union Trait and the Immobile rule
MUST include ONE and may
or be a Frontier Platform Transport. Multiple Farpoint Sentry
include a further THREE. Platform and Colorado Battle Platform Units may be included.

:
• Preliminary Survey
TRAITS NUMBER OF UNITS NOTES
Flagship can only have the Constitution-class, or America-class, or
MUST include only ONE Senator-class Traits or be the USS Monitor. The Position Trait of
the Flagship does not count towards any limits in the Battlefleet.

MUST include ONE and may Surface Units must have the Union Trait. Multiple Defiant-class or
include a further TWO. Farpoint-class Units may be included.

May include up to TWO Submerged Unit must have the Union Trait.

May include up to TWO Skimming Unit must have the Union Trait.

:
• Talon Assault

The Great Powers are not above hiring mercenaries and privateers to gain a decisive advantage in battle.
A single Battlefleet in the Force may be taken from the Mercenary Battlefleets listed below.
(See Commonwealth ORBAT) (See Sultanate ORBAT)
(See Union ORBAT) (See Crown ORBAT)
(See Imperium ORBAT)

TRAITS NUMBER OF UNITS NOTES

Flagship can only have the Custodian-class or Excelsior-class Trait


MUST include only ONE and Flagship Units may only consist of a single Model. Position Trait
of the Flagship does not count towards any limits in the Battlefleet.

Surface Units must have the Nashville-class, Titan-class or Valiant-


class Trat. Multiple Valiant-class Units may be included. Units with
May include up to TWO. the Union Trait exchange it for the Honorable Eclipse Company
Trait.

Aerial Units must have the Aerial Trait and either the Honorable
MUST include ONE and may Eclipse Company or Union Trait. Multiple Bogota-class and
include a further THREE. Steward-class Units may be included. You may not include Republic-
class Units.

:
• All Units in the Battlefleet with the Union Trait exchange it for the Honorable Eclipse Company Trait

• All Units with the Honorable Eclipse Company Trait gain the HEC Contractor rule.
You may include a single Patron from those listed below for a Union Force in any Encounter of Dystopian Wars.

• CHOOSING A PATRON – When choosing your Force, you may also choose one of the Patrons listed in your Faction ORBAT. These
Patrons have rules that will apply to your entire Force. You may only pick one Patron for your Force.

• PATRON COST – Each Patron has an associated cost. This cost is the number of Victory Points you award your opponent at the start
of the Encounter. If both players use Patrons, then each Player is awarded points based on their opponent’s Patron. If only one Player
has a Patron, then only their opponent will get the points based on that Patron’s cost.

• PATRON RULES – A Patron’s rule may provide a specific exception to rules found elsewhere. In cases of contradiction, the Patron’s
rule is used.

❖ ABRAHAM LINCOLN: SECRET SERVICE DIRECTOR PATRONAGE: +2VP


One Unit with the Flagship Trait gains the Dark Hand special rule.

❖ CAROLINE HUNTER: FLEET ADMIRAL CINPAC PATRONAGE: +2VP


Unless cancelled, once per Encounter you may replace the Victory Condition on any Victory & Valour Card that has a value in the top
left corner of 50 or higher (including if using the Valorous Conduct Battlefleet bonus). The replacement text is as follows: “Following
your Activation immediately activate another In Play Unit that has not yet activated in this game Round.”

❖ SILAS HODGE: EXECUTIVE-GENERAL OF THE HONORABLE ECLIPSE PATRONAGE: +1VP


Honorable Eclipse Company Battlefleets that include two Surface Units are Main Battlefleets rather than Specialist Battlefleets in a
Force with Executive-General Silas Hodge as its Patron. Furthermore, there is no limit to the number of Honorable Eclipse Company
Battlefleets included in a Force that only includes Honorable Eclipse Company Battlefleets.

❖ NIKOLAI TESLA: HARBINGER OF THE 20TH CENTURY PATRONAGE: +1VP


Pipeworks Battlefleets are Main Battlefleets rather than Specialist Battlefleets in a Force with Nikolai Tesla as its Patron.
M S T A C ADV SDV F H Named after the home of the Union, the title also speaks to the ambition of that Great Power
to dominate all of the continent. These special operation vessels are designed to operate around
Battle Ready 3 6 3 7 14 7 5 11 6 the globe on clandestine or sensitive missions. So crucial are these operations that the Talon
Crippled 3 4 2 7 13 5 4 10 4 autogyros and Pacifier assault teams are constantly drilled to be kept at peak readiness.

Unit Composition Weapons


• 1 America Special • Heavy Gun Battery – F/P/S
Operations Vessel • Gun Battery – F/P/S
• Gun Battery – F/P/S
Traits
• Heavy Broadside – P & S
• Union
• Torpedo Salvo - F
• Surface Unit
• Special Operations Vessel Options:
• America-class • The Unit may take up to two Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Paddlewheel
• The Unit may replace any Heavy Gun Battery with a Heavy Rocket Battery for free or a Chesapeake Gatling
• Flagship
Battery for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
Special Rules
• The Unit may replace any Gun Battery with a Rocket Battery for free or a Chesapeake Gatling Gun for +5pts.
• Contra Rotation
The new weapon retains the Fire Arcs of the weapon it replaces.
• Give Em Hell
• Heavy Firepower POINT DEFENCE SHIELD GENERATOR: This Unit is equipped with a Point Defence Shield Generator. It may
• Pacifier Assault not be upgraded or replaced. The Point Defence Shield Generator appears and operates exactly like a Shield
• Point Def. Shield Generator Generator except that it can be used when this Model is Obscured.
• Shroud Generator
• Tactical Cavitation

M S T A C ADV SDV F H The Columbia-class was the most powerful vessel in the Union navy during the Ore War.
12 of these vessels were maintained throughout the conflict, their rugged design allowing them
Battle Ready 3 4 3 8 17 6 5 14 10 to be returned to service after sustaining catastrophic damage. In the modern Union fleet, the
Crippled 3 3 2 8 17 5 4 13 4 Columbia-class was recategorized as a Heavy Battleship.

Unit Composition Weapons


• Rocket Battery – A/P/S
• 1 Columbia Heavy Battleship • Heavy Gun Battery – F/P/S
• Heavy Gun Battery – A/P/S
• Heavy Gun Battery – F/P/S
Traits
• Rocket Battery – F/P/S
• Union
• Heavy Broadside – P & S
• Surface Unit
• Broadside – P & S
• Heavy Battleship
• Columbia-class Options:
• Paddlewheel • The Unit may replace any Heavy Gun Battery with a Heavy Rocket Battery for free or a Chesapeake Gatling
• Flagship Battery for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
Special Rules • The Unit may replace any Rocket Battery with a Gun Battery or Chesapeake Gatling Gun for +5pts. The
• Contra Rotation new weapon retains the Fire Arcs of the weapon it replaces.
• Full Steam Ahead
• Give Em Hell • The Unit may take up to four Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Heavy Firepower
• Reliable Design
• Tactical Cavitation
M S T A C ADV SDV F H Mainstay of the Union Fleet and pride of the Bath Iron Works, there were twelve
Battle Ready 3 5 3 8 16 8 6 13 8 Constitution-class vessels built in the closing years of the Ore War. Now they and many more
of the class built since then ensure that the Federated States can achieve their manifest destiny.
Crippled 3 3 2 7 15 5 4 12 4
Unit Composition Weapons
• 1 Constitution Battleship • Heavy Gun Battery – F/P/S
• Heavy Gun Battery – F/P/A
Traits
• Heavy Gun Battery – F/S/A
• Union
• Heavy Broadside – P & S
• Surface Unit
• Heavy Torpedo Salvo - F
• Battleship
• Constitution-class Options:
• Paddlewheel • The Unit may take up to three Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Flagship • The Unit may replace any Heavy Gun Battery with a Heavy Rocket Battery for free or a Chesapeake Gatling
Special Rules Battery for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Contra Rotation
• The Model may alter their cost by -5pts and replace a single Heavy Gun Battery weapon with an Atomic, Fury,
• Give Em Hell
Magnetic or Shroud Generator.
• Heavy Firepower
• Shield Generator
• Tactical Cavitation
• Triangulated Solution

M S T A C ADV SDV F H Testbed ship for Nikolai Tesla’s revolutionary Arc technologies, the USS Mexico is often sent
Battle Ready 3 5 3 8 15 7 6 12 8 into battle against a variety of adversaries. The results of these engagements make for precious
study material at The Pipeworks.
Crippled 3 3 2 8 14 5 4 11 4
Unit Composition Weapons
• 1 USS Mexico • Heavy Electrocannon Battery – F/P/A
Traits • Heavy Electrocannon Battery – F/S/A
• Union • Heavy Broadside – P & S
• Surface Unit • Heavy Torpedo Salvo - F
• Battleship
• Constitution-class
• Pipeworks
• Paddlewheel
• Flagship
• Unique
Special Rules
• Arc Generator
• Contra Rotation
• Focused Fire (Gunnery)
• Give Em Hell
• Heavy Firepower
• Inductorium
• Shield Generator
• Tactical Cavitation
• Temperamental Design
M S T A C ADV SDV F H Sydney Fly’s iconic photograph shows the USS Texas emerging victorious through the smoke
with the SUSA battleships Riachuelo and Aquidaban ablaze in the background. That one
Battle Ready 3 5 3 8 16 8 6 13 8 image demonstrated the Union’s naval prowess beyond doubt to the Great Powers and made
Crippled 3 3 2 8 15 5 4 12 4 the crew of the USS Texas a legend in the service.

Unit Composition Weapons


• 1 USS Texas • Heavy Gun Battery – F/P/S
Traits • Heavy Gun Battery – F/P/A
• Union • Heavy Gun Battery – F/S/A
• Surface Unit • Heavy Broadside – P & S
• Battleship • Heavy Torpedo Salvo – F
• Constitution-class Options:
• Paddlewheel • The Unit may take up to three Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Flagship
• Unique
Special Rules
• Contra Rotation
• Focused Fire (Gunnery)
• Give Em Hell
• Heavy Firepower
• Inspirational
• Priority Signals
• Semper Fortis
• Shield Generator
• Tactical Cavitation
• Triangulated Solution
• Veteran Repair Teams

M S T A C ADV SDV F H A design created by the Springfield-Goodyear corporation at the behest of the Honorable
Eclipse Company, the duralanium hull and three interior keels are held aloft by 26 helium-
Battle Ready 3 8 5 7 14 6 0 12 8 filled gas cells made from gelatin-latex fabric. This ensures that thermal flashbacks from the
Crippled 3 6 4 6 10 4 0 10 5 prow mounted Sentinel Generator are contained.

Unit Composition Weapons Special Rules


• 1 Custodian Sentry • Rocket Battery – 360 • Air-Razor Munitions
Aircruiser • Rocket Battery - 360 • Dirigible Construction
• Heavy Broadside – P & S • Flak Barrage (10)
Traits • Heavy Broadside – P & S • Give Em Hell
• Honourable Eclipse • Freedom Incendiary Bombs – A • HEC Contractor
Company • Maritime Patrol
• Aerial Unit • Minutemen Assault Bay
• Sentry Aircruiser • Sentinel Generator
• Custodian-class
• Flagship Options:
• The Unit may take up to two Escort Tokens for +5pts each and a single
Akron Escort Token for +15pts.
M S T A C ADV SDV F H These mighty vessels are the pride of Air General Alonzo Gladwyne’s Airforce. Carrying
Battle Ready 5 6 4 7 14 9 0 11 10 squadrons of Corsair strike fighters and acting as a home base for a compliment of light rotors,
the Destiny-class can project airpower into even the most challenging environs.
Crippled 5 5 3 6 10 5 0 9 8
Unit Composition Weapons
• 1 Destiny Skyfortress • Aerial Torpedo Salvo – F Options:
• Aerial Torpedo Salvo – F • The Unit may take up to two Escort Tokens for +5pts each and a single
Traits • Dual Magnetic Gatling Guns – F Akron Escort Token for +15pts.
• Union • Dual Magnetic Gatling Guns – F
• Aerial Unit • Rocket Battery – 360 LIGHT ROTOR WING: Any Battlefleet in this Faction that includes a
• Skyfortress • Rocket Battery – 360 Destiny Skyfortress Unit may include one Unit of Bogota Carryall Rotors
• Destiny-class • Rocket Battery – 360 or Akron Sentry Rotors for the usual points cost. The Battlefleet it is part
• Flagship • Rocket Battery - 360 of increases its Aerial Unit limitation by one, to account for this Rotor
• Heavy Broadside – P & S Unit. When the Destiny is deployed, you may immediately deploy a single
Special Rules • Heavy Broadside – P & S Unit of Bogota Carryall Rotors or Akron Sentry Rotors within 5” of this
• Air-Razor Munitions • Heavy Broadside – P & S Unit in Open Water.
• Dirigible Construction
• Field Repair Platform
• Flak Barrage (10)
• Give Em Hell
• Heavy Firepower
• Launch Catapults
• Light Rotor Wing
• Lumbering
• SRS Capacity 8/4
• SRS Mine Clearance
• SRS Recon

M S T A C ADV SDV F H As the Union pushed out into the Pacific and Atlantic, it required significant air power to
support fleet operations. The Enterprise-class is a formidable warship and the largest vessel
Battle Ready 4 4 2 8 16 9 6 13 7 in the Union naval register. Once dubbed the Great Experiment, the success of these vessels is
Crippled 4 3 2 8 15 5 4 13 9 without doubt.

Unit Composition Weapons Special Rules


•1 Enterprise Heavy Carrier • Heavy Rocket Battery – F/P • Combat Air Patrol
• Heavy Rocket Battery – F/S • Command Codes
Traits
• Heavy Rocket Battery – A/P/S • Contra Rotation
• Union
• Heavy Broadside – P & S • Give Em Hell
• Surface Unit
• Heavy Firepower
• Heavy Carrier • Launch Catapults
• Enterprise-class • Shield Generator
• Paddlewheel • SRS Capacity 10/5
• Flagship • SRS Mine Clearance
• SRS Recon
• Tactical Cavitation

Options:
• The Unit may take up to four Escort Tokens for +5pts each and a single
Akron Escort Token for +15pts.
M S T A C ADV SDV F H Earning their first battle stars during the Caribbean Hurricane campaign, the USS
Battle Ready 3 7 4 7 14 7 5 11 7 Independence and her sister ships have proven to be a crucial tactical element in leading fast
moving battlefleets.
Crippled 3 6 3 7 13 5 4 10 3
Unit Composition Weapons Special Rules
• 1 Independence • Heavy Gun Battery – F/P/S • Contra Rotation
Battlecruiser • Gun Battery – F/P/S • Give Em Hell
Traits • Gun Battery – F/P/S • Heavy Firepower
• Union • Heavy Broadside – P & S • Magnetic Generator
• Surface Unit • Shield Generator
• Heavy Gun Battery – A/P/S
• Tactical Cavitation
• Battlecruiser • Torpedo Salvo - F
• Independence-class
Options:
• Paddlewheel
• The Unit may replace any Heavy Gun Battery with a Heavy Rocket
• Flagship
Battery for free or a Chesapeake Gatling Battery for +5pts. The new
weapon retains the Fire Arcs of the weapon it replaces.

• The Unit may take up to two Escort Tokens for +5pts each and a single
Akron Escort Token for +15pts.

• The Unit may replace any Gun Battery with a Rocket Battery for free
or a Chesapeake Gatling Gun for +5pts. The new weapon retains the Fire
Arcs of the weapon it replaces.

M S T A C ADV SDV F H The USS Indianapolis was already a seasoned warship and had been awarded six battle stars
for meritorious combat service before being given over to The Pipeworks. There, under
Battle Ready 3 7 4 7 14 7 5 11 7 command of Captain Charles Russell, the Indianapolis serves as a testbed for Helical Railgun
Crippled 3 6 3 7 13 5 4 10 3 technology, known as Project Tudor.

Unit Composition Weapons


• 1 USS Indianapolis • Heavy Gun Battery – F/P/S • Heavy Broadside – P & S
Traits • Gun Battery – F/P/S • Heavy Gun Battery – A/P/S
• Union • Gun Battery – F/P/S • Torpedo Salvo - F
• Surface Unit
• Battlecruiser Options:
• Independence-class • The Unit may take up to two Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Pipeworks
HELICAL RAIL GUNS: Weapons on this Unit with the Gunnery Quality can never have a Support value greater
• Paddlewheel than 3. Attacks with the Gunnery Quality by this Unit treat the Citadel of their Initial Target as one lower than
• Flagship indicated. When making an Attack against Models with the Skimming Unit or Aerial Unit Positional Traits, each
• Unique weapon with the Gunnery Quality receives +1 Action Dice. When making an Action against Models with the
Special Rules Submerged Unit Positional Trait, each weapon with the Gunnery Quality receives -1 Action Dice to a minimum of
• Arc Generator 1.
• Contra Rotation
• Give Em Hell
• Heavy Firepower
• Helical Rail Guns
• Shield Generator
• Tactical Cavitation
• Temperamental Design
M S T A C ADV SDV F H The Rio Grande is the Pipework’s testbed for their deadly powdered aluminium and RJ-
1027 vacuum explosives technology known as the Witch’s Cauldron. A close association with
Battle Ready 3 7 4 7 14 7 5 11 7 the project and her cold and unforgiving demeanour has given rise to the Rio Grande’s
Crippled 3 6 3 7 13 5 4 10 3 commanding officer, Captain Maureen Wayne, being privately known as the Sea-Witch.

Unit Composition Weapons


• 1 USS Rio Grande • Heavy Rocket Battery – F/P/S • Heavy Broadside – P & S
Traits • Rocket Battery – F/P/S • Heavy Rocket Battery – A/P/S
• Union • Rocket Battery – F/P/S • Torpedo Salvo - F
• Surface Unit
• Battlecruiser Options:
• Independence-class • The Unit may take up to two Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Pipeworks
THERMOBARIC VOLLEY: Weapons on this Unit with the Aerial Quality gain the Hazardous Quality. As a
• Paddlewheel Valour Effect after rolling an Attack, if the number of Exploding Hits rolled against the Initial Target equals or
• Flagship exceed its Mass, then all Hits and Heavy Hits in the initial roll for the Attack count as Exploding Hits. Action dice
• Unique generated by the Exploding Hits are unaffected by this rule.
Special Rules
• Arc Generator
• Contra Rotation
• Give Em Hell
• Thermobaric Volley
• Shield Generator
• Tactical Cavitation
• Temperamental Design

M S T A C ADV SDV F H These superb and sought after vessels enable the Union to deploy squadrons of Corsair strike
fighters in engagements where a heavy carrier is unwarranted, and a strike carrier is
Battle Ready 3 6 3 7 14 7 5 11 5 insufficient. The Philadelphia Naval Shipyard currently has three construction cradles
Crippled 3 4 2 7 13 5 4 10 5 dedicated to producing the Liberty-class at a rate of one battlecarrier every seven months.

Unit Composition Weapons Special Rules


• 1 Liberty Battlecarrier • Heavy Rocket Battery – F/S/A • Combat Air Patrol
• Heavy Rocket Battery – F/P/A • Contra Rotation
Traits • Give Em Hell
• Heavy Broadside – P & S
• Union • Heavy Firepower
• Torpedo Salvo - F
• Surface Unit • Launch Catapults
• Battlecarrier • Shield Generator
• Liberty-class • SRS Capacity 6/4
• Paddlewheel • SRS Mine Clearance
• Flagship • SRS Recon
• Tactical Cavitation

Options:
• The Unit may replace any Heavy Rocket Battery with a Heavy Gun
Battery for free or a Chesapeake Gatling Battery for +3pts. The new
weapon retains the Fire Arcs of the weapon it replaces.
• The Unit may take up to two Escort Tokens for +5pts each and a single
Akron Escort Token for +15pts.
M S T A C ADV SDV F H Senator Command Cruisers are deployed in pairs to give leadership to large fleet operations.
Battle Ready 3 7 4 7 13 5 4 9 5 They are also commonly deployed where aerial engagements are likely, their supreme air
Crippled defence systems shielding their battlefleets from enemy aircraft.
3 6 3 7 13 3 3 8 5
Unit Composition Weapons Options:
• 2 Senator Command • Chesapeake Gatling Battery – F/P/S • The Unit may replace any Chesapeake Gatling Battery with a Heavy
Cruisers • Broadside – P&S Gun Battery or Heavy Rocket Battery for free. The new weapon retains
Traits • Torpedo Salvo - F the Fire Arcs of the weapon it replaces.
• Union • Chesapeake Gatling Gun – F/P/A
• Chesapeake Gatling Gun – F/S/A • The Unit may replace any Chesapeake Gatling Gun for a Gun Battery or
• Surface Unit
• Chesapeake Gatling Battery – A/P/S a Rocket Battery for free. The new weapon retains the Fire Arcs of the
• Command Cruiser
weapon it replaces.
• Senator-class
Special Rules
• Paddlewheel • The Unit may take up to four Escort Tokens for +5pts each and a single
• Anti-Air Specialist
• Flagship Akron Escort Token for +15pts.
• Command Codes
• Contra Rotation
• Flak Barrage (6)
• Give Em Hell
• Long Range Support
• Shield Generator
• Tactical Cavitation
• Triangulated Solution

M S T A C ADV SDV F H A veteran of the earliest battles of the Ore War, the USS Monitor is the last remaining
Virginia-class Assault Battleship left in service to the Union. Her guns and brave Talon
Battle Ready 3 4 3 8 17 6 5 14 10 multi-mission Autogyro teams have earned the vessel multiple battle honours over the decades
Crippled 3 3 2 8 17 5 4 13 4 making her a proud reminder of a bygone era.

Unit Composition Weapons


• 1 USS Monitor • Heavy Gun Battery – F/P/S • Rocket Battery – A/P/S
• Heavy Gun Battery – F/P/S • Heavy Broadside – P & S
Traits
• Rocket Battery – F/P/S • Broadside – P & S
• Union
• Surface Unit Options:
• Assault Battleship • The Unit may take up to four Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Virginia-class
• Paddlewheel • The Unit may replace any Heavy Gun Battery with a Heavy Rocket Battery for free or a Chesapeake Gatling
• Flagship Battery for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Unique • The Unit may replace any Rocket Battery with a Gun Battery or Chesapeake Gatling Gun for +5pts. The
Special Rules new weapon retains the Fire Arcs of the weapon it replaces.
• Contra Rotation
• Full Steam Ahead
• Give Em Hell
• Heavy Firepower
• Mark of Fate
• Pacifier Assault
• Reliable Design
• Semper Fortis
• Tactical Cavitation
M S T A C ADV SDV F H Powerful aerial warships, the Venture-class had sixteen Brayton diesel-electric motors that
drove her outside propellers. The propellers could be rotated down or backwards, providing a
Battle Ready 3 8 5 7 14 6 0 11 8 form of thrust vectoring that allowed the large craft to perform rapid and controlled assents
Crippled 3 6 4 6 10 4 0 9 5 and assaults.

Unit Composition Weapons Special Rules


• 1 Venture Assault • Aerial Torpedo Salvo - F • Air-Razor Munitions
Aircruiser • Dual Magnetic Gatling Guns – F • Dirigible Construction
• Rocket Battery – 360 • Flak Barrage (8)
Traits • Rocket Battery - 360 • Give Em Hell
• Union • Heavy Broadside – P & S • Heavy Firepower
• Aerial Unit • Landing Vessel
• Heavy Broadside – P & S
• Assault Aircruiser • Minutemen Assault Bay
• Venture-class • Unexpected Arrival
• Flagship
Options:
• The Unit may take up to two Escort Tokens for +5pts each and a single
Akron Escort Token for +15pts.

Squadron: This Unit may include up to an additional model at a cost of


+236 points per Model.
M S T A C ADV SDV F H Modified by the brilliant minds at the Pipeworks from Farragut frigate hulls, the Boston-
class recon frigate uses the Leary pattern Infrasound array to detect and relay positional
Battle Ready 1 10 7 5 11 3 3 5 3 information to the fleet.

Unit Composition Weapons


• 2 Boston Frigates • Rocket Battery – F/P/S
Traits • Light Broadside – P&S
• Union • Sperry Torpedo Launcher - F
• Surface Unit
• Frigate Options:
• Boston-class • Any Model in the Unit may replace its Rocket Battery with an Electrocannon Battery for free or a Chesapeake
• Pipeworks Gatling Gun for +3pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Paddlewheel
• The Unit may take a single Akron Escort Token for +15pts.
Special Rules
• Hydrophone Relay Squadron: This Unit may include up to four additional models at a cost of +33pts per Model.
• Contra Rotation
• Focused Fire (Aerial)
• Give Em Hell
• Tactical Cavitation
• Vanguard

M S T A C ADV SDV F H The California-class are seen by some as little more than merchant or civilian vessels and
hardly of the same calibre as the rest of the fleet. However, for those that come to know them,
Battle Ready 2 7 4 6 12 3 3 5 4 the animated and enthusiastic crews typical of California-class vessels can be found to uphold
Crippled 2 6 3 6 11 3 3 4 3 the finest traditions of the Union navy.

Unit Composition Weapons


• 1 California Supply Cruiser • Broadside – P&S
Options:
Traits
• Unless it is taken as a Joining Unit, this Unit may take a single Akron Escort Token for +15pts.
• Union
• Surface Unit ATTACHED UNIT (UNION, FLAGSHIP): When Building a Force, this Unit may become a Joining
• Supply Cruiser Unit. Select a Partner Unit that has the Traits indicated in the title of this rule. The Partner Unit cannot have
• California-class any other Joining Units or have the Attached Unit rule.
• Paddlewheel

Special Rules
• Attached Unit
• Contra Rotation
• Give Em Hell
• Heavy Escort
• Logistical Support
• Mine Sweeper
• Supply Depot
• Tactical Cavitation
M S T A C ADV SDV F H Built at the Norfolk Fleet Yards, the Chicago-class were commissioned as part of the
Union’s Pacific naval strategy. Though these vessels are a significant investment of
Battle Ready 3 7 4 7 13 5 4 9 5 resources, the class has proven to be a vital asset in a variety of global deployments
Crippled 3 6 3 7 13 3 3 8 5 including the incorporation of the Hawai’ian Archipelago into Federal territory.

Unit Composition Weapons Options:


• 1 Chicago Long-Range • Heavy Gun Battery – F/P/S • The Unit may replace any Heavy Gun Battery with a Heavy Rocket
Cruiser • Broadside – P&S Battery for free or a Chesapeake Gatling Battery for +5pts. The new
Traits • Torpedo Salvo - F weapon retains the Fire Arcs of the weapon it replaces.
• Union • Gun Battery – F/P/A
• Gun Battery – F/S/A • The Unit may replace any Gun Battery with a Rocket Battery or
• Surface Unit
• Heavy Gun Battery – A/P/S Chesapeake Gatling Gun for +5pts. The new weapon retains the Fire
• Long-Range Cruiser
Arcs of the weapon it replaces.
• Chicago-class
Special Rules
• Paddlewheel • The Unit may take a single Akron Escort Token for +15pts.
• Contra Rotation
• Give Em Hell
• Shield Generator Squadron: This Unit may include up to two additional models at a cost of
• Tactical Cavitation +158pts per Model.

M S T A C ADV SDV F H
The Union makes use of Colorado Battle Platforms to maintain a static defence of resource
Battle Ready 2 0 0 5 12 4 4 8 3 rich regions of the seas, to protect shipping lanes and reinforce disputed territorial claims.
Crippled 2 0 0 5 10 3 3 8 3
Unit Composition Weapons
• 1 Colorado Battle Platform • Heavy Gun Battery - 360
Traits Options:
• Union • Any Model in the Unit may replace its Heavy Gun Battery with a Heavy Rocket Battery for free or a
• Surface Unit Chesapeake Gatling Battery for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Battle Platform • Any Model in the Unit may take any combination of up to four of the following weapons with a 360 degree Fire
• Colorado-class
Arc: Gun Battery +10pts, Rocket Battery for +13pts, or Chesapeake Gatling Gun +15pts per weapon.
Special Rules • The Unit may take up to two Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Attached Unit
Squadron: Unless using the Attached Unit rule, this Unit may include up to two additional models at a cost of
• Forward Deployment
• Give Em Hell +60pts per Model.
• Heavy Escort
• Immobile ATTACHED UNIT (FARPOINT-class, FREEDOM-class or OKLAHOMA-class): When Building a Force,
• Strategic Asset this Unit may become a Joining Unit. Select a Partner Unit that has the Traits indicated in the title of this rule.
The Partner Unit cannot have any other Joining Units or have the Attached Unit rule.
M S T A C ADV SDV F H Developed in response to the growing threat across the Atlantic, the Defiant-class proved
instrumental in disrupting Latin Alliance convoys supporting the Socialist Unity of South
Battle Ready 1 10 7 5 11 3 4 6 3 America.

Unit Composition Weapons


• 2 Defiant Destroyers • Gun Battery – F/P/S
Traits • Gun Battery – A/P/S
• Union • Light Broadside – P&S
• Surface Unit
Options:
• Destroyer
• Any Model in the Unit may replace any Gun Battery with a Chesapeake Gatling Gun for +5pts. The new
• Defiant-class
weapon retains the Fire Arcs of the weapon it replaces.
• Paddlewheel
• The Unit may take a single Akron Escort Token for +15pts.
Special Rules
• Contra Rotation Squadron: This Unit may include up to three additional models at a cost of +35pts per Model.
• Focused Fire (Gunnery)
• Give Em Hell
• Tactical Cavitation

M S T A C ADV SDV F H Undergoing sea trials in 1869 before finally being entered into general deployment in the fleet
two years later, the Discovery-class are replete with Edwina Houston and Nikolai Tesla’s
Battle Ready 2 7 4 6 12 4 3 6 4 Arc technologies. Built initially at the Bath Iron Works alongside more conventional
Crippled 2 6 3 6 11 3 3 5 4 dockmates, a second production has begun at Norfolk, Virginia to increase capacity.

Unit Composition Weapons


• 1 Discovery Arc Cruiser • Heavy Electrocannon Battery – F/P/S
• Rocket Battery – F/P/S
Traits
• Broadside – P&S
• Union
• Surface Unit
Options:
• Arc Cruiser
• Any Model in the Unit may replace its Rocket Battery with a Gun Battery for free or an Electrocannon Battery
• Discovery-class
or Chesapeake Gatling Gun for +3pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Pipeworks
• Paddlewheel
• The Unit may take a single Akron Escort Token for +15pts.
Special Rules
• Arc Generator Squadron: This Unit may include up to two additional models at a cost of +130pts per Model.
• Contra Rotation
• Give Em Hell
• Inductorium
• Tactical Cavitation
M S T A C ADV SDV F H
Farpoint Bunker Platforms are used by the Union for supporting and deploying assault troops
Battle Ready 2 0 0 5 12 4 4 8 3 and auxiliary aircraft to help maintain a hardened defence of regions liberated from tyranny.
Crippled 2 0 0 5 10 3 3 8 3
Unit Composition Weapons
• 1 Farpoint Sentry Platform • Gun Battery – 360
• Gun Battery – 360
Traits
• Union Options:
• Surface Unit • Any Model in the Unit may replace any Gun Battery with a Rocket Battery for free or a Chesapeake
• Bunker Platform Gatling Gun for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Farpoint-class • The Unit may take up to two Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
Special Rules Squadron: This Unit may include up to two additional models at a cost of +70pts per Model.
• Forward Deployment
• Give Em Hell
• Immobile
• Long Range Support
• Pacifier Assault

M S T A C ADV SDV F H Named after Admiral Glasgow Farragut who gave the order “Damn the torpedoes, full
speed ahead" during the Battle of Mobile Bay at the height of the Ore War. Farragut frigates
Battle Ready 1 10 7 5 11 3 3 5 3 are often deployed in large squadrons to maximise firepower.

Unit Composition Weapons


• 2 Farragut Frigates • Gun Battery – F/P/S
Traits • Light Broadside – P&S
• Union • Sperry Torpedo Launcher - F
• Surface Unit
Options:
• Frigate
• Any Model in the Unit may replace any Gun Battery with a Chesapeake Gatling Gun for +5pts. The new
• Farragut-class
weapon retains the Fire Arcs of the weapon it replaces.
• Paddlewheel
Special Rules • The Unit may take a single Akron Escort Token for +15pts.
• Contra Rotation
• Give Em Hell Squadron: This Unit may include up to six additional models at a cost of +33pts per Model.
• Linear Dash
• Tactical Cavitation
M S T A C ADV SDV F H The Freedom Heavy Platform is laid out using the common design for Heavy Offshore
Battle Ready 3 0 0 5 12 5 5 11 6 Platforms found around the globe. Part trading post and part fortification, these are tangible
symbols of the Union’s presence through the world.
Crippled 3 0 0 5 10 4 4 10 6
Unit Composition Weapons
• 1 Freedom Heavy Platform • Heavy Gun Battery – F/P/S • Heavy Gun Battery – A/S
• Heavy Gun Battery – A/P
Traits
Options:
• Union
• The Unit may replace any Heavy Gun Battery with a Heavy Rocket Battery for free or a Chesapeake Gatling
• Surface Unit
• Heavy Platform
Battery for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Freedom-class • The Unit may take any combination of up to four of the following weapons: Gun Battery +10pts, Rocket
Battery for +13pts, or Chesapeake Gatling Gun +15pts. Up to two weapons can have the same Fire Arcs as
Special Rules each of the Heavy Gun Batteries. The points cost indicated is per weapon.
• Forward Deployment
• Give Em Hell • Any Model in this Unit may take a Magnetic, Shield or Shroud Generator for +25pts.
• Heavy Escort • The Unit may take up to two Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Immobile
• Strategic Asset

M S T A C ADV SDV F H
The Frontier-class was designed to deploy and support the chains of bunker and battle
Battle Ready 3 6 3 6 13 7 5 10 4 platforms that the Union aggressively lines the Atlantic and Pacific with.
Crippled 3 4 2 6 12 5 4 9 6
Unit Composition Weapons
• 1 Frontier Platform • Heavy Rocket Battery – A/P/S Options:
Transport • Heavy Broadside – P & S • The Unit may replace its Heavy Rocket Battery with a Heavy Gun Battery
• Torpedo Salvo - F for free or a Chesapeake Gatling Battery for +3pts. The new weapon
Traits
retains the Fire Arcs of the weapon it replaces.
• Union
• Surface Unit • The Unit may take up to four Escort Tokens for +5pts each and a single
• Platform Transport Akron Escort Token for +15pts.
• Frontier-class
PLATFORM TRANSPORT: During the Reserves Step of any Round
• Paddlewheel
where this Model is in the Play Area, it may immediately deploy a platform
consisting of a Unit of a single Model with the Colorado-class, Farpoint-
Special Rules class, or Oklahoma-class traits. The platform does not have the Forward
• Advanced Repair Facilities (3)
Deployment rule and is instead deployed immediately within 2” of this
• Contra Rotation
Model. The platform does not cost additional points but does not have any
• Give Em Hell
upgrades. Once a platform has been deployed using this rule from this Model,
• Long-Range Support
this Model loses the Platform Transport rule for the remainder of the
• Supply Depot
Encounter.
• Tactical Cavitation
M S T A C ADV SDV F H Gettysburg heavy monitors underwent a modernisation programme as part of the Union’s
new generation navy and had their electrical systems updated to be able to take generators and
Battle Ready 2 6 4 6 12 3 3 8 5 newer weaponry. The rugged design of these ships along with their lengthy battle honours
Crippled 2 6 3 6 12 3 3 7 4 made them highly desirable postings.

Unit Composition Weapons


• 1 Gettysburg Heavy • Heavy Gun Battery – F/P/S
Monitor • Gun Battery – F/P/S

• Gun Battery – A/P/S
Traits
• Heavy Broadside – P&S
• Union
• Surface Unit Options:
• Heavy Monitor • The Unit may take a single Akron Escort Token for +15pts.
• Gettysburg-class
• Paddlewheel • Any Model in the Unit may replace any Heavy Gun Battery with a Heavy Rocket Battery for free or a
Chesapeake Gatling Battery for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
Special Rules
• Contra Rotation • Any Model in the Unit may replace any Gun Battery with a Rocket Battery for free or a Chesapeake Gatling
• Full Steam Ahead Gun for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Give Em Hell
• Any Model in the Unit may alter their cost by -5pts and replace a single Heavy Gun Battery weapon with an
• Minesweeper
Atomic, Fury, Magnetic, Shield or Shroud Generator.
• Reliable Design
• Shallow Draught
Squadron: This Unit may include up to two additional models at a cost of +119pts per Model.
• Tactical Cavitation

M S T A C ADV SDV F H Voyaging beyond the Union’s territorial waters, the Intrepid-class Light Cruisers are more
Battle Ready 2 9 4 6 12 3 3 6 4 than a match for the patrol ships of their neighbours. It is a prudent captain who withdraws
her Intrepid before heavier enemy vessels come within range, however.
Crippled 2 8 3 6 11 3 3 5 4
Unit Composition Weapons
• 1 Intrepid Light Cruiser • Heavy Gun Battery – F/P/S
Traits • Gun Battery – A/P/S
• Union • Broadside – P&S
• Surface Unit • Torpedo Salvo - F
• Light Cruiser Options:
• Intrepid-class • Any Model in the Unit may replace any Heavy Gun Battery with a Heavy Rocket Battery for free or a
• Paddlewheel Chesapeake Gatling Battery for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
Special Rules
• Contra Rotation • Any Model in the Unit may replace any Gun Battery with a Rocket Battery for free or a Chesapeake Gatling
• Give Em Hell Gun for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Tactical Cavitation
• Vanguard • The Unit may take a single Akron Escort Token for +15pts.

• Any Model in the Unit may alter their cost by -5pts and replace a single Heavy Gun Battery weapon with an
Atomic, Fury, Magnetic, Shield or Shroud Generator.

Squadron: This Unit may include up to two additional models at a cost of +88pts per Model.
M S T A C ADV SDV F H The Lexington-class was commissioned to be able to outfight the Japanese Yamaguchi Attack
Battle Ready 2 7 4 7 12 5 4 7 6 Cruisers that had proven so decisive in the naval engagements during the Caribbean
Hurricane.
Crippled 2 6 3 6 11 3 3 6 3
Unit Composition Weapons
• 1 Lexington Heavy Cruiser • Heavy Gun Battery – F/P/S
• Heavy Gun Battery – F/P/S
Traits
• Gun Battery – A/P/S
• Union
• Broadside – P&S
• Surface Unit
• Torpedo Salvo - F
• Heavy Cruiser
• Lexington-class Options:
• Paddlewheel • Any Model in the Unit may replace any Heavy Gun Battery with a Heavy Rocket Battery for free or a
Chesapeake Gatling Battery for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
Special Rules
• Contra Rotation • Any Model in the Unit may replace any Gun Battery with a Rocket Battery for free or a Chesapeake Gatling
• Focused Fire (Broadside) Gun for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Give Em Hell
• Tactical Cavitation • The Unit may take a single Akron Escort Token for +15pts.

• The Model may alter their cost by -5pts and replace a single Heavy Gun Battery weapon with an Atomic, Fury,
Magnetic, Shield or Shroud Generator.

Squadron: This Unit may include up to two additional models at a cost of +131pts per Model.

M S T A C ADV SDV F H CruRon-22 as it is officially designated is more widely referred to as The Dead Presidents.
These three Lexington-class cruisers have been awarded more battle stars than any other
Battle Ready 2 7 4 7 12 5 4 7 6 active cruiser squadron in the Union navy. A refit at The Norfolk naval yard has augmented
Crippled 2 6 3 6 11 3 3 6 3 their good fortune with Pipeworks advanced engineering refinements.

Unit Composition Weapons Special Rules


• 1 USS Lincoln • Heavy Electrocannon Battery – F/P/S • Contra Rotation
• 1 USS Jefferson • Heavy Electrocannon Battery – F/P/S • Devil’s Own Luck
• 1 USS Franklin • Electrocannon Battery – A/P/S • Focused Fire (Broadside)
• Broadside – P&S • Give Em Hell
Traits • Hydrophone Relay
• Union • Torpedo Salvo - F
• Tactical Cavitation
• Surface Unit • Veteran Repair Teams
• Heavy Cruiser
• Lexington-class Options:
• Pipeworks • The Unit may take a single Akron Escort Token for +15pts.
• Paddlewheel
• Unique
M S T A C ADV SDV F H The Manifest Destiny the Union believes it has a duty to deliver requires heavy landing
operations, deploying Lakota Heavy Rail trains and other assault forces. This was seen
Battle Ready 3 7 4 7 13 5 4 9 5 in 1874 with the success of Operation Cyclone, after which the Union renamed the Wasp-
Crippled 3 6 3 7 13 3 3 8 5 class to Midway in recognition of securing their furthest most territory.

Unit Composition Weapons Options:


• 1 Midway Heavy • Heavy Gun Battery – F/P/S • The Unit may replace its Heavy Gun Battery with a Heavy Rocket
Landing Ship • Broadside – P&S Battery for free or a Chesapeake Gatling Battery for +5pts. The new
Traits • Torpedo Salvo - F weapon retains the Fire Arcs of the weapon it replaces.
• Union • Gun Battery – F/P/A
• Gun Battery – F/S/A • The Unit may replace any Gun Battery with a Rocket Battery or
• Surface Unit
Chesapeake Gatling Gun for +5pts. The new weapon retains the Fire
• Heavy Landing Ship
Special Rules Arcs of the weapon it replaces.
• Midway-class
• Bombardment (Gunnery)
• Paddlewheel • The Unit may take a single Akron Escort Token for +15pts.
• Contra Rotation
• Give Em Hell
• Heavy Lander Squadron: This Unit may include up to two additional models at a cost of
• Landing Vessel +144pts per Model.
• Tactical Cavitation

M S T A C ADV SDV F H With a reputation for working miracles, the crews of Montgomery support ships are always
Battle Ready 2 7 4 6 12 3 3 5 4 a welcome addition to any battlefleet. Scores of repair teams use a combination of flight gear
and escort craft to effect repairs and rescue to friendly vessels in need.
Crippled 2 6 3 6 11 3 3 4 3
Unit Composition Weapons
• 1 Montgomery Support Ship • Broadside – P&S
Options:
Traits • Unless taken as a Joining Unit, this Unit may take a single Akron Escort Token for +15pts.
• Union
ATTACHED UNIT (UNION, FLAGSHIP): When Building a Force, this Unit may become a Joining
• Surface Unit
Unit. Select a Partner Unit that has the Traits indicated in the title of this rule. The Partner Unit cannot
• Support Ship
have any other Joining Units or have the Attached Unit rule.
• Montgomery-class
• Paddlewheel

Special Rules
• Advanced Repair Facilities (2)
• Attached Unit
• Contra Rotation
• Field Repair Platform
• Give Em Hell
• Mine Layer
• Tactical Cavitation
M S T A C ADV SDV F H
Built at the Norfolk Naval yard in Virginia, the Nashville-class has become a vital part
Battle Ready 3 7 4 7 13 5 4 9 5 of the extended logistics and support arm of the Union naval operations around the world.
Crippled 3 6 3 7 13 3 3 8 5
Unit Composition Weapons Options:
• 1 Nashville Heavy • Heavy Gun Battery – F/P/S • The Unit may replace its Heavy Gun Battery with a Heavy Rocket
Support Ship • Broadside – P&S Battery for free or a Chesapeake Gatling Battery for +5pts. The new
Traits • Torpedo Salvo - F weapon retains the Fire Arcs of the weapon it replaces.
• Union • Gun Battery – F/P/A
• Gun Battery – F/S/A • The Unit may replace any Gun Battery with a Rocket Battery or
• Surface Unit
Chesapeake Gatling Gun for +5pts. The new weapon retains the Fire
• Heavy Support Ship
Special Rules Arcs of the weapon it replaces.
• Nashville-class
• Advanced Repair Facilities (3)
• Paddlewheel • The Unit may take a single Akron Escort Token for +15pts.
• Contra Rotation
• Field Repair Platform
• Give Em Hell ATTACHED UNIT (UNION, FLAGSHIP): When Building a Force,
• Long Range Support this Unit may become a Joining Unit. Select a Partner Unit that has the
• Mine Layer Traits indicated in the title of this rule. The Partner Unit cannot have
• Tactical Cavitation any other Joining Units or have the Attached Unit rule.

Squadron: Unless using the Attached Unit rule, this Unit may include up
to two additional models at a cost of +149 pts per Model.

M S T A C ADV SDV F H Oklahoma Offshore Support Platforms are often supported by Colorado Battle Platforms or
Battle Ready 2 0 0 5 12 4 4 8 3 by Escorts. The Oklahoma-class is a superb waypoint for Union fleets as they push outwards
to bring liberty to the world.
Crippled 2 0 0 5 10 3 3 8 3
Unit Composition Weapons
• 1 Oklahoma Offshore • Gun Battery - 360
Support Platform • Gun Battery - 360
Options:
Traits
• The Unit may replace any Gun Battery with a Rocket Battery for free or a Chesapeake Gatling Gun for
• Union
• Surface Unit +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Offshore Support Platform • The Unit may take up to two Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Oklahoma-class
Squadron: This Unit may include up to two additional models at a cost of +68pts per Model.
Special Rules
• Advanced Repair Facilities (2)
• Forward Deployment
• Give Em Hell
• Heavy Escort
• Immobile
• Strategic Asset
• Supply Depot
• Useful Freight
M S T A C ADV SDV F H The Philadelphia-class was born by lessons learned from Pipeworks naval test platforms
such as the USS Mexico. This led to Congress passing the 1871 National Defense
Battle Ready 3 7 4 7 13 5 4 9 5 Authorization Act mandating the construction of a larger arc generator equipped vessel
Crippled 3 6 3 7 13 3 3 8 5 with greater range and capability.

Unit Composition Weapons Options:


• 1 Philadelphia Heavy • Heavy Electrocannon Battery – F/P/S • The Unit may take a single Akron Escort Token for +15pts.
Arc Cruiser • Broadside – P&S
Traits • Torpedo Salvo - F Squadron: This Unit may include up to two additional models at a cost of
• Union • Electrocannon Battery – F/P/A +168pts per Model.
• Surface Unit • Electrocannon Battery – F/S/A
• Heavy Arc Cruiser • Heavy Electrocannon Battery – A/P/S
• Philadelphia -class
Special Rules
• Pipeworks
• Arc Generator
• Paddlewheel
• Contra Rotation
• Give Em Hell
• Inductorium
• Tactical Cavitation
• Temperamental Design

M S T A C ADV SDV F H For decades, the Providence-class has supplied equipment and material around the Union
and beyond. In this climate of increasing global tensions, these merchantmen are tasked with
Battle Ready 2 6 4 6 12 3 3 6 4 accessing difficult logistics and supply routes. The work of the Providence-class and their
Crippled 2 5 3 6 11 3 3 5 4 crews are essential for a young expanding nation with the world arrayed against them.

Unit Composition Weapons


• 1 Providence Merchantman • Gun Battery – F/P/S

• Gun Battery – A/P/S
Traits
• Broadside – P&S
• Union
• Surface Unit Options:
• Merchantman • Unless taken as a Joining Unit, this Unit may take a single Akron Escort Token for +15pts.
• Providence-class
• Paddlewheel • The Unit may replace any Gun Battery with a Rocket Battery for free or a Chesapeake Gatling Gun for +5pts.
The new weapon retains the Fire Arcs of the weapon it replaces.
Special Rules
• Attached Unit ATTACHED UNIT (UNION, FLAGSHIP): When Building a Force, this Unit may become a Joining Unit.
• Contra Rotation Select a Partner Unit that has the Traits indicated in the title of this rule. The Partner Unit cannot have any
• Give Em Hell other Joining Units or have the Attached Unit rule.
• Reliable Design
• Semper Fortis
• Shallow Draught
• Tactical Cavitation
• Useful Freight
M S T A C ADV SDV F H Protecting harbours, ports and estuaries, the Reliant lives up to its name as a stalwart mobile
firebase for the Union navy. Equipped with below waterline torpedo tubes fore and aft, the
Battle Ready 2 7 4 6 12 3 3 7 4 Reliant is surprisingly well armed. As the Union moves beyond its sphere of influence, the
Crippled 2 6 3 6 11 3 3 6 4 Reliant-class proves to be a hard-working asset to the fleet.

Unit Composition Weapons


• 1 Reliant Monitor • Heavy Gun Battery – F/P/S

• Heavy Broadside – P&S
Traits
• Torpedo Salvo – F
• Union
• Torpedo Salvo - A
• Surface Unit
• Monitor Options:
• Reliant-class • The Unit may take a single Akron Escort Token for +15pts.
• Paddlewheel
• The Unit may replace any Heavy Gun Battery with a Heavy Rocket Battery for free or a Chesapeake Gatling
Special Rules Battery for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Contra Rotation
• Give Em Hell • The Model may alter their cost by -5pts and replace a single Heavy Gun Battery weapon with an Atomic, Fury,
• Maritime Patrol Magnetic, Shield or Shroud Generator.
• Tactical Cavitation
• Shallow Draught Squadron: This Unit may include up to two additional models at a cost of +88pts per Model.

M S T A C ADV SDV F H Employing powerful electromagnetic catapults to rapidly launch their Corsair strike fighters
Battle Ready 2 7 4 6 12 5 4 7 3 into the fray, the Roanoke carrier is a valuable vessel in the Union fleet. The-class was named
after the Union naval base on Roanoke Island, destroyed in 1862 during the Ore War.
Crippled 2 6 3 6 11 3 3 6 5
Unit Composition Weapons
• 1 Roanoke Strike Carrier • Rocket Battery – F/P/S
• Broadside – P&S
Traits
Options:
• Union
• Surface Unit • Unless taken as a Joining Unit, this Unit may take a single Akron Escort Token for +15pts.
• Strike Carrier • Any Model in the Unit may replace its Rocket Battery with a Gun Battery for free or a Chesapeake Gatling
• Roanoke-class Gun for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Paddlewheel

ATTACHED UNIT (UNION): When Building a Force, this Unit may become a Joining Unit. Select a Partner
Special Rules
Unit that has the Traits indicated in the title of this rule. The Partner Unit cannot have any other Joining Units
• Attached Unit
• Combat Air Patrol
or have the Attached Unit rule.
• Contra Rotation Squadron: Unless using the Attached Unit rule, this Unit may include up to two additional models at a cost of
• Give Em Hell +120pts per Model.
• Launch Catapults
• SRS Capacity 4/2
• SRS Mine Clearance The White Doves are the experimental UR-31E piloted Corsair fighter squadron, a glimpse of an automata-led
• SRS Recon future for the Union. A single Roanoke Support Carrier Unit may be upgraded for +5pts per Model to gain the
• Tactical Cavitation Pipeworks Trait and the White Doves SRS rule as detailed below. Designers note: It is recommended that you
paint or otherwise mark the White Doves SRS tokens differently to your other SRS Tokens.

WHITE DOVES SRS: SRS Tokens launched by Units with this rule are called White Doves SRS Tokens.
Any Attack Run including one or more White Doves SRS Tokens exchange the Piercing Quality for the Arc
and Sustained Qualities to any Attack Run they participate in, provided they are the majority of the friendly
SRS Tokens in the Attack Run. White Dove SRS Tokens are always the last to be removed from an SRS stack
and cannot be singled out by other rules.
M S T A C ADV SDV F H After the Ore War, Saratoga-class vessels were reclassified as littoral cruisers. Their rear
landing pads were used to deploy Talon multi-mission autogyros. The early marks of these
Battle Ready 2 6 4 6 12 3 3 6 4 Pitcairn-Cierva manufactured aircraft had been crucial in the civil war, deploying pacifier
Crippled 2 6 3 6 12 3 3 5 4 units to assault the decks of Confederate vessels or storm fortifications.

Unit Composition Weapons


• 1 Saratoga Littoral Cruiser • Heavy Gun Battery – F/P/S

• Gun Battery – F/P/S
Traits
• Broadside – P&S
• Union
• Surface Unit Options:
• Littoral Cruiser • The Unit may replace any Heavy Gun Battery with a Heavy Rocket Battery for free or a Chesapeake Gatling
• Saratoga-class Battery for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Paddlewheel
• The Unit may replace any Gun Battery with a Rocket Battery for free or a Chesapeake Gatling Gun for +5pts.
Special Rules The new weapon retains the Fire Arcs of the weapon it replaces.
• Bombardment (Gunnery)
• Contra Rotation
• The Unit may take a single Akron Escort Token for +15pts.
• Give Em Hell Squadron: This Unit may include up to two additional models at a cost of +104pts per Model.
• Pacifier Assault
• Shallow Draught
• Tactical Cavitation

M S T A C ADV SDV F H Corvettes are one of the smallest-classifications of vessel in the fleet, with disproportionately
powerful armament for their tonnage. The Springfield-class has been in service for nearly
Battle Ready 1 9 7 5 10 3 2 6 2 twenty years, serving with distinction in the fleets of both the Union and the Confederacy.

Unit Composition Weapons


• 2 Springfield Corvettes • Gun Battery – F/P/S
Traits • Light Broadside – P&S
• Union
ATTACHED UNIT (UNION, FLAGSHIP): When Building a Force, this Unit may become a Joining Unit.
• Surface Unit
Select a Partner Unit that has the Traits indicated in the title of this rule. The Partner Unit cannot have any
• Corvette
other Joining Units or have the Attached Unit rule.
• Springfield-class
• Paddlewheel Squadron: Unless using the Attached Unit rule, this Unit may include up to six additional Models at cost of
Special Rules +25pts per Model. If using the Attached Unit rule, the Unit may only add up to two additional Models.
• Attached Unit
• Contra Rotation
• Corvette Duty
• Give Em Hell
• Tactical Cavitation
M S T A C ADV SDV F H With hundreds of Providence-class landing ships in various stages of manufacture across the
Union at the close of the Ore War, the hulls were refitted as Sumter-class landing ships.
Battle Ready 2 6 4 6 12 2 2 7 4 Designed to rapidly move troops and armour to key strike points, the Sumter also made use
Crippled 2 6 3 6 10 2 2 6 4 of the trusty Talon multi-mission autogyros to make assaults in support of landings.

Unit Composition Weapons


• 1 Sumter Landing Ship • Gun Battery – F/P/S

• Broadside – P&S
Traits
• Union Options:
• Surface Unit • The Unit may replace any Gun Battery with a Rocket Battery for free or a Chesapeake Gatling Gun for +5pts.
• Landing Ship The new weapon retains the Fire Arcs of the weapon it replaces.
• Sumter-class
• Paddlewheel • The Unit may take a single Akron Escort Token for +15pts.

Special Rules Squadron: This Unit may include up to two additional models at a cost of +79pts per Model.
• Contra Rotation
• Give Em Hell
• Landing Vessel
• Pacifier Assault
• Shallow Draught
• Tactical Cavitation

M S T A C ADV SDV F H The Titan class were intended to be the greatest oceangoing liner for speed, size, and cost. The
Battle Ready 2 8 4 5 10 2 2 2 4 prevalence of these vessels in a multitude of roles all over the globe and their reputation for
good fortune is testament to that accomplishment.
Crippled 2 7 3 5 10 1 1 3 4
Unit Composition Weapons
•1 Titan Mass Conveyor • Gun Battery – F/P/S
Options:
Traits
• Union • The Unit may replace any Gun Battery with a Rocket Battery for free or a Chesapeake Gatling Gun for
• Surface Unit +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Mass Conveyor
• The Unit may take up to two Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Titan-class
TROOP TRANSPORT: The Model may be upgraded to be a Troop Transport for +5pts. The Model loses the
Special Rules
Useful Freight rule and gains the Landing Vessel rule.
• Devil’s Own Luck
• Forward Deployment GRAND CONVEYOR: This Unit may be modelled with an extended hull for +20pts. If so, it has a Battle-Ready
• Shield Generator
Hull Attribute of 6.
• Strategic Asset
• Useful Freight OLYMPIA-PATTERN: Unless accompanied by Escort Tokens, this Unit may exchange the Surface Unit trait
for the Skimming Unit Trait for +10pts.
M S T A C ADV SDV F H Often seen in support of aerial merchant shipping convoys such as those by the Honourable
Eclipse Company, the Valiant-class of fast destroyers are designed to counter threats from the
Battle Ready 1 11 7 5 11 4 3 6 3 skies with barrages of unguided rockets.

Unit Composition Weapons


• 2 Valiant Fast Destroyers • Rocket Battery – F/P/S
Traits • Rocket Battery – A/P/S
• Union • Light Broadside – P&S
• Surface Unit • Sperry Torpedo Launcher - F
• Fast Destroyer
Options:
• Valiant-class
• The Unit may take a single Akron Escort Token for +15pts.
• Paddlewheel
Special Rules Squadron: This Unit may include up to two additional models at a cost of +40pts per Model.
• Contra Rotation
• Focused Fire (Aerial)
• Give Em Hell
• Hydrophone Relay
• Linear Dash
• Tactical Cavitation

M S T A C ADV SDV F H Armed with Kettering pattern cruise missiles, the crew of Washington-class vessels often
Battle Ready 2 8 4 6 12 3 3 5 4 make use of observation rotors and spotters in fighter squadrons to ensure the deadly payload
strikes true.
Crippled 2 7 3 6 11 3 3 4 4
Unit Composition Weapons
• 1 Washington Missile • Rocket Battery – F/P/S
Cruiser • Cruise Missile Silo – 360
• Cruise Missile Silo – 360
Traits • Broadside – P&S
• Union
• Missile Cruiser
• Washington-class Options:
• Paddlewheel • Any Model in the Unit may replace its Rocket Battery with a Gun Battery for free or a Chesapeake Gatling
Gun for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
Special Rules
• Contra Rotation
• The Unit may take a single Akron Escort Token for +15pts.
• Give Em Hell
• Spotter
Squadron: This Unit may include up to two additional models at a cost of +130pts per Model.
• Tactical Cavitation
HIGH SPEED GUIDANCE: When using the Spotter or AWACS (Akron Warning And Control System)
rules, Cruise Missile Silos gain the High Velocity Quality.
M S T A C ADV SDV F H Since their inception in 1775, the Union Federal Marine Corps have been recognised as
the Union’s most formidable fighting force. Wisconsin-class vessels maintain barracks
Battle Ready 3 7 4 7 13 5 4 9 5 and training facilities for platoons of UFMC Pacifier Heavy Infantry to make airborne
Crippled 3 6 3 7 13 3 3 8 5 assaults from the Talon auto-gyros that are embarked on the aft flightdeck.

Unit Composition Weapons Options:


• 1 Wisconsin Heavy • Heavy Gun Battery – F/P/S • The Unit may replace its Heavy Gun Battery with a Heavy Rocket
Assault Cruiser • Broadside – P&S Battery for free or a Chesapeake Gatling Battery for +5pts. The new
Traits • Torpedo Salvo - F weapon retains the Fire Arcs of the weapon it replaces.
• Union • Gun Battery – F/P/A
• Gun Battery – F/S/A • The Unit may replace any Gun Battery with a Rocket Battery or
• Surface Unit
Chesapeake Gatling Gun for +5pts. The new weapon retains the Fire
• Heavy Assault Cruiser
Special Rules Arcs of the weapon it replaces.
• Wisconsin-class
• Contra Rotation
• Paddlewheel • The Unit may take a single Akron Escort Token for +15pts.
• Give Em Hell
• Long Range Support
• Shield Generator Squadron: This Unit may include up to two additional models at a cost of
• Tactical Cavitation +158pts per Model.
• Pacifier Assault

M S T A C ADV SDV F H Dependable and powerful, the Yorktown-class Cruisers are partnered with Akron
Battle Ready 2 8 4 6 12 4 3 7 4 Observation Rotors to enable then to be highly capable vessels. Their paddlewheels give them
surprising manoeuvrability that offsets their focus on frontal engagements.
Crippled 2 7 3 6 11 3 3 6 4
Unit Composition Weapons
• 1 Yorktown Cruiser • Heavy Gun Battery – F/P/S
• Heavy Gun Battery – F/P/S
Traits • Broadside – P&S
• Union • Torpedo Salvo - F
• Cruiser
Options:
• Yorktown-class
• The Unit may take a single Akron Escort Token for +15pts.
• Paddlewheel
• The Unit may replace any Heavy Gun Battery with a Heavy Rocket Battery for free or a Chesapeake Gatling
Special Rules
• Contra Rotation
Battery for +5pts. The new weapon retains the Fire Arcs of the weapon it replaces.
• Give Em Hell • The Model may alter their cost by -5pts and replace a single Heavy Gun Battery weapon with an Atomic, Fury,
• Tactical Cavitation Magnetic, Shield or Shroud Generator.

Squadron: This Unit may include up to two additional models at a cost of +108pts per Model.
M S T A C ADV SDV F H Usually equipped with a pair of Sturginium Hammers to physically assault their targets, the
John Henry-class boasts formidable short-range firepower from a couple of forearm-
Battle Ready 2 9 6 7 12 4 2 7 4 mounted Chesapeake Gatling Cannons. Other crews prefer to wield a two-handed Grant
Crippled 2 8 5 6 12 4 2 6 2 Jackhammer and bring its rocket-propelled drill head down to pulverise a target.

Unit Composition Weapons


• 1 John Henry Colossus• Twin Sturginium Hammers – F
• Chesapeake Gatling Gun– F/P/S
Traits
• Chesapeake Gatling Gun– F/P/S
• Union
• Skimming Unit Options:
• Vitruvian Colossus • Any Model may replace both of its Twin Sturginium Hammers for a Grant Jackhamer for free. The Grant Jackhamer
retains the Fire Arc of the weapons it replaces.
• John Henry-class
• Any Model in the Unit may replace any Chesapeake Gatling Gun weapon with a Rocket Battery for +free. The Rocket
Special Rules
Battery retains the Fire Arcs of the weapon it replaces.
• Colossus
• Give Em Hell HAMMER SONG: Once per Activation, this Unit may make the following as a Valour Effect provided the Valour card
• Hammer Song discarded has a value of at least 40 (including by Valorous Conduct). Each Model in the Unit with this rule, that has
• RJ Afterburner caused at least one point of damage in a Ramming Action with their Twin Sturginium Hammers or Grant Jackhammer
• Shield Generator this Activation, may make a second Ramming Action against the same or a new Point of Impact within 2” of the first.
• Terror From Above The Action Dice Pool for the second Ram is the same as the first. The Moving Model may not make any further
movement this Activation if it uses this rule.

RJ AFTERBURNER: As a Special Operation, this Model may increase its Speed by 9" and Exploding Hits from
Attacks against this Model do not generate additional dice for the remainder of the Round. When using this rule, this
Model receives a Disorder Condition and may not use Hammer Song during the same Activation.

Squadron: This Unit may include up to two additional Models at a cost of +138 pts per Model

M S T A C ADV SDV F H Submarine warfare is a new theatre of war for the Union, but it is an area they are rapidly
learning to excel at. Cheyenne-class submarines are adept at hunting down enemy warships
Battle Ready 1 7 7 4 10 1 3 3 3 as well as safeguarding their own fleets from submersible threats.

Unit Composition Weapons Squadron: This Unit may include up to four additional models at a cost of
•1 Cheyenne Hunter • Torpedo Salvo – F +40pts per Model.
Submarine
Traits Special Rules Valiant-class Destroyer: Any Battlefleet that includes a Cheyenne
• Contra Rotation Hunter Submarine Unit may include a Unit consisting of a single Valiant
• Union
• Deep Dive Fast Destroyer with an Akron Escort Token for +40pts. The Unit may
• Submerged Unit
• Silent Stalker not include any additional Models or take additional escorts. The
• Hunter Submarine
• Tactical Cavitation inclusion of the Valiant Fast Destroyer Unit in the Battlefleet is in
• Cheyenne-class • Triangulated Solution addition to any other Units permitted by that Battlefleet even if it already
• Paddlewheel includes a Valiant Fast Destroyer Unit.
M S T A C ADV SDV F H Developed as a surprising confluence from workstreams by the minelaying, automata and
submersible project groups, the Puritan-class automata is tasked with laying mines ahead of
Battle Ready 1 9 6 4 10 0 3 1 2 a naval operation and then detonating itself and any undeployed mines beneath a target.

Unit Composition Weapons


• 2 Puritan Automata • Sperry Torpedo Launcher - F
Submarines
AUTO-DESTRUCT SEQUENCE: Once per Activation, this Unit may make the following Valour Effect
Traits
provided the Valour card discarded has a value of at least 30 (including by Valorous Conduct). Any Model in this
• Union
Unit may be immediately destroyed. For every Model destroyed in this manner, before it is removed
• Automata
automatically inflict a point of Damage on a every enemy Model within 2” of the Destroyed Model.
• Automata Submarine
• Pipeworks Squadron: This Unit may include up to four additional models at a cost of +28pts per Model.
• Puritan-class
• Submerged Unit
• Paddlewheel
Special Rules
• Acceptable Attrition
• Auxiliary Mine Layer
• Contra Rotation
• Mechanical Soul
• Silent Stalker
• Tactical Cavitation

M S T A C ADV SDV F H The Union uses the Akron Rotor for observation and infiltration. Usually, the supremely
Battle Ready 1 12 7 4 10 3 4 6 2 capable Akron is attached to units throughout the fleet, giving much needed aerial support.

Unit Composition Weapons


• 4 Akron Sentry Rotors • Chace Rocket Pod – F
Traits
AKRON ESCORT DUTY: At the start of its Activation, if this Unit consists of a single Model, it is immediately
• Union
removed from the Play Area and the Unit counts as destroyed. A single friendly Unit in the Play Area that does
• Aerial Unit
not have an Akron Escort Token may immediately gain an Akron Escort Token for the remainder of the
• Sentry Rotor Encounter or until it is destroyed.
• Akron-class
Special Rules AWACS (AKRON WARNING AND CONTROL SYSTEM): Weapons with the Aerial Quality gain the
• Akron Escort Duty Extreme Range and Homing Quality if the Initial Target is within 20" of an Akron Sentry Rotor Unit.
• AWACS
• Focused Fire (Aerial) Squadron: This Unit may include up to four additional models at a cost of +22pts per Model.
• Hydrophone Relay
• Mine Sweeper
• Powerslide
• Vanguard
M S T A C ADV SDV F H Fabricated in the aeronautical factory at Guaymaral, in the Union State of Colombia, this
Battle Ready 1 12 7 4 10 3 4 6 3 gave the heavy lift rotorcraft their name after the State’s capital.

Unit Composition Weapons


• 2 Bogota Carryall Rotors • Anaheim Autocannon – F
Traits • Aerial Torpedo Pod - F
• Union
Options:
• Aerial Unit
• All Models in the Unit may replace their Aerial Torpedo Pod for free with either fuel tanks holding
• Carryall Rotor
Lamplighter Napalm with the Aft Fire Arc, container payloads giving it the Supply Depot rule, or troop
• Bogota-class
transport payloads giving it the Landing Vessel rule. All Models must change their payload for the same type.
Special Rules
• Give Em Hell Squadron: This Unit may include up to three additional models at a cost of +32pts per Model.
• Powerslide
• Vanguard

M S T A C ADV SDV F H The Constellation-class is the main fighting airship of the Union dirigible program. Their
combination of thunderous gun battery shelling and raining blazing ordnance down from the
Battle Ready 2 8 5 6 14 5 0 7 5 underslung bomb bays make them a powerful and mobile asset in the Union’s fight for global
Crippled 2 6 4 6 10 3 0 6 3 supremacy.

Unit Composition Weapons


• 1 Constellation • Heavy Gun Battery - F
Attack Airship • Anaheim Autocannon – F
Traits • Anaheim Autocannon - F
• Union • Heavy Broadside – P& S
• Aerial Unit • Freedom Incendiary Bombs - A
• Attack Airship Options:
• Constellation-class • The Unit may take up to two Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
Special Rules
• Air-Razor Munitions Squadron: This Unit may include up to three additional Models at a cost of +123pts per Model.
• Dirigible Construction
• Flak Barrage (5)
• Focused Fire (Gunnery)
• Give Em Hell
• Vanguard
M S T A C ADV SDV F H The Excelsior-class were known as ‘The Great Experiment”, as the structural load on the
airframe was taken beyond theoretical tolerances. It was the Sturginium alloy added to the
Battle Ready 3 8 5 7 14 6 0 10 8 duralanium spine of the ship that heralded a new era for Union air support. Such was the
Crippled 3 6 4 6 10 4 0 8 5 success that the Venture and ultimately the Destiny-class were built upon its engineering.

Unit Composition Weapons Special Rules


• 1 Excelsior Heavy • Heavy Gun Battery - F • Air-Razor Munitions
Aircruiser • Anaheim Autocannon – F • Dirigible Construction
• Anaheim Autocannon – F • Flak Barrage (8)
Traits • Rocket Battery – 360 • Focused Fire (Gunnery, Aerial)
• Union • Rocket Battery - 360 • Give Em Hell
• Aerial Unit • Heavy Firepower
• Heavy Broadside – P & S
• Heavy Aircruiser • Vanguard
• Heavy Broadside – P & S
• Excelsior-class • Freedom Incendiary Bombs – A
• Flagship ADMIRAL’S FLAG: This Unit may gain the Flagship Trait for free. It
• Freedom Incendiary Bombs – A then counts as a Flagship in all respects.

Options:
• The Unit may take up to two Escort Tokens for +5pts each and a single
Akron Escort Token for +15pts.

Squadron: Unless using the Admiral’s Flag rule, this Unit may include up
to an additional model at a cost of +246 points per Model.

M S T A C ADV SDV F H Designed by the brilliant theoretical engineers at The Pipeworks, the RC-52 Patriot is the
largest automata in the Union’s military. Just like smaller automata, over time their
Battle Ready 1 10 10 5 11 3 2 2 2 adaptive computations develop quirks that give veteran Automata distinctive personalities.

Unit Composition Weapons


•2 Patriot RC-52 Automata • Dual Naval Electrocannons– F/P/S
Traits • Chace Rocket Pod - F
• Union Options:
• Aerial Unit • Any Model in the Unit may replace its Dual Naval Electrocannons with Dual Magnetic Gatling Guns for
• Patriot-class +3pts. The Dual Magnetic Gatling Guns retains the Fire Arcs of the Dual Naval Electrocannons they replace.
• Automata
• Pipeworks ATTACHED UNIT (PIPEWORKS): When Building a Force, this Unit may become a Joining Unit. Select a
Partner Unit that has the Traits indicated in the title of this rule. The Partner Unit cannot have any other Joining
Special Rules Units or have the Attached Unit rule.
• Aerial Attachment
• Agile Squadron: Unless using the Attached Unit rule, this Unit may include up to four additional models at a cost of
• Attached Unit +38pts per Model.
• Low-Level Strike
• Mechanical Soul
• Mine Sweeper
• Sharpshooter
M S T A C ADV SDV F H The heart of the Ranger-class and the sole reason for existing, is her internal fighter hanger.
With entry and egress through the launch bay in the prow, control of aircraft is vital to allow
Battle Ready 2 8 5 6 14 5 0 7 4 for smooth operation. There are limitations of design that have structural girders partially
Crippled 2 6 4 6 10 3 0 6 4 obstruct the internal space requiring craft to make a sharp veer to the left or right on landing.

Unit Composition Weapons


• 1 Ranger Aircarrier • Heavy Broadside – P& S
Traits Options:
• Union • The Unit may take up to two Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Aerial Unit
Squadron: This Unit may include up to three additional Models at a cost of +121pts per Model.
• Aircarrier
• Ranger-class
Special Rules
• Air-Razor Munitions
• Dirigible Construction
• Flak Barrage (6)
• Give Em Hell
• Launch Catapults
• SRS Capacity 4/2
• SRS Mine Clearance
• SRS Recon

M S T A C ADV SDV F H The Union air corps are a key part of the emergent power’s global ambitions. Created less than
a decade ago, these armoured balloons have rapidly evolved into complex war machines the
Battle Ready 2 8 5 6 14 5 0 7 5 envy of the world. Republic airships soar high above the clouds, before descending rapidly to
Crippled 2 6 4 6 10 3 0 6 3 unleash their potent weapons on an unsuspecting enemy.

Unit Composition Weapons


Options:
• 1 Republic • Aerial Torpedo Salvo - F
Cloudraker Airship • The Unit may take up to two Escort Tokens for +5pts each and a single
• Heavy Broadside – P& S
Akron Escort Token for +15pts.
Traits • Dual Magnetic Gatling Guns – F
Squadron: This Unit may include up to three additional Models at a cost of
• Union
+122pts per Model.
• Aerial Unit
• Cloudraker Airship
• Republic-class
Special Rules
• Air-Razor Munitions
• Dirigible Construction
• Flak Barrage (5)
• Give Em Hell
• Linear Dash
• Strategic Withdrawal
• Unexpected Arrival
M S T A C ADV SDV F H Featuring a prow mounted Sentinel Generator, this technology was reverse engineered from
Solex and Guardian generators acquired in questionable circumstances by HEC contractors.
Battle Ready 2 8 5 6 14 5 0 9 5 Taking principles pioneered in those appropriated assets, the Sentinel channels the excess heat
Crippled 2 6 4 6 10 3 0 7 3 from the deflector projectors through a thermal lance to awesome effect.

Unit Composition Weapons


• 1 Steward Sentry Airship • Heavy Broadside – P& S
Traits Options:
• Honourable Eclipse Company • The Unit may take up to two Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Aerial Unit
Squadron: This Unit may include up to three additional Models at a cost of +125pts per Model.
• Sentry Airship
• Steward-class
Special Rules
• Air-Razor Munitions
• Dirigible Construction
• Flak Barrage (5)
• Give Em Hell
• HEC Contractor
• Maritime Patrol
• Minutemen Assault Bay
• Sentinel Generator

M S T A C ADV SDV F H The Ticonderoga-class assault airship is designed to fly high above enemy bastions and
bulwarks before landing its underslung Minutemen assault troops in a punishing assault.
Battle Ready 2 8 5 6 14 5 0 8 5 Rockets and flak batteries ensure that the airship is well defended while it carries out its
Crippled 2 6 4 6 10 3 0 7 3 mission.

Unit Composition Weapons


• 1 Ticonderoga • Heavy Rocket Battery - F
Assault Airship • Rocket Battery - F
Traits • Heavy Broadside – P& S
• Union Options:
• Aerial Unit • The Unit may take up to two Escort Tokens for +5pts each and a single Akron Escort Token for +15pts.
• Assault Airship
• Ticonderoga-class Squadron: This Unit may include up to three additional Models at a cost of +124pts per Model.
Special Rules
• Air-Razor Munitions
• Dirigible Construction
• Flak Barrage (5)
• Give Em Hell
• Landing Vessel
• Minutemen Assault Bay
• Focused Fire (Aerial)
All values highlighted in green are used when the model is Battle Ready. Values shown in red are used if the model is crippled.
WEAPON POINT BLANK CLOSING LONG QUALITY
4 (1) 5 (3) 4 (2) Aerial, Torpedo, High Velocity
Aerial Torpedo Pod
3 (-) 3 (2) 3 (1) Aerial, Torpedo, High Velocity
6 (2) 6 (5) 5 (4) Aerial, Torpedo, High Velocity
Aerial Torpedo Salvo
5 (-) 5 (3) 4 (3) Aerial, Torpedo, High Velocity
4 (3) 3 (2) - Gunnery, Sustained
Anaheim Autocannon
3 (2) - - Gunnery, Sustained
6 (3) 3 (2) - Fusillade, Broadside
Broadside
4 (2) 2 (1) - Fusillade, Broadside
4 (3) 4 (3) - Aerial, Limited
Chace Rocket Pod - - - -
8 (6) 6 (4) - Sustained, Fusillade
Chesapeake Gatling Battery 5 (3) 4 (2) - Sustained, Fusillade
6 (3) - - Sustained, Fusillade
Chesapeake Gatling Gun 4 (2) - - Sustained, Fusillade
- - 10 (6) Aerial, Blast, Limited
Cruise Missile Silo - - 5 (3) Aerial, Blast, Limited
8 (4) 5 (3) - Sustained, Magnetic
Dual Magnetic Gatling Guns 5 (3) 3 (2) - Sustained, Magnetic
5 (4) 4 (3) - Gunnery, Arc
Dual Naval Electrocannons 3 (3) 3 (2) - Gunnery, Arc
4 (3) 3 (2) - Gunnery, Arc
Electrocannon Battery 3 (2) 2 (1) - Gunnery, Arc
11 (-) - - Torrent, Hazardous, Bomb, Limited
Freedom Incendiary Bombs - - - -
- - - Ramming 14, Devastating
Grant Jackhammer - - - Ramming 10, Devastating
3 (2) 5 (3) - Gunnery
Gun Battery 2 (1) 4(2) - Gunnery
9 (5) 7 (4) 5 (3) Gunnery, Hazardous, Devastating
Heat Lance 7 (4) 5 (3) 3 (2) Gunnery, Hazardous, Devastating
10 (5) 6 (3) - Fusillade, Broadside
Heavy Broadside 6 (3) 4 (2) - Fusillade, Broadside
9 (6) 8 (5) 7 (4) Gunnery, Arc
Heavy Electrocannon Battery 6 (2) 6 (3) 6 (3) Gunnery, Arc
6 (3) 9 (4) 6 (3) Gunnery
Heavy Gun Battery 4 (1) 6 (3) 4 (1) Gunnery
9 (2) 9 (4) 9 (4) Aerial
Heavy Rocket Battery
6 (-) 6 (3) 6 (3) Aerial
12 (4) 12 (7) 11 (6) Submerged, Torpedo, Extreme Range
Heavy Torpedo Salvo 8 (-) 8 (5) 7 (5) Submerged, Torpedo, Extreme Range
6 (5) - - Bomb, Hazardous, Limited
Lamplighter Napalm
4 (3) - - Bomb, Hazardous, Limited
4 (3) - - Fusillade, Broadside
Light Broadside 3 (2) - - Fusillade, Broadside
10 (-) 8 (-) - Arc, Devastating
Lightning Strike 8 (-) - - Arc, Devastating
5 (1) 5 (2) 5 (2) Aerial
Rocket Battery 4 (-) 4 (2) 4 (2) Aerial
4 (1) 4 (2) 4 (2) Submerged, Torpedo
Sperry Torpedo Launcher 2 (-) 4 (2) 4 (2) Submerged, Torpedo
7 (2) 7 (5) 6 (4) Submerged, Torpedo, Extreme Range
Torpedo Salvo 5 (-) 5 (3) 4 (3) Submerged, Torpedo, Extreme Range
- - - Ramming 12, Sustained
Twin Sturginium Hammers - - - Ramming 10, Sustained

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