Enlightened-ORBAT-v103b.pdf - Dystopian Wars

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This document is the Order of Battle for the Covenant of the Enlightened, known in shorthand as the Enlightened ORBAT. Once you have agreed the points limit for your Encounter, each player must consult the ORBAT for their chosen Faction. This ORBAT allows a player to create a Force for the Covenant of the Enlightened in games of Dystopian Wars. We have also made Unit cards available too for quick reference in games. Important: For the avoidance of doubt, the rules presented in the latest version of the ORBAT always take precedence over any Unit or Battlefleet rules presented elsewhere. Each Enlightened Force must include one or more Battlefleets. A Battlefleet is a group of Units that are always led by a Flagship. There are a number of Battlefleets available to the Covenant of the Enlightened each with an array of units to choose from and some even with additional rules or benefits. Some Units in the Covenant of the Enlighted have special rules that are different to those found in the rulebook. Units that have one or more of these rules will have them detailed in their Unit profiles in this ORBAT. The rules unique to the Enlightened are listed here: ENLIGHTENED SCIENCE: When a Battle Ready Model in this Unit makes a Repair roll, one or more Exploding Hits results remove a single point of damage from that Model. A Model cannot remove more than a single point of damage per Repair roll. A Crippled Model cannot remove damage using this rule. Furthermore, instead of receiving a Generator Shutdown Critical Damage Marker, Models in any Unit with this rule may receive a Sturginium Flare Condition instead. LUMINIFEROUS DEFENCES: Units with this rule may use their Crippled ADV against any weapon with the Gunnery Quality. PHYSETER CONSTRUCTS: These are Special SRS Tokens (see page 30 of the DW Rulebook). Physeter Constructs have the Submerged and Piercing Qualities and attack with 4 Action Dice (Instead of the usual 3 dice for Special SRS). They cannot be placed in base contact with Aerial Units or Ground Units. Physeter Constructs can only be intercepted if there are no other SRS Tokens remaining to make an Attack Run on the same target. They cannot combine with other types of SRS Tokens and so all Physeter Constructs are resolved as a separate stack. The Attack Run is defended against using the Target’s SDV. FEARLESS FIGHTERS: Hurling their nimble craft into incoming fire to protect their allies, each friendly SRS Token (not Physeter Constructs) in base contact with a friendly Unit provides +2 to ADV when discarded rather than the usual +1. WAVELURKER: Any Model with this rule may plunge into a shallow dive during Special Operations Step of its Activation. This is called Wavelurking. This Unit reduces its Speed by 2 and gains the Submerged Trait until the end of the Special Operations Step of their next Activation (meaning it cannot be used in consecutive turns). When Wavelurking, the Model may Move through (or be moved through by) any Models during its Movement without causing a Collision. After its Movement is complete, Models must not be touching any other Models or terrain features. Attacks from a Wavelurking Model count only a single Hit from each Heavy Hit result. Wavelurking Models have an ADV of 1 and may not use Generators. A Model immediately ceases to be Wavelurking if it has a Navigation Lock Critical Damage Marker or the Chaos and Disarray Level of Disorder.

Transcript of Enlightened-ORBAT-v103b.pdf - Dystopian Wars

This document is the Order of Battle for the Covenant of the Enlightened, known in shorthand as the Enlightened ORBAT. Once you

have agreed the points limit for your Encounter, each player must consult the ORBAT for their chosen Faction. This ORBAT allows

a player to create a Force for the Covenant of the Enlightened in games of Dystopian Wars. We have also made Unit cards available

too for quick reference in games. Important: For the avoidance of doubt, the rules presented in the latest version of the ORBAT always

take precedence over any Unit or Battlefleet rules presented elsewhere.

Each Enlightened Force must include one or more Battlefleets. A Battlefleet is a group of Units that are always led by a Flagship.

There are a number of Battlefleets available to the Covenant of the Enlightened each with an array of units to choose from and some

even with additional rules or benefits.

Some Units in the Covenant of the Enlighted have special rules that are different to those found in the rulebook. Units that

have one or more of these rules will have them detailed in their Unit profiles in this ORBAT. The rules unique to the

Enlightened are listed here:

ENLIGHTENED SCIENCE: When a Battle Ready Model in this Unit makes a Repair roll, one or more Exploding Hits

results remove a single point of damage from that Model. A Model cannot remove more than a single point of damage per

Repair roll. A Crippled Model cannot remove damage using this rule. Furthermore, instead of receiving a Generator

Shutdown Critical Damage Marker, Models in any Unit with this rule may receive a Sturginium Flare Condition instead.

LUMINIFEROUS DEFENCES: Units with this rule may use their Crippled ADV against any weapon with the Gunnery

Quality.

PHYSETER CONSTRUCTS: These are Special SRS Tokens (see page 30 of the DW Rulebook). Physeter Constructs

have the Submerged and Piercing Qualities and attack with 4 Action Dice (Instead of the usual 3 dice for Special SRS). They

cannot be placed in base contact with Aerial Units or Ground Units. Physeter Constructs can only be intercepted if there are

no other SRS Tokens remaining to make an Attack Run on the same target. They cannot combine with other types of SRS

Tokens and so all Physeter Constructs are resolved as a separate stack. The Attack Run is defended against using the Target’s

SDV.

FEARLESS FIGHTERS: Hurling their nimble craft into incoming fire to protect their allies, each friendly SRS Token

(not Physeter Constructs) in base contact with a friendly Unit provides +2 to ADV when discarded rather than the usual +1.

WAVELURKER: Any Model with this rule may plunge into a shallow dive during Special Operations Step of its Activation.

This is called Wavelurking. This Unit reduces its Speed by 2 and gains the Submerged Trait until the end of the Special

Operations Step of their next Activation (meaning it cannot be used in consecutive turns). When Wavelurking, the Model

may Move through (or be moved through by) any Models during its Movement without causing a Collision. After its

Movement is complete, Models must not be touching any other Models or terrain features. Attacks from a Wavelurking

Model count only a single Hit from each Heavy Hit result. Wavelurking Models have an ADV of 1 and may not use

Generators. A Model immediately ceases to be Wavelurking if it has a Navigation Lock Critical Damage Marker or the

Chaos and Disarray Level of Disorder.

A Battlefleet may only ever include one Unit with the Flagship trait unless the Battlefleet composition specifically states

otherwise. Battlefleets in the Covenant of the Enlighted have the following special rules:

COMMAND RE-ROLL: If a Battlefleet has this rule, the Player gains a Command Re-roll. Each Command Re-roll may be

used once per game. It allows all the dice in the Player’s Action Dice Pool (regardless of results) to be re-rolled. You may not

re-roll part of the Action Dice Pool or another Player’s Action Dice Pool using this rule, it must be all the dice and only in

your own Dice Pool.

PHYSETER AMBUSH: At the start of the first Round, provided at least one Battlefleet has this rule, the Enlightened player

creates a stack of Physeter Construct Special SRS Tokens in what is called a Physeter Ambush. This stack consists of a Special

SRS Token for each Battlefleet in their Force with this rule. This stack is placed on the ship card of any one friendly Unit of

the players choice and may be used in the First Round exactly as though they had entered play from a Long-Ranged Sortie.

Up to six additional Physeter Construct Special SRS Tokens may be added to this Ambush stack for +22pts per Token. The

stack may be split and the Tokens used in attack or defence as usual. All Physeter Construct Special SRS Tokens used with

this rule are discarded after the First Round.

This is the most flexible and commonly deployed Battlefleet found in the Covenant of the Enlightened. The ability to mix surface, submersible and aerial units and draw upon a wide range of esoteric technologies at their disposal makes this an essential component of any Commodore’s Force.

• You MUST include One Flagship Unit with the ENLIGHTENED Trait.

• You MAY include up to a further Four Units with the ENLIGHTENED Trait.

• You may not include more than one of any Unit.

:

• Command Re-Roll

Deployed as a demonstration of the importance of the mission or the prestige associated with the fleet’s patron, Archimedes Battlefleets are a powerful symbol of the Covenant in the Dystopian Age.

• You MUST include One Flagship Unit with the ARCHIMEDES CLASS Trait.

• You MUST include an Antarctica, Tacitus, or Ulysses class Unit.

• You MAY include up to a further Two Units with the ENLIGHTENED Trait.

• You may not include more than one of any Unit except Antarctica, Tacitus, or Ulysses classes.

:

• Command Re-Roll

• This Battlefleet gains an additional Command Re-roll for each maximum sized Unit of Antarctica, Tacitus, or Ulysses included.

Partnering the Descartes Control Ship with an array of Frontline and Support vessels enables Enlightened Commodores to supplement their squadrons with deadly Physeter Constructs.

• You MUST include One Flagship Unit with the DESCARTES CLASS Trait.

• You MUST include a Lovelace Unit.

• You MAY include up to a further Three Units with the ENLIGHTENED Trait.

• You may not include more than two of any Unit except Lovelace or Vesalius classes.

:

• Physeter Ambush.

• If this Battlefleet includes Three Units (in addition to the Flagship), it may include +2 Physeter Construct Special SRS Tokens in their Physeter Ambush instead of the usual +1 given by Physeter Ambush.

The Enlightened are pioneers of Generator technology and in the field these potent devices are often mounted on Hypatia class Generator Ships. These potent warships are the lynchpin around which a Commodore can confidently build a Battlefleet.

• You MUST include One Flagship Unit with the HYPATIA CLASS Trait.

• You MUST include a Lovelace or Tacitus Unit.

• You MAY include up to a further Three Units with the ENLIGHTENED Trait and Generators.

• You may not include more than two of any Unit.

:

• Command Re-Roll

• Physeter Ambush.

• If this Battlefleet includes Three maximum sized Units with Generators (in addition to the Flagship), the Hypatia’s Generators have any points cost reduced to zero.

The Enlightened are a meritocracy where much reliance is placed on achieving their goals through the application of the myriad of automata and research vessels at their disposal.

• You MUST include One Flagship Unit.

• You MUST include a Vesalius, Newton, or Claudius Unit.

• You MUST include a Unit with the ENLIGHTENED and AUTOMATA Traits.

•You MAY include up to a further Three Units with the ENLIGHTENED and AUTOMATA Traits.

• You may not include more than one of any Unit.

:

• Command Re-Roll

• Physeter Ambush.

• If this Battlefleet includes at least Three Automata Units then their Mechanical Soul Special Rule also applies to Chaos and Disarray results.

During the Special Operations Step of this Unit’s Activation, it may use its Callimachus Chrono-Lathe in one of two ways. It may use the device to immediately remove a point of damage from a single Battle-Ready Model within 15”. Alternatively, the device may be used to immediately bring a Unit from Reserve and deploy them within 3” of this Unit. The Unit brought from Reserve immediately receives the Hazard Condition but may Activate as normal this Round. A Model may not be Wavelurking while using a Callimachus Chrono-Lathe.

: In the Special Operations Step of the Operations Phase, the controlling player may target a

friendly or enemy Model within 15" of this Model with a Generator. Unless Offline, all Clone Generators in the Unit have the

same abilities as the Targeted Generator. The Clone Generator may duplicate a different Generator within 15" of this Model each

time the Unit is Activated. A Clone Generator cannot target another Clone Generator and cannot duplicate a type of Generator

already present on the same Model as itself.

During the Special Operations Step of this Unit’s Activation, it may use its Diophantus Chaos-Orb in one of two ways. The device may be used draw three Victory and Valour Cards, examine them, discard two and keep one to add to the Player’s hand for the Round. Then, during the End Phase, the player must discard a card of their choice from their hand. The alternate way to use the Orb is the player may use the device as a Heavy Particle Cannon with a 360 Fire Arc. A Model may not be Wavelurking while using a Diophantus Chaos-Orb.

In the Special Operations Step of the Operations Phase, the controlling player may target a single

enemy Model within 10" of this Model. The targeted Model receives the Generator Offline Critical Damage Marker.

This weapon causes materials that have been exposed to Element 270 to heat up resulting

in dangerous and often catastrophic reactions. When calculating dice pools, the weapon contributes a number of Action Dice

equal to the Target Model’s Mass. This number is multiplied, depending on range band etc. See the Weapon Reference table for

details. Sturginium Agitators only ever contribute a single Action Dice when used in Support.

The Enlightened are the most technologically innovative and advanced Faction in the game and make a wide use of Internal

Generators. Players using Internal Generators must keep to the following guidance to ensure everyone has a fun and fair

game.

1) Many Units come with an Internal Shield Generator. Any replacement of that Generator must be clearly indicated on

the player’s Force details and should be able to be seen and referred to by both the player and their opponent throughout

the game. The Enlightened player should take care to distinguish units, both on the miniatures and in any Force list.

2) Specific Units with replaced Internal Generators should be identified by their controlling player to their opponent after

deployment

3) Care should be taken where two identical Units have different Internal Generators as there is unlikely to be any way to

tell them apart during the game. If either Player becomes unsure, the game should be paused, and the Player’s Force list

consulted for clarification.

These are the weapon used by the faction. 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

Aetheric Broadside 5 (3) 4 (2) - Sustained

3 (2) 2 (1) - Sustained

Aetheric Lance 5 (3) 4 (2) - Sustained, Gunnery

3 (2) 2 (1) - Sustained, Gunnery

Ceous Shockmaw - - - Ramming 6, Arc, Devastating

- - - Ramming 6, Arc, Devastating

Heavy Aetheric Broadside 8 (4) 5 (3) - Sustained

5 (3) 4 (2) - Sustained

Heavy Particle Cannon 10 (7) 6 (4) 5 (3) Piercing, Sustained, Gunnery

6 (5) 4 (3) 3 (2) Piercing, Sustained, Gunnery

Micro Torpedo Salvo 2 (1) 4 (2) - Submerged, Torpedo, Homing

1 (-) 3 (1) - Submerged, Torpedo, Homing

Molecular Disharmoniser 3 (10) 2 (9) 1 (8) Piercing, Gunnery, Ignores Shield Generator

2 (6) 1 (5) 1 (4) Piercing, Gunnery, Ignores Shield Generator

Particle Beamer 6 (4) 5 (3) 4 (3) Sustained, Gunnery

4 (3) 3 (2) 2 (1) Sustained, Gunnery

Prow Ram - - - Ramming 8, Piercing

- - - Ramming 8, Piercing

Pulse Broadside 4 (3) 3 (2) - Fusillade

3 (2) 2 (1) - Fusillade

Pulse Emitter 8 (6) 3 (2) - Sustained, Gunnery

5 (4) 2 (1) - Sustained, Gunnery

Seeker Rocket Battery 6 (2) 6 (2) 6 (2) Aerial, Homing

4 (2) 4 (2) 4 (2) Aerial, Homing

Seeker Torpedo Salvo 4 (2) 4 (3) 3 (3) Submerged, Torpedo, Homing

3 (1) 3 (2) 2 (1) Submerged, Torpedo, Homing

Sturginium Agitator Mx3 Mx2 - Gunnery, Hazardous, Piercing

Mx2 M - Gunnery, Hazardous, Piercing

Tyndall Cyclonic Missiles - 9 (4) 9 (4) Aerial, Extreme Range, Blast

- 6 (2) 6 (2) Aerial, Extreme Range, Blast

M S T A C ADV SDV F H Originally conceived as a massive floating platform to deploy the larger marvels developed by the Covenant, an Archimedes makes for a formidable flagship in any Enlightened fleet. Battle Ready 4 4 3 7 14 8 8 12 8

Crippled 4 2 2 7 12 5 5 12 8

Unit Composition

• 1 Archimedes Vault Ship Traits • Enlightened

• Vault Ship

• Archimedes Class

• Flagship Special Rules

• Combat Air Patrol • Enlightened Science

• Fearless Fighters

• Inspirational

• Internal Shield Generator • Luminiferous Defences

• SRS Capacity 6 (Reduce to 3 if Crippled)

• Temperamental Design • Wavelurker

Weapons

• Particle Beamer – F/P/S

• Particle Beamer – F/P

• Particle Beamer – F/S • Particle Beamer – A/P/S

• Heavy Aetheric Broadside – P&S

• Seeker Torpedo Salvo – F

• Seeker Torpedo Salvo - A

Options: • The Unit may replace any Particle Beamer weapon with one of the following weapons at the points cost

indicated. The replacement weapon retains the Fire Arcs of the Particle Beamer it replaces.

Pulse Emitter Free Molecular Disharmoniser +12pts

Sturginium Agitator +10pts

• The Unit may replace its SRS Capacity, Fearless Fighters and Combat Air Patrol rules for a Callimachus Chrono-Lathe for Free or for a Diophantus Chaos-Orb for +15pts.

• The Unit may take up to three of the following for the points cost indicated per Model. You may have either Escorts or Corvettes but not a mix of both.

Escort +5pts Corvette +10pts

COMBAT AIR PATROL: Units with this rule may start the Encounter with their SRS Tokens on a Long Range Sortie. In the Operations Step of their Activation, these tokens may be stacked in base contact anywhere in the Play Area as normal for a Long Range Sortie. With longer than usual to react, enemy units double their ADV against the Attack Runs by Long Range Sorties in the first round. Combat Air Patrol does not apply to Special SRS Tokens. INTERNAL SHIELD GENERATOR: The Unit is equipped with an Internal Shield Generator. It may not be upgraded or replaced. TEMPERAMENTAL DESIGN: This Unit counts any Heavy Counter rolled as a Counter instead whilst making Repair Tests.

M S T A C ADV SDV F H A rarity in that it was built from the keel up for war, The Schneider is as formidable as its namesake. Captain Magda Trent commands this Flagship of the Covenant Prime Defence Fleet.

Battle Ready 4 4 3 7 14 8 8 12 8

Crippled 4 2 2 7 12 5 5 12 8

Unit Composition

• 1 Schneider Traits • Enlightened

• Vault Ship

• Archimedes Class

• Flagship • Unique Special Rules

• Diophantus Chaos-Orb • Elite Crew

• Enlightened Science

• Inspirational

• Internal Shield Generator • Luminiferous Defences

• Temperamental Design

• Wavelurker

Weapons

• Molecular Disharmoniser – F/P/S

• Molecular Disharmoniser – F/P

• Molecular Disharmoniser – F/S • Molecular Disharmoniser – A/P/S

• Heavy Aetheric Broadside – P&S

• Seeker Torpedo Salvo – F

• Seeker Torpedo Salvo - A Options:

• The Unit may take up to three of the following for the points cost indicated per Model. You may have either

Escorts or Corvettes but not a mix of both.

Escort +5pts Corvette +10pts DIOPHANTUS CHAOS-ORB: See Outfitting Yards ELITE CREW: While making or defending from an Assault, this Unit may re-roll Blank dice results. INTERNAL SHIELD GENERATOR: The Unit is equipped with an Internal Shield Generator. It may not be upgraded or replaced. TEMPERAMENTAL DESIGN: This Unit counts any Heavy Counter rolled as a Counter instead whilst making Repair Tests.

M S T A C ADV SDV F H As a mobile laboratory for the modification and deployment of Physeter Constructs, a Descartes is a choice posting for Peers who are biologists, naturalists, and ecologists. During combat operations, the Descartes turn their cetacean echo-location auguries skyward to assist with attacking enemy aircraft.

Battle Ready 3 6 3 7 14 9 7 9 6

Crippled 3 4 2 7 13 6 4 9 6

Unit Composition

• 1 Descartes Control Ship Traits

• Enlightened

• Control Ship

• Descartes Class • Flagship Special Rules

• Cloud Hunting • Enlightened Science

• Luminiferous Defences

• Physeter Constructs

• Surgical Harbour • Special SRS Capacity 3

(Reduce to 2 if Crippled)

Weapons

• Particle Beamer – F/P/S

• Particle Beamer – F/P • Particle Beamer – F/S

• Heavy Aetheric Broadside – P&S

Options:

• The Unit may replace any Particle Beamer weapon with one of the following weapons at the points cost indicated. The replacement weapon retains the Fire Arcs of the Particle Beamer it replaces.

Pulse Emitter Free Sturginium Agitator +10pts

• The Unit may take up to three of the following for the points cost indicated per Model. You may have either Escorts or Corvettes but not a mix of both.

Escort +5pts Corvette +10pts

CLOUD HUNTING: Models in this Unit gain +2 to Attack Dice Pools when shooting at Aerial Units. SPECIAL SRS CAPACITY 3: Each Model in this Unit may launch 3 Special SRS Tokens each Round, or 2 if Crippled. These tokens may only be placed up to 15" from this Unit, rather than the normal 20".

SURGICAL HARBOUR: Roll an Action Die each time a Physeter Construct Special SRS Token is removed within 10” of one or more Units with this rule. On a roll of a Counter or Heavy Counter the Token is not removed and is instead placed in Base contact with a Unit with this rule.

M S T A C ADV SDV F H Captain Stanwix Melville garnered a reputation for fermenting aggression in the crew of The Oedipus. Furious at Markov’s betrayal that left him disfigured, Melville takes any opportunity to hunt down the traitor and inflict retribution.

Battle Ready 3 6 3 7 14 9 7 10 6

Crippled 3 4 2 7 13 6 4 10 6

Unit Composition

• 1 Oedipus Traits • Enlightened

• Control Ship

• Descartes Class

• Flagship • Unique Special Rules

• Cloud Hunting • Enlightened Science

• Internal Fury Generator

• Luminiferous Defences • Physeter Constructs

• Special SRS Capacity 4 (Reduce to 2 if Crippled)

• Surgical Harbour

Weapons

• Particle Beamer – F/P/S

• Particle Beamer – F/P

• Particle Beamer – F/S • Heavy Aetheric Broadside – P&S

Options: • The Unit may take up to three Corvettes for +15 pts each.

CLOUD HUNTING: Models in this Unit gain +2 to Attack Dice Pools when shooting at Aerial Units. INTERNAL FURY GENERATOR: The Unit is equipped with an Internal Fury Generator. It may not be upgraded or replaced.

SPECIAL SRS CAPACITY 4: Each Model in this Unit may launch 4 Special SRS Tokens each Round, or 2 if Crippled. These tokens may only be placed up to 15" from this Unit, rather than the normal 20".

SURGICAL HARBOUR: Roll an Action Die each time a Physeter Construct Special SRS Token is removed within 10” of one or more Units with this rule. On a roll of a Counter or Heavy Counter the Token is not removed and is instead placed in Base contact with a Unit with this rule.

M S T A C ADV SDV F H Designed to have multiple interchangeable generator systems within its hull, the Hypatia is a showcase of Covenant technology making it a Commodore’s delight and an adversary’s nightmare.

Battle Ready 3 5 3 7 14 8 8 12 6

Crippled 3 3 2 7 12 5 5 12 6

Unit Composition

• 1 Hypatia Generator Ship Traits

• Enlightened

• Generator Ship • Hypatia Class

• Flagship Special Rules

• Enlightened Science

• Generator Ship

• Internal Shield Generator • Luminiferous Defences

• Wavelurker

Weapons

• Particle Beamer – F/P/S • Particle Beamer – F/P

• Particle Beamer – F/S

• Heavy Aetheric Broadside – P&S

Options: • The Unit may replace any Particle Beamer weapon with one of the following weapons at the points cost

indicated. The replacement weapon retains the Fire Arcs of the Particle Beamer it replaces.

Pulse Emitter Free Sturginium Agitator +10pts

• The Unit MUST take three of the following Generators. You may not have more than one of the same Generator on the Model:

Atomic Generator Free Clone Generator +10pts Fury Generator Free Magnetic Generator Free Null Generator +5pts Repulsion Generator +5pts Shroud Generator +5pts

• The Unit may take up to three of the following for the points cost indicated per Model. You may have either

Escorts or Corvettes but not a mix of both.

Escort +5pts Corvette +10pts

INTERNAL SHIELD GENERATOR: The Unit is equipped with an Internal Shield Generator. It may not be upgraded or replaced.

GENERATOR SHIP: Any Models within 5” of this Unit counts as being equipped with the same Generators as this Unit. Any Clone Generator equipped must always be the same Generator-type as this Unit.

M S T A C ADV SDV F H The prototype vessel of the Hypatia class, the theft of The Prometheus by Helsinki Markov set in motion not only the Covenant Schism, but also the proliferation of Generator technology around the globe.

Battle Ready 3 5 3 7 14 8 8 12 6

Crippled 3 3 2 7 12 5 5 12 6

Unit Composition

• 1 Prometheus Traits

• Enlightened

• Generator Ship • Hypatia Class

• Flagship

• Unique Special Rules

• Enlightened Science

• Generator Ship

• Internal Shield Generator • Luminiferous Defences

• Temperamental Design

• Wavelurker

Weapons

• Particle Beamer – F/P/S • Particle Beamer – F/P

• Particle Beamer – F/S

• Heavy Aetheric Broadside – P&S Options:

• The Unit MUST take three of the following Generators. You may not have more than one of the same Generator on the Model:

Atomic Generator Free Clone Generator +10pts Fury Generator Free Magnetic Generator Free Null Generator +5pts Repulsion Generator +5pts Shroud Generator +5pts

• The Unit may take up to three Escorts for +5pts each INTERNAL SHIELD GENERATOR: The Unit is equipped with an internal Shield Generator. It may not be upgraded or replaced. TEMPERAMENTAL DESIGN: This Unit counts any Heavy Counter rolled as a Counter instead whilst making Repair Tests. GENERATOR SHIP: Any Models within 5” of this Unit counts as being equipped with the same Generators as this Unit. Any Clone Generator equipped must always be the same Generator-type as this Unit.

M S T A C ADV SDV F H The pride of any Enlightened Captain, the Antarctica class is a formidable vessel alone. In a squadron they can overcome almost anything the oceans can throw at them. Battle Ready 2 8 4 5 10 6 6 8 5

Crippled 2 6 3 5 9 4 4 7 4

Unit Composition

• 1 Antarctica Superiority Cruiser Traits

• Enlightened

• Superiority Cruiser

• Antarctica Class Special Rules

• Enlightened Science

• Internal Shield Generator • Luminiferous Defences

• Wavelurker Squadron: This Unit may include up to two additional Models at a cost of +155pts per Model.

Weapons

• Heavy Particle Cannon - F

• Particle Beamer – F/P/S

• Particle Beamer – A/P/S • Aetheric Broadside – P&S

• Seeker Torpedo Salvo - F

Options:

• Any Model in the Unit may replace any Particle Beamer weapon with one of the following weapons. The

replacement weapon retains the Fire Arcs of the Particle Beamer it replaces. The points cost indicated is per

Model.

Pulse Emitter Free Sturginium Agitator +10pts

• The Unit has an Internal Shield Generator. It may replace this Internal Generator with one of the following. Each Model in the Unit must take the same generator. The points indicated is per Model.

Atomic Generator free Clone Generator +10pts Fury Generator free Magnetic Generator free Null Generator +10pts Shroud Generator free

M S T A C ADV SDV F H One of the first ships to be launched from the shipyards at The Gateway. Experimental armour plating and acoustic detection equipment made Belgica instrumental in leading Enlightened efforts to expand and secure their Antarctician shipping routes.

Battle Ready 2 8 4 6 10 5 7 8 5

Crippled 2 6 3 5 9 3 5 7 4

Unit Composition

• 1 Belgica Traits

• Enlightened

• Superiority Cruiser • Antarctica Class

• Unique Special Rules • Enlightened Science

• Internal Shield Generator

• Luminiferous Defences

• Maritime Patrol • Wavelurker

Weapons

• Heavy Particle Cannon - F • Sturginium Agitator – F/P/S

• Sturginium Agitator – A/P/S

• Aetheric Broadside – P&S

• Seeker Torpedo Salvo - F

Options:

• The Unit may take up to three of the following for the points cost indicated per Model. You may have either

Escorts or Corvettes but not a mix of both.

Escort +5pts Corvette +10pts INTERNAL SHIELD GENERATOR: The Unit is equipped with an internal Shield Generator. It may not be upgraded or replaced.

MARITIME PATROL: Models with this rule may re-roll blank results when attacking Submerged Units provided the target has at least one SRS token friendly to this unit within 5”.

M S T A C ADV SDV F H Fast and able to deploy a small squadron of Scythe strike craft, the Chatelet are often employed for raiding enemy coastal positions or scouting out Sturginium deposits on the open seas.

Battle Ready 2 10 5 4 8 5 4 6 4

Crippled 2 8 4 4 7 3 3 6 4

Unit Composition

• 1 Chatelet Recon Cruiser Traits • Enlightened

• Recon Cruiser

• Chatelet Class Special Rules

• Combat Air Patrol

• Enlightened Science

• Internal Shield Generator • Luminiferous Defences

• Fearless Fighters

• Maritime Patrol

• Vanguard • Wavelurker

• SRS Capacity 1 (Lose Rule if Crippled)

Squadron: This Unit may include up to two additional Models at a cost of +90pts per Model.

Weapons

• Particle Beamer – F/P/S

• Aetheric Lance – A/P/S

• Aetheric Broadside – P&S • Seeker Torpedo Salvo - F Options:

• Any Model in the Unit may replace its Particle Beamer weapon with one of the following weapons. The

replacement weapon retains the Fire Arcs of the Particle Beamer it replaces. The points cost indicated is per

Model.

Pulse Emitter Free Sturginium Agitator +10pts

• The Unit has an Internal Shield Generator. It may replace this Internal Generator with one of the following. Each Model in the Unit must take the same generator. The points indicated is per Model.

Atomic Generator free Clone Generator +10pts Fury Generator free Magnetic Generator free Null Generator +10pts Shroud Generator free

COMBAT AIR PATROL: Units with this rule may start the Encounter with their SRS Tokens on a Long Range Sortie. In the Operations Step of their Activation, these tokens may be stacked in base contact anywhere in the Play Area as normal for a Long Range Sortie. With longer than usual to react, enemy units double their ADV against the Attack Runs by Long Range Sorties in the first round. Combat Air Patrol does not apply to Special SRS Tokens.

MARITIME PATROL: Models with this rule may re-roll blank results when attacking Submerged Units

provided the target has at least one SRS token friendly to this unit within 5”.

VANGUARD: Starting with Player B, after both sides are deployed, each player may choose one of their units with the Vanguard rule and make a free Move of up to 5". This is not an Activation and does not have Drift or Turn Limit. Vanguard alternates between Players until all such units have been selected.

M S T A C ADV SDV F H Often Claudius Merchantmen are given a wide berth by opportunistic raiders. Their design mimics the closed silhouette of the deadly Plinius, or Quintilian classes. That said, the Claudius is more than able to defend itself and its precious cargo if necessary.

Battle Ready 2 8 5 4 8 6 6 5 5

Crippled 2 6 3 4 7 4 4 7 4

Unit Composition • 1 Claudius Merchantman

Traits

• Enlightened

• Merchantman • Claudius Class

Special Rules

• Enlightened Science

• Luminiferous Defences

• Supply Vessel

• Wavelurker

Squadron: This Unit may include up to two additional Models at a cost of +45pts per Model (instead of using the first Model cost).

Weapons • Seeker Rocket Battery – F/A/P

• Seeker Rocket Battery – F/A/S

• Seeker Torpedo Salvo - F

Options:

• The Unit MUST take a single Generator from the following available. Each Model in the Unit must take the same generator. The points cost indicated is per Model.

Atomic Generator +20pts Clone Generator +28pts Fury Generator +18pts Magnetic Generator +10pts Null Generator +26pts Repulsion Generator +20pts Shield Generator +20pts Shroud Generator +23pts

SUPPLY VESSEL: Once per turn on their Activation, this Unit may look at the top card from their Victory and Valour Deck. They may discard the card or return it to the top of the deck.

M S T A C ADV SDV F H The first vessel to employ the Heavy Particle Cannon, the Copernicus Heavy Cruiser is used by Commodores to provide devastating frontal attacks and break through blockades. Battle Ready 2 8 4 5 10 6 6 7 4

Crippled 2 6 3 5 9 4 4 7 4

Unit Composition

• 1 Copernicus Heavy Cruiser Traits

• Enlightened

• Heavy Cruiser • Copernicus Class Special Rules

• Enlightened Science • Internal Shield Generator

• Luminiferous Defences

• Wavelurker Squadron: This Unit may include up to two additional Models at a cost of +133pts per Model.

Weapons

• Heavy Particle Cannon - F • Particle Beamer – F/P/S

• Aetheric Lance – A/P/S

• Aetheric Broadside – P&S

• Seeker Torpedo Salvo - F Options:

• Any Model in the Unit may replace any Particle Beamer weapon with one of the following weapons. The

replacement weapon retains the Fire Arcs of the Particle Beamer it replaces. The points cost indicated is

per Model.

Pulse Emitter Free Sturginium Agitator +10pts

• The Unit has an Internal Shield Generator. It may replace this Internal Generator with one of the following. Each Model in the Unit must take the same generator. The points indicated is per Model.

Atomic Generator free Clone Generator +10pts Fury Generator free Magnetic Generator free Null Generator +10pts Shroud Generator free

M S T A C ADV SDV F H Diogenes are savage pack hunters that utilise volleys of torpedoes to tear apart their targets without their presence ever being known. Battle Ready 1 9 10 4 8 0 3 1 2

Unit Composition

• 3 Diogenes Torpedo Submarines

Traits

• Enlightened • Automata

• Torpedo Submarine

• Diogenes Class

• Submerged

Special Rules

• Mechanical Soul

• Maritime Patrol

• Pack Hunter

• Submerged Unit

Squadron: This Unit may include up to three additional Models at a cost of +30pts per Model.

Weapons

• Pulse Broadside – P&S

• Seeker Torpedo Salvo - F MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having the Disorder Level. Models in the Unit can only support Assaults with +1 AD to Fray. MARITIME PATROL: Models with this rule may re-roll blank results when attacking Submerged Units

provided the target has at least one SRS token friendly to this unit within 5”.

PACK HUNTER: This rule applies while the Unit numbers three or more Models. The Unit gains and additional +2 to its Attack and Assault Action Dice Pools provided at least three models in the Unit contribute to that Dice Pool.

M S T A C ADV SDV F H Armed with a Particle Beamer, the Germain packs a surprising punch for a ship so small. Though as the Germain itself is an automata, naturally nothing surprises it. Battle Ready 1 10 10 4 8 2 2 1 2

Unit Composition

• 3 Germain Zebeks

Traits

• Enlightened

• Automata • Zebek

• Germain Class

Special Rules

• Mechanical Soul • Wavelurker Squadron: This Unit may include up to three additional Models at a cost of +29pts per Model.

Weapons

• Particle Beamer – F/P/S

• Pulse Broadside – P&S

• Micro Torpedo Salvo - F MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having the Disorder Level. Models in the Unit can only support Assaults with +1 AD to Fray.

M S T A C ADV SDV F H Utilising Sturginium Agitators to wreak carnage against enemy capital ships, the arthropoid Ketos use surprise and cold machine logic to maximise the impact of their attacks. Battle Ready 1 8 6 6 8 2 2 7 4

Unit Composition

•2 Ketos Assault Machines Traits • Enlightened

• Automata

• Assault Machine

• Ketos Class Special Rules

• Mechanical Soul

• Unexpected Arrival

• Wavelurker Squadron: This Unit may include up to two additional Models at a cost of +60pts per Model.

Weapons

• Sturginium Agitator – F/P/S

• Aetheric Lance – 360

MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having the Disorder Level. Models in the Unit can only support Assaults with +1 AD to Fray.

UNEXPECTED ARRIVAL: Emerging suddenly, this Unit appears to wreak havoc on the enemy. This Unit is always held in Reserve (see Operations for details). The player may re-roll the Action Die to determine the Reserve result. When it is available for deployment, it is placed at any point in the Play Area that is at least 3" from the nearest terrain feature. The Model cannot be deployed under another Model.

M S T A C ADV SDV F H Designed by Paulette Aronnax, Lotan are amongst the most common of the Oceanid Assault Machines. Shadowing Enlightened convoys, these segmented automata strike unexpectedly when needed. Battle Ready 1 8 6 6 8 2 2 5 4

Unit Composition

•2 Lotan Assault Machines

Traits

• Enlightened

• Automata

• Assault Machine • Lotan Class

Special Rules

• Mechanical Soul

• Unexpected Arrival

• Wavelurker Squadron: This Unit may include up to two additional Models at a cost of +58pts per Model.

Weapons

• Ceous Shockmaw – F/P/S • Particle Beamer – 360

MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having the Disorder Level. Models in the Unit can only support Assaults with +1 AD to Fray.

UNEXPECTED ARRIVAL: Emerging suddenly, this Unit appears to wreak havoc on the enemy. This Unit is always held in Reserve (see Operations for details). The player may re-roll the Action Die to determine the Reserve result. When it is available for deployment, it is placed at any point in the Play Area that is at least 3" from the nearest terrain feature. The Model cannot be deployed under another Model.

M S T A C ADV SDV F H The mainstay of the Antarctic defence fleet, even Lovelace cruisers are wrought as master crafted constructions compared to the mass-produced vessels found in the navies of the other Great Powers.

Battle Ready 2 9 5 5 10 5 5 6 4

Crippled 2 7 4 5 9 3 3 6 4

Unit Composition • 1 Lovelace Cruiser Traits

• Enlightened • Cruiser

• Lovelace Class Special Rules • Enlightened Science

• Internal Shield Generator

• Luminiferous Defences

• Wavelurker Squadron: This Unit may include up to two additional Models at a cost of +93pts per Model.

Weapons • Particle Beamer – F/P/S

• Particle Beamer – A/P/S

• Aetheric Broadside – P&S

• Seeker Torpedo Salvo - F Options:

• Any Model in the Unit may replace any Particle Beamer weapon with one of the following weapons. The

replacement weapon retains the Fire Arcs of the Particle Beamer it replaces. The points cost indicated is

per Model.

Pulse Emitter Free Sturginium Agitator +10pts

• The Unit has an Internal Shield Generator. It may replace this Internal Generator with one of the following. Each Model in the Unit must take the same generator. The points indicated is per Model.

Atomic Generator free Clone Generator +10pts Fury Generator free Magnetic Generator free Null Generator +10pts Shroud Generator free

M S T A C ADV SDV F H Programmed using reams of complex punch cards and launched from specialist carriers or Promethean Complexes far from the fighting, Merian and other Drone ships are some of the largest Automata used by the Covenant. Battle Ready 1 10 10 4 8 2 2 1 2

Unit Composition

• 3 Merian Frigates Traits

• Enlightened

• Automata • Frigate

• Merian Class Special Rules • Mechanical Soul

• Pack Hunter

• Wavelurker Squadron: This Unit may include up to three additional Models at a cost of +29pts per Model.

Weapons

• Pulse Emitter – F/P/S • Pulse Broadside – P&S

• Micro Torpedo Salvo - F MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having the Disorder Level. Models in the Unit can only support Assaults with +1 AD to Fray. PACK HUNTER: This rule applies while the Unit numbers three or more Models. The Unit gains and additional +2 to its Attack and Assault Action Dice Pools provided at least three models in the Unit contribute to that Dice Pool.

M S T A C ADV SDV F H The Newton class are built around a massive spatial displacement drive known as a Void Engine. Able to tear a passage through two otherwise unconnected locations, the Void Engines use technology developed at Wells Chasm.

Battle Ready 2 7 5 5 9 3 3 6 4

Crippled 2 6 4 5 8 2 2 6 4

Unit Composition

• 1 Newton Void-Engine Cruiser

Traits

• Enlightened

• Void-Engine Cruiser

• Newton Class

Special Rules • Enlightened Science

• Internal Shield Generator

• Luminiferous Defences

• Void-Engine

Squadron: This Unit may include up to two additional Models at a cost of +136pts per Model.

Weapons

• Aetheric Lance – F/P/S

• Aetheric Lance – A/P/S

• Aetheric Broadside – P&S

VOID-ENGINE: During its Activation, a single Model in this Unit may declare it is using its Void-Engine. Target a unit (friendly or enemy) within 10” and roll an Action Die. On a result of a Counter or Heavy Counter, the Void-Engine has no effect. On a result of a Blank, immediately resolve the effects of a Sturginium Flare on this Unit and the Target Unit but do not apply any Critical Damage Markers. On a result of a Hit, each Model in the Target Unit is removed from Play and replaced at a new point within 5” of its original position. The Models must be placed in Coherency and in Open Water. Each additional Model in the Unit adds +2” to the Target range and the distance the Target can be placed from its original position. On a roll of an Exploding Hit, the Target Unit is removed from Play and placed into Reserves. Only one Model in the Unit may use the Void-Engine each Activation.

M S T A C ADV SDV F H Carrying a squadron of deadly strike aircraft within its protective enclosed launch bays, the Plinius combines armour and speed to deploy its compliment of fighters far from Covenant waters.

Battle Ready 2 9 4 5 10 6 5 7 5

Crippled 2 6 3 5 9 4 3 7 4

Unit Composition

• 1 Plinius Support Carrier

Traits

• Enlightened • Support Carrier

• Plinius Class

Special Rules

• Cloud Hunting

• Combat Air Patrol • Enlightened Science

• Luminiferous Defences

• Fearless Fighters • Wavelurker

• SRS Capacity 4 (Reduce to 3 if Crippled)

Squadron: This Unit may include up to two additional Models at a cost of +147pts per Model.

Weapons

• Seeker Rocket Battery – F/A/P

• Seeker Rocket Battery – F/A/S

• Seeker Torpedo Salvo – F CLOUD HUNTING: Models in this Unit gain +2 to Attack Dice Pools when shooting at Aerial Units. COMBAT AIR PATROL: Units with this rule may start the Encounter with their SRS Tokens on a Long Range Sortie. In the Operations Step of their Activation, these tokens may be stacked in base contact anywhere in the Play Area as normal for a Long Range Sortie. With longer than usual to react, enemy units double their ADV against the Attack Runs by Long Range Sorties in the first round. Combat Air Patrol does not apply to Special SRS Tokens.

M S T A C ADV SDV F H A literal silent killer, the Praxilla closes on its target without communication or deviation of any kind. Utilising powerful prow cutting lasers, it melts the keel of its foe and brings them a swift watery doom. Battle Ready 1 9 10 4 8 0 3 6 2

Unit Composition

• 3 Praxilla Hunter Submarine

Traits

• Enlightened • Automata

• Hunter Submarine

• Praxilla Class

• Submerged Unit

Special Rules

• Giant Slayer

• Hammer Sweep

• Mechanical Soul

Squadron: This Unit may include up to three additional Models at a cost of +26pts per Model.

Weapons

• Prow Ram – F

• Pulse Broadside – P&S GIANT SLAYER: Each Model in the Unit may re-roll Blank Results in Attacks against an Initial Target with a Mass of 3 or more. HAMMER SWEEP: During its Activation, this Unit may increase its Speed by 1" and gains +2 to its Ramming Dice Pool provided that it makes no turns during this Movement. MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having the Disorder Level. Models in the Unit can only support with +1 AD to Fray.

M S T A C ADV SDV F H Originally designed as a support vessel for the Covenant’s weather experiments near Tierra del Fuego, the Tyndall Missiles had their silver iodide payloads replaced with phosphorus with devastating effects.

Battle Ready 2 8 5 5 9 6 4 6 5

Crippled 2 5 3 5 8 3 2 5 4

Unit Composition

• 1 Quintilian Bombardment Cruiser Traits

• Enlightened

• Bombardment Cruiser • Quintilian Class Special Rules

• Enlightened Science • Luminiferous Defences

• Wavelurker Squadron: This Unit may include up to two additional Models at a cost of +148pts per Model.

Weapons

• Tyndall Cyclonic Missiles – 360

• Tyndall Cyclonic Missiles – 360 • Seeker Rocket Battery – F/A/P

• Seeker Rocket Battery – F/A/S

• Seeker Torpedo Salvo - F Options:

• The Unit MUST take a single Generator from the following available. Each Model in the Unit must take the same generator. The points cost indicated is per Model.

Atomic Generator +20pts Clone Generator +28pts Fury Generator +18pts Magnetic Generator +10pts Null Generator +26pts Repulsion Generator +20pts Shield Generator +20pts Shroud Generator +23pts

SPOTTER: This Unit gains the Sustained quality to any weapons with the Extreme Range quality if the Initial Target is within 3” of a friendly SRS Token.

M S T A C ADV SDV F H Lightly armed and fast moving, Stilettos are ideal for outpacing enemy supply lines and outflanking enemy battle lines. Battle Ready 2 11 6 4 8 5 4 5 4

Crippled 2 8 4 4 7 3 3 5 4

Unit Composition • 1 Stiletto Fast Cruiser Traits

• Enlightened • Fast Cruiser

• Stiletto Class Special Rules • Enlightened Science

• Full Steam Ahead

• Internal Shield Generator

• Luminiferous Defences • Wavelurker Squadron: This Unit may include up to two additional Models at a cost of +74pts per Model.

Weapons • Particle Beamer – F/P/S

• Aetheric Lance – A/P/S

• Aetheric Broadside – P&S

• Seeker Torpedo Salvo - F

Options:

• Any Model in the Unit may replace its Particle Beamer weapon with one of the following weapons. The

replacement weapon retains the Fire Arcs of the Particle Beamer it replaces. The points cost indicated is

per Model.

Pulse Emitter Free Sturginium Agitator +10pts

• The Unit has an Internal Shield Generator. It may replace this Internal Generator with one of the following. Each Model in the Unit must take the same generator. The points indicated is per Model.

Atomic Generator free Clone Generator +10pts Fury Generator free Magnetic Generator free Null Generator +10pts Shroud Generator free

FULL STEAM AHEAD: This Unit may double its Drift during its Movement Step provided that it makes no turns.

M S T A C ADV SDV F H Squadrons of Tacitus are experts in pursuing key targets in the enemy battlefleet and sending them to a watery grave through focused firepower. Battle Ready 2 9 5 5 10 7 5 8 5

Crippled 2 6 3 5 9 4 3 7 4

Unit Composition

• 1 Tacitus Assault Cruiser Traits

• Enlightened

• Assault Cruiser • Tacitus Class Special Rules

• Enlightened Science • Focused Gunnery

• Luminiferous Defences

• Wavelurker Squadron: This Unit may include up to two additional Models at a cost of +115pts per Model.

Weapons

• Particle Beamer – F/P • Particle Beamer – F/S

• Seeker Rocket Battery – F/A/P

• Seeker Rocket Battery – F/A/S

• Seeker Torpedo Salvo - F Options:

• Any Model in the Unit may replace any Particle Beamer weapon with one of the following weapons. The

replacement weapon retains the Fire Arcs of the Particle Beamer it replaces. The points cost indicated is

per Model.

Pulse Emitter Free Sturginium Agitator +10pts

• The Unit MUST take a single Generator from the following available. Each Model in the Unit must take the same generator. The points cost indicated is per Model.

Atomic Generator +20pts Clone Generator +28pts Fury Generator +18pts Magnetic Generator +10pts Null Generator +26pts Repulsion Generator +20pts Shield Generator +20pts Shroud Generator +23pts

M S T A C ADV SDV F H Most often seen at the forefront of Enlightened operations, Ulysses squadrons combine their modest aircraft complement into devastating attack wings supported by fearsome firepower. Battle Ready 2 10 4 5 10 5 5 7 4

Crippled 2 7 4 5 9 3 3 7 4

Unit Composition • 1 Ulysses Vanguard Cruiser Traits

• Enlightened • Vanguard Cruiser

• Ulysses Class Special Rules • Combat Air Patrol

• Enlightened Science

• Internal Shield Generator

• Luminiferous Defences • Fearless Fighters

• Vanguard

• Wavelurker

• SRS Capacity 1 (Lose Rule if Crippled)

Squadron: This Unit may include up to two additional Models at a cost of +110pts per Model.

Weapons • Particle Beamer – F/P/S

• Particle Beamer – A/P/S

• Aetheric Broadside – P&S

• Seeker Torpedo Salvo - F

Options:

• Any Model in the Unit may replace any Particle Beamer weapon with one of the following weapons. The

replacement weapon retains the Fire Arcs of the Particle Beamer it replaces. The points cost indicated is

per Model.

Pulse Emitter Free Sturginium Agitator +10pts

• The Unit has an Internal Shield Generator. It may replace this Internal Generator with one of the following. Each Model in the Unit must take the same generator. The points indicated is per Model.

Atomic Generator free Clone Generator +10pts Fury Generator free Magnetic Generator free Null Generator +10pts Shroud Generator free

COMBAT AIR PATROL: Units with this rule may start the Encounter with their SRS Tokens on a Long Range Sortie. In the Operations Step of their Activation, these tokens may be stacked in base contact anywhere in the Play Area as normal for a Long Range Sortie. With longer than usual to react, enemy units double their ADV against the Attack Runs by Long Range Sorties in the first round. Combat Air Patrol does not apply to Special SRS Tokens.

VANGUARD: Starting with Player B, after both sides are deployed, each player may choose one of their units with the Vanguard rule and make a free Move of up to 5". This is not an Activation and does not have Drift or Turn Limit. Vanguard alternates between Players until all such units have been selected.

M S T A C ADV SDV F H The Vesalius are often deployed by the Enlightened to ensure that the welfare and effectiveness of their cetacean allies is maintained. Battle Ready 2 9 5 5 10 8 5 8 5

Crippled 2 6 3 5 9 4 3 7 4

Unit Composition

• 1 Vesalius Physeter Surgical Ship

Traits

• Enlightened • Physeter Surgical Ship

• Vesalius Class

Special Rules • Cloud Hunting

• Enlightened Science

• Luminiferous Defences

• Physeter Constructs • Surgical Harbour

• Special SRS Capacity 2 (Reduce to 1 if Crippled)

Squadron: This Unit may include up to two additional Models at a cost of +135pts per Model.

Weapons

• Aetheric Lance – F/P/S

• Aetheric Lance – A/P/S

• Aetheric Broadside – P&S

CLOUD HUNTING: Models in this Unit gain +2 to Attack Dice Pools when shooting at Aerial Units. SPECIAL SRS CAPACITY 2: Each Model in this Unit may launch 2 Special SRS Tokens each Round, or 1 if Crippled. These tokens may only be placed up to 15" from this Unit, rather than the normal 20". SURGICAL HARBOUR: Roll an Action Die each time a Physeter Construct Special SRS Token is removed within 10” of one or more Units with this rule. On a roll of a Counter or Heavy Counter the Token is not removed and is instead placed in Base contact with a Unit with this rule.

The following is the official ‘Counts As’ guide for players to make use of older and out of production Classic Dystopian Wars

miniatures in games. These are official guidelines and so may be used for official tournaments, organised play and any other

sanctioned events.

The Models MUST be taken as indicated here. Any Unit upgrades listed, must be taken and no other options are available to the

Unit from the ORBAT. For example, a miniature for a Zeno may be included in your Force to represent a Stiletto. However, it

must take a Sturginium Agitator upgrade and cannot take any others such as Internal Generators or weapon replacements. That

way, an opponent that encounters this Classic Model in games will know exactly what it represents without further explanation or

note keeping.

Important: As the range of units for the Faction expands with new releases, this list will adapt to include other Classic Miniatures

that are now able to Counts as one of these Units in the game. So if there is a classic miniature in your collection that is not listed

below, do not worry, it will be added as the range expands and it gains something it can ‘count as’.

Classic Name Counts As Notes

Aristotle Hypatia Must take Atomic, Null and Clone Generators for the cost listed

Cleomedes Stiletto None

Descartes Mk I Hypatia Must take Fury, Magnetic and Shroud Generators for the cost listed

Descartes Mk II Hypatia Must take Fury, Magnetic and Shroud Generators for the cost listed

Diogenes Diogenes None

Diophantus Hypatia Must take Fury, Null and Shroud Generators for the cost listed

Fresnel Copernicus None

Galen Escort None

Hippasus Lovelace None

Kepler Plinius None

Menedaius Descartes None

Pericles Descartes None

Plato Lovelace None

Plutarch Germain None

Praxilla Praxilla None

Prometheus Archimedes None

Thales Corvette None

Zeno Stiletto Must replace Particle Beamer with a Sturginium Agitator for the cost listed