Bioficer Quick Reference
The Bioficers
Dropfleet Commander · v2.3.1

Generic Admirals any number
LevelPtsAP / PhaseAvailable in
L 2203Skirmish (501–1000) · 16 Groups
L 3404Clash (1001–2000) · 20 Groups
L 4605Battle (2001–3000) · 24 Groups
Reconquest (3001+) · 28 Groups +4/1k
AP = 1 + Admiral Level per Planning Phase. Generics provide no command abilities.
Faction Admirals one, or famous
Bioficer Ardent Level 1 · +1 Bioficer Ability
25 pts
2AP
Backpedal. At the start of a friendly Group's activation, pick any friendly Group. You may move each Ship in that Group up to 3” directly backwards.
Bioficer Accumulator Level 3 · +1 Bioficer Ability
65 pts
2AP
Gravitic Manoeuvring. When a friendly Group is given a Max Thrust Order, it may turn as if it was on General Quarters.
1AP
Kinetic Deconstruction. When a friendly Group makes an attack with any number of weapons with “Decon” in its name, those weapons change their Type to Kinetic until the end of its activation.
Famous Admiralsone, or faction
Atlas · Catastrophe-Class Heavy Cruiser L2 Heavy Cruiser · +1 Ability
155 pts (45+110)
2AP
Emergency Reattachment Protocol. When an enemy would destroy one of your Payload Ships, it is not destroyed and is instead reattached to a valid Porter Ship within 6”.
One Upsmanship. If this Admiral is your highest level Admiral, whenever your opponent uses an Ability, roll a dice. On a 4+, you gain 1AP.
Atom · Scion-Class Battlecruiser L2 Battlecruiser · +1 Ability
195 pts (45+150)
1AP
Vice Lightly. When you assign targets to a weapon with “Lightvice” in its name, that weapon ignores its Focused rule for that attack.
Agency · Bastion-Class Battleship L3 Battleship · +1 Ability
310 pts (65+245)
2AP
Sinthetic Grav Waves. When you inflict damage to an enemy Ship with a weapon with the Arrest-X special rule, each Ship in the damaged Group is affected by the Arrest rule and increases its X value by 2 for that attack.
Ascendant · Zenith-Class Dreadnought L4 Dreadnought · +2 Abilities
605 pts (85+520)
2AP
Overwatch. When you activate this Ship on General Quarters, you may forgo attacking. It goes on Overwatch until end of round or until it declares its use. At the end of any enemy Group's activation that moved through this Ship's Front arc while in weapons range, this Ship immediately makes an Attack as if on General Quarters against that Group, even if out of arc and range.
Launch Assets
Load Thrust Att Lock DMG Type Special
Fighters16"1 re-roll vs Bombers / Close Action only
Bombers13"34+1K
Torpedo12"32+1KCorruptor-2 *
Mines5"43+1K
Corruptor-2 *
When this Torpedo successfully inflicts damage, place 2 Battalions on the target. The Torpedo is automatically removed during the Cleanup step of the End Phase.
Core Abilities all factions
*AP
AP Re-roll. Once per Group, Asset, or Dropsite activation, after rolling any dice you may re-roll any number. Must re-roll at least one die, spending 1AP per die.
2AP
Brace for Impact. When a player would roll for Crippling Effects, instead make the result a 4 (for you or opponent).
2AP
Contain Reactor. When a player would roll for Explosion, instead make the result a 2 (for you or opponent).
2AP
Time to Target. After moving a Wing of Fighters or Bombers, move that Wing again up to 6" in any direction. Cannot divide or merge Wings from this additional move.
Bioficer Abilities
1AP
Good Fight, We Should Do It More Often. If a friendly Group's attack would cause an enemy Group to be completely removed from the table, the friendly Group may immediately turn up to 45°.
3AP
Maddening Communiqué. At the start of the Activation Phase, pick an opponent. That opponent's Abilities cost 1 additional AP to use until end of round.
2AP
Forcing an Unfair Fight. At the start of the Activation Phase, pick a Dropsite you contest. Add a friendly Battalion to each Feature on that Dropsite. In the Cleanup step, remove a friendly Battalion from each Feature on that Dropsite.
2AP
Precision Strike. When you assign a Group's weapons to targets, pick one of the attacking Group's Weapon Systems. Improve its Lock by 1 for this attack sequence.
1AP
Prismatic Surprise. At the end of the Planning Phase, you may swap the attached Payloads of two Porter Ships with the same Porter value.
3AP
Unsportsmanlike Behaviour. During this round's Cleanup step, all players retain any unspent AP into the next round. Next round, only players who used this Ability this round can generate AP from Admirals in the Planning Phase.
Deployable Features
Deploy: Purchased during list building. Must be assigned to a Ship with the Porter special rule as if it were a Ship with the Payload S-1 special rule.
Genitor Tower 15 pts · ES 4+ · KS 4+
When one or more enemy Battalions on this Dropsite and its Features are removed for any reason, place 2 friendly Battalions on this Dropsite, regardless of the number of Battalions removed or number of Genitor Towers present. If these Battalions are gained through Battalion Combat, they are placed after Battalion Combat.

When this Feature is destroyed, it contributes its points to the Kill Points of the opposing player that destroyed it.

Payload & Porter

Payload S/L-X. When building your fleet, you may take any number of Payload Ships—tonnage limits do not apply and they have no Group size. All Payload S/L Ships must be assigned to a Porter S/L Ship with the same letter, and take up X capacity. Payload Ships may not activate or be targeted until detached.

During the Porter's activation, if it is on an Order that allows it to Launch, you may detach one or more Payload Ships and place them within 3" of it. The round they are detached, they activate together immediately as part of the Porter's activation after it completes its Order. In subsequent rounds, all your Payload Ships count as a single Group. Crippling Effects, Spikes, and group-wide rules only affect the targeted Payload Ship.

Payload Ships always follow General Quarters Orders, even if their Porter is on different Orders. They ignore Coherency (and gain no Formation Benefits), have no Lead Ship, are targeted individually, and attacks only damage the targeted Payload Ship. If a Payload Ship is attached when its Porter is destroyed, the Payload is destroyed.

Porter S/L-X. May be assigned Payload Ships with the same letter up to total capacity X. During its activation, it may reattach any detached Payload Ships within 3" if capacity is available. Reattached Payloads are removed from the table to be deployed in a later round. All tokens, Spikes, and effects on the reattached Ship are removed.

Secondary Objectives Pick 2 secondaries during listbuilding · Reveal your 2 before first planning phase · Score highest 1 at game end
Key Site.2 / 3 VP  Nominate a Dropsite at least 24" from your DZ. Control at game end: 2VP. If that Dropsite is within 6" of or inside opponent's DZ, score 3VP instead.
Priority Target.2 / 3 VP  Nominate a M or L Dropsite at least 24" from your DZ. Level at game end: 2VP. If that Dropsite is within 6" of or inside opponent's DZ, score 3VP instead.
Long Shot.2 VP  Nominate a Feature in a Dropsite within 12" of opponent's DZ. Destroyed at game end: 2VP. Each Feature can only be nominated once.
Annihilate.max 3 VP  1VP per 500 pts of Ships and Admirals destroyed.
Take Prizes.max 3 VP  1VP per 100 pts of Ships captured.
Gather Intel.max 2 VP  1VP per Survey over 24" from DZ. Capital Ship within 6" may sub attack/launch for Survey. One per Dropsite.
Decapitate.2 VP  Kill opponent's highest-Level Admiral (or one of if tied).
Objectives Beyond.1 / 2 VP  Nominate one M+ Ship. It must permanently fly off in opponent's DZ. If not Crippled when it leaves: 1VP. If it was Heavy or Colossal tonnage, score 2VP instead.