PHR Quick Reference
Post-Human Republic
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
PHR Vizier Level 1 · +1 PHR Ability
25 pts
1AP
Akira Manoeuvre. When you activate a Group of a single Ship, that Group must go on General Quarters. Only removes a single Spike and does not turn before movement. After moving, the Group must turn between 45° and 90°, then continue its activation as normal.
PHR Vice Director Level 3 · +1 PHR Ability
65 pts
1AP
Re-route Systems. At the start of a friendly Group's activation, remove one Crippling Effect token (of any type) from that Group.
3AP
Ranked Fire. When assigning targets to Broadside Arc weapons, select one with the Volley-X special rule. That weapon does not need to alternate arcs due to Volley-X for that attack (can attack the same target in the same arc using each Volley attack).
Famous Admiralsone, or faction
Helena of Asgard · Pompeius-Class Battlecruiser L2 Battlecruiser · +1 Ability
200 pts (60+140)
2AP
Experimental Munitions. When assigning targets to weapons, select one with the Calibre-X special rule. That weapon gains the benefits of Calibre-X regardless of the Tonnage of the target Group for that attack.
Director Javelin · Achilles-Class Heavy Cruiser L3 Heavy Cruiser · +1 Ability
207 pts (65+142)
2AP
Heavy Sniper. When assigning targets to a weapon with the Calibre-H special rule, the attacking Ship doubles its Scan value against H Tonnage Ships for that weapon's attack (other attacks and weapons unaffected).
Claudia Rhee · Heracles-Class Battleship L4 Battleship · +2 Abilities
310 pts (75+235)
2AP
High-G Manoeuvre. When a friendly Group is given a Max Thrust order, it may turn as if it was on General Quarters.
Gaius Chau · Romulus-Class Dreadnought L5 Dreadnought · +2 Abilities
555 pts (105+450)
2AP
Backup Systems Engaged. When a friendly ship would roll for Crippling Damage, roll a dice. On a 4+ that Ship does not roll on the Crippling Damage table but is still Crippled.
Launch Assets
Load Thrust Att Lock DMG Type Special
Fighters12"2 re-rolls vs Bombers / Close Action only
Bombers9"22+1K
Torpedo6"42+2KPenetrator
Mines4"22+2K
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.
PHR Abilities
1AP
Countermeasures Hack. At the start of a friendly Group's activation, target an enemy Group a friendly Admiral can draw line of sight to. Until end of activation, that Group cannot use Backup Save, cannot benefit from Aegis, and cannot benefit from Fighters' Close Protection. Costs 2AP vs H or C tonnage.
2AP
Weapons Hack. Once per round, at the start of an enemy Group's activation, choose one of that Group's Weapon Systems. Until end of that Group's activation, each of that weapon's attack dice results of 1 causes the attacking Ship to lose the weapon's unmodified Damage value in hull points.
1AP
Ship Of The Line. When you assign targets to a Group's weapons, that Group's Broadside Arc weapons with Fusillade-X gain the benefit of Fusillade regardless of the Group's Order this activation. If on Weapons Free, instead double the Fusillade value of those weapons for that attack.
2AP
Drive Hack. Once per round, at end of the Planning Phase, target an enemy Group a friendly Admiral can draw line of sight to. At the start of that Group's activation, it must make a single Backup save. If it fails (or has no Backup save), that Group cannot go on Course Change or Max Thrust.
1AP
Repair Drone Squadron. At end of the Repair step of the End Phase, target a friendly Ship. That Ship recovers D3 lost Hull Points.
2AP
Elite Ground Forces. At start of the Battalion Combat step of the Asset Phase, choose a Feature containing friendly Battalions. Until end of that step, those Battalions remove 2 enemy Battalions instead of 1 and may also remove enemy Battalions from anywhere on that Dropsite in the 3rd step of the combat sequence.
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.