Resistance Quick Reference
The Resistance
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
Resistance Engineer Level 1 · +1 Resistance Ability
25 pts
1AP
Subsystem Network. Before you attack with a Group of M tonnage, pick two of its weapon systems with the same name without the Linked-X rule. Those weapons gain Linked-SSN for that attack.
Resistance Artificer Level 3 · +1 Resistance Ability
65 pts
1AP
Manic Repairs. When you activate a Group, all Ships in that Group gain Regenerate-2 until the end of the round.
2AP
Resistance Elite Force. At the end of the round, remove 2D3 enemy Battalions from a friendly Ship.
Famous Admiralsone, or faction
Typhoon Vasquez · Red Baron Heavy Cruiser L2 Heavy Cruiser · +1 Ability
158 pts (45+113)
Bullet Baron. Must take 2× N-8 Artillery Banks, 2× N-11 Artillery Turrets, Ablative Armour, and a Scanner Array (jury-rigged, no hardpoint/points cost).
2AP
Artillery Strike. When assigning targets to a Weapon System with "Artillery" in its name, its damage type becomes Core for those attacks. Costs 3AP if the Weapon System is on a H or C tonnage Ship.
Hagen · Fortune's Fancy Battlecruiser L2 Battlecruiser · +1 Ability
255 pts (45+210)
Fortune's Fancy. Carries standard launch plus internal Torpedo (Limited-2). Vanguard-3".
3AP
Reinforce Systems. When a friendly Ship of H or C tonnage would roll its Backup save due to an attack, improve its Backup save by 1 for that attack.
Magellan · Coloniser Interstellar Dreadnought L3 Dreadnought · +1 Ability
570 pts (45+525)
Assault Carrier. Must take two 10k Mass Drivers, two Heavy Vent Cannons, a Drive Refit (jury-rigged), plus assigned Launch Assets. Command Ship-2.
2AP
Magellan Expedition. When you launch Bulk Landers from this Ship or a Ship within 6" of it, you may have that Ship launch an additional 2 or 4 Bulk Landers. Any Ship that does takes that much damage (causing Crippling/Explosions where applicable).
Nguen · Grosses Messer Grand Battleship L4 Grand Battleship · +1 Ability from the list
415 pts (85+330)
Extensive Reactor Mods. If Hull lost from Vent Cannon Overcharge would destroy this Ship, it rolls 3D3 for explosion and that explosion also affects Ships in other Orbital Layers.
2AP
Vent Cannon Mastery. When you Overcharge a Group's weapon with "Vent" in its name, each Ship in the firing Group may Overcharge a second weapon this activation.
Launch Assets
Load Thrust Att Lock DMG Type Special
Fighters16"3 re-rolls vs Bombers / Close Action only
Bombers10"34+1K
Torpedo6"62+1KPenetrator
Fire Ships3"32+1EWith Bulk Landers, 2 Launch = 1 Fire Ship
Mines3"54+1K
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.
Resistance Abilities
2AP
Expert Repair Crews. At the start of the Repair step of the End Phase, remove all Crippling effects from a friendly Group.
2AP
Duct Tape and Bubblegum. When a friendly M, H, or C tonnage Ship would be destroyed by an opponent's attack (including Crippling/Explosion), it remains in play until the start of the End Phase. At the start of the End Phase, roll for explosion and remove it. It still counts as destroyed.
1AP
Redundant Ship Systems. When you would Roll for Crippling Effects for a friendly Ship (for any reason), roll 1D6 instead of 2D6. Count a result of 1 as a result of 2.
1AP
Final Mission. When you attack with Fire Ships, one of those attacking Wings gains Corruptor-2 for that attack.
1AP
Never Tell Me The Odds. When you move a Group through Scenery or move/place a Wing of Assets through Scenery, that Group/Wing ignores the effects of that Scenery piece until the end of the movement.
2AP
Sabotage. At the end of the Activation Phase, before activating Dropsites, pick a Dropsite controlled by an enemy within 6" of a friendly Group. That Dropsite takes D3+1 Core Hits. You may spend 1AP extra to re-roll the D3; treat as an attack for removing a feature.
Low Power

If a Ship's Orders allow it to fire Close Action Weapons, it may attack with one Low Power Weapon in addition to any other Weapons allowed by its Order.

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.