Generic Admirals any number
| Level | Pts | AP / Phase | Available in |
|---|---|---|---|
| L 2 | 20 | 3 | Skirmish (501–1000) · 16 Groups |
| L 3 | 40 | 4 | Clash (1001–2000) · 20 Groups |
| L 4 | 60 | 5 | Battle (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
Scourge Fleet Thrall
Level 1 · +1 Scourge Ability
25 pts
1AP
Dissipate Energy. At the end of any Group's activation, target a friendly Group. Remove a Spike from the friendly Group.
2AP
Silent Launch. When a friendly Group is given the Silent Running Order, that Group may use Launch Assets this round in addition to reducing its Signature to 0" until the start of its next activation.
Scourge Fleet Champion
Level 3 · +1 Scourge Ability
65 pts
1AP
Reaving Gaze. When you assign a Group's weapons to a target, pick one of the attacking Group's Weapon Systems with "Oculus" in its name. That Weapon System replaces its Scald-X rule with Reave-X (same value) for that attack. Costs 2AP if the attacking Group has 2 or more Ships.
Famous Admiralsone, or faction
Enslaver · Raiju-Class Heavy Cruiser
L2 Heavy Cruiser · +1 Ability
170 pts (45+125)
2AP
Infernal Maw. After you roll to hit with a Furnace weapon, you may re-roll any of that weapon's attack dice (both hits and misses).
Flayer · Shadow-Class Battlecruiser
L3 Battlecruiser · +1 Ability
285 pts (65+220)
2AP
Close in and Personal. When a friendly Group is given the Max Thrust special order, each Ship in that Group may fire a single Close Action weapon during this activation.
Baba Yaga · Daemon-Class Battleship
L2 Battleship · +2 Abilities
265 pts (55+210)
1AP
Death Dispenser. When you launch Dropships or Bulk Landers at a Dropsite, place an additional D3 Battalion tokens on that Dropsite.
Overlord of Flies · Nosferatu-Class Dreadnought
L4 Dreadnought · +2 Abilities
575 pts (85+490)
1AP
Limitless Pestilence. When a friendly Fighter or Bomber Wing is completely removed due to an opponent's Fighters, you may immediately launch a single Fighter or Bomber from this Admiral's ship.
Launch Assets
| Load | Thrust | Att | Lock | DMG | Type | Special |
|---|---|---|---|---|---|---|
| Fighters | 14" | — | — | — | — | 2 re-rolls vs Bombers / Close Action only |
| Bombers | 12" | 2 | 3+ | 1 | K | Crippling-Fire * |
| Torpedo | 8" | 6 | 4+ | 1 | K | Corruptor-2, Crippling-Fire |
| Mines | 6" | 3 | 4+ | 1 | K | Corruptor-1 |
* Attacks containing 7 or more Bombers can cause Crippling-Fire to place a 2nd Fire token on the target.
* Corruptor-X: When this weapon successfully inflicts damage, place X Battalions on the target.
* Corruptor-X: When this weapon successfully inflicts damage, place X Battalions on the target.
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.
Scourge Abilities
1AP
For the Species. At the end of a friendly Group's activation, pick a Crippled Ship in that Group and target an enemy Ship within 3" of it on the same Orbital Layer. Roll a die for each of the friendly Ship's remaining Hull Points — the target is inflicted 1 Damage for each result of 3+. The friendly Ship is destroyed and does not roll for explosion.
3AP
Augmentations. At the start of a friendly Carrier's activation, if it has 2 or more Bulk Landers, replace all its Bulk Landers with a single deployable Orbital Defence Gun Feature until end of round. Once per round.
2AP
Abandon all Hope. At the end of the Planning Phase, target an opponent. That opponent discards D3 Ability Points.
1AP
Assimilated Bioforms. At the start of the Battalion Combat step of the Asset Phase, pick a City with friendly Battalions on it. Deploy D3 Assimilated Battalions to that City. At the end of the step, remove any remaining Assimilated Battalions from the Dropsite.
2AP
High Speed Launch. At the end of the Planning Phase, pick a friendly Group. That Group gains Rapid Drop and may launch Assets at the end of its activation while on the Max Thrust order until end of round.
1AP
Expert Defence Crews. At the start of the Asset Phase, pick a friendly Group. That Group gains Marines-2D3 until end of round.
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.