Shaltari Quick Reference
The Shaltari Tribes
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
Shaltari Skychief Level 1 · +1 Shaltari Ability
25 pts
1AP
Voidgate Redeployment. At the start of the Asset Phase, before Battalion Combat, select a Dropsite/Feature with friendly Battalions within 3" of a friendly Gateship. Move Battalions from it to another Dropsite (or one of its Features) within 3" of another Ship in the same Gateship chain. May not move more than the Gateship-X of the final Ship/Dropsite used.
Shaltari Starchief Level 3 · +1 Shaltari Ability
65 pts
2AP
Overclock Gates. At the start of the Activation Phase, pick a friendly Ship with Gateship-X. That Ship doubles its X value until end of round. A Ship can only be affected by this Ability once per round.
3AP
Espionage. When an opponent declares the use of an Ability, negate that use of that Ability (AP is still spent as usual; subsequent uses are unaffected).
Famous Admiralsone, or faction
Twins of Aaru · Amber-Class Cruisers (x2) L2 & 2 Cruisers · +2 Abilities
245 pts (45+200)
2AP
Cunning Positioning. When you move a Group of M Tonnage, that Group gains Vectored for that movement.
Seth · Sapphire-Class Battlecruiser L2 Battlecruiser · +1 Ability
195 pts (45+150)
2AP
Master of Gravity. At the start of an enemy Group's activation, pick another enemy Group that has not activated this round. Turn all Ships in that Group up to 90° in the same direction.
2AP
Gravity Assist. At the start of a friendly Group's activation, turn all Ships in that Group up to 45° in the same direction. Those Ships gain Vectored until end of round.
Mergen the Learned · Diamond-Class Battleship L3 Battleship · +1 Ability
295 pts (65+230)
1AP
Ancient Teleportation Node. Once per round, at the end of the Planning Phase, target a Dropsite with friendly Battalions. That Dropsite gains Gateship-1 until end of round, treating the Dropsite as a Ship for this rule (other rules unaffected).
Quetzalcoatl · Uranium-Class Dreadnought L4 Dreadnought · +2 Abilities
495 pts (85+410)
2AP
Radioactivity. Before any player rolls for Explosion (friendly or enemy), make the final result a 5.
Launch Assets
Load Thrust Att Lock DMG Type Special
Fighters16"2 re-rolls vs Bombers / Close Action only
Bombers13"23+1E
Torpedo6"34+3CFlash-2
Fire Ships7"45+1K
Mines6"43+1E
Impel Mines6"34+1EArrest-4, Impel-1
* Flash-2: When this Weapon inflicts damage, the damaged Group gains 2 Spikes.
* Arrest-4: A Ship damaged by this Weapon reduces its Thrust by 4” during its next activation. A Ship can only be affected by this rule once each round.
* Impel-1: If an attacking Group scores at least 1 critical hit with this Weapon System against a Group, choose one per affected Group: (a) turn all Ships 45° in the same direction (or 90° if it scored at least twice); (b) move all Ships up to twice X in inches directly forward (cannot move into Large Objects or off the table). Each effect applies once per Weapon System per attack sequence.
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.
Shaltari Abilities
1AP
Impel Mines. When a friendly Carrier with H or C Tonnage launches Assets, it may launch a single Impel Mine in addition to its normal Assets this round.
1AP
Advanced Picket Ships. When you use a Group's Shield-X special rule, roll a dice. On a 4+, do not gain a Spike from that use of Shield-X (other uses unaffected).
1AP
Misdirection. At the start of the Asset Phase, pick a Dropsite. You may redistribute the allocation of all friendly Assets in that Dropsite and its Features.
1AP
Navigational Mastery. At the start of a friendly Group's activation, that Group increases its Thrust by D3" until end of activation.
2AP
Power to the Weapons. At the start of a friendly Group's activation, that Group may fire any number of its Weapons on General Quarters, but may not use Shield Saves until end of round.
*AP
Lives of Experience. At the start of each round, pick one Ability from any other Admiral on the table. This Ability becomes a copy of that Ability until end of round.
Deployable Features
Deploy: Ships with Feature Carrier pick one Feature pre-game. Launched as an Asset, range 6", any Orbital Layer. All Shaltari Features require 3+ Battalions removed in Battalion Combat, and 3 damage to remove by attacks.
Stellargate ES 4+ · KS 4+ · Launch 2 F&B
After Battalion Combat on this Feature's Dropsite, if it contains any number of friendly Stellargates, deploy one Battalion to that Dropsite. A Dropsite can only have a single Battalion deployed to it this way each round.

While you have one or more Stellargates on a Dropsite, that Dropsite counts as a Controlled Dropsite with Gateship-X for the purposes of the Mothership special rule, where X is the total number of friendly Stellargates on that Dropsite. Additionally, the Dropsite forms a part of a Gateship chain with friendly Gateships and Motherships within 18”.

This feature only requires 3 or more Battalions to be removed during Battalion Combat and 3 damage to remove due to attacks.

Electrosurge Torus ES 4+ · KS 4+
Armed with Electrowave Caster (Scan 8", Att 3, Lock 2+, DMG 1, E — Close Action, Escape Velocity, Status) and launches 2 Fighters & Bombers. Effects caused by Electrowave Caster's Status rule are removed at the start of the next round's End Phase instead of this round's.
Worldstrider ES 4+ · KS 4+
When you activate this Feature, pick another Feature on its Dropsite and roll a dice. On a 3+, remove that Feature and any Battalions deployed on it from this Dropsite. If any Battalions are removed by this, roll again: on a 5+ this Feature remains in play, otherwise it is removed.
* Status (Electrowave Caster): When you hit, pick one token — Defence Systems Offline, Scanners Offline, or Navigation Offline. At end of Inflict Damage, assign it to one defending Ship regardless of damage or saves. Removed at start of End Phase, before repairs.
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.