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
UCM Captain
Level 1 · +1 UCM Ability
25 pts
2AP
Dedicated Survey Teams. When you activate a Group of a single Ship, that Ship may Survey a Dropsite and attack with a single weapon this round (still cannot launch Assets).
UCM Rear Admiral
Level 3 · +1 UCM Ability
65 pts
2AP
Overcharge Lasers. When assigning a Group's weapons to a target, pick one attacking Weapon System with "Laser" in its name. It gains Fusillade-2 for that attack sequence.
2AP
Push Engines to Max. At the start of a friendly Group's activation, each Ship suffers 1 Damage and improves its Thrust by 2" until end of activation.
Famous Admiralsone, or faction
Tobias Tayne · Aurum Eyes II · Warsaw-Class Heavy Cruiser
L2 Heavy Cruiser · +1 Ability
155 pts (45+110)
2AP
Close Quarter Battle. When a friendly Group moves, each ship in it suffers 1 Damage and gains Vectored until end of round.
Weaver · Nicolum’s Wrath · Perth-Class Battlecruiser
L3 Battlecruiser · +1 Ability
210 pts (65+145)
2AP
Laser Bombardment. When assigning targets to a weapon with "Laser" in its name and Arc FN, it gains Bombardment for that attack.
June Havelock · Carpe Noctum · New York-Class Battleship
L4 Battleship · +1 Ability
330 pts (85+245)
2AP
Ballistic Prediction. When assigning a Group's weapons to a target, pick one attacking Weapon System with "Mass Driver" in its name. Lock improves by 1 for that attack sequence.
Supreme Admiral Jacob ‘Granite’ Halsey · Shield of Aurum · Washington-Class Dreadnought
L5 Supercarrier · +2 Abilities
635 pts (105+530)
4AP
Master Tactician. At end of this Group's activation, discard a Pass Token and target another friendly L/M Group. It may turn up to 45°, move a quarter Thrust, then each Ship attacks with a single weapon.
Launch Assets
| Load | Thrust | Att | Lock | DMG | Type | Special |
|---|---|---|---|---|---|---|
| Fighters | 13" | — | — | — | — | 2 re-rolls vs Bombers / Close Action only |
| Bombers | 10" | 2 | 3+ | 1 | K | — |
| Heavy Bombers | 8" | 2 | 3+ | 1 | K | Calibre-H/C, Penetrator |
| Light Torpedo | 6" | 4 | 2+ | 1 | K | Penetrator |
| Medium Torpedo | 6" | 4 | 2+ | 2 | K | Penetrator |
| Heavy Torpedo | 4" | 4 | 2+ | 4 | K | Penetrator |
| Mine | 4" | 2 | 2+ | 2 | K | — |
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.
UCM Abilities
2AP
Colonial Legions. After the Battalion Combat step of the Asset Phase, target a Dropsite or Feature. If any enemy Battalions completely removed any friendly Battalions from that Dropsite or Feature, place 1 Battalion on that Dropsite or Feature.
2AP
Intensify Point-Defence. At the end of the Planning Phase, pick one friendly Group. All Ships in that Group improve their Aegis-X value by 2 or gain Aegis-1 if they do not have the Aegis-X special rule.
2AP
Infiltrate and Sabotage. At the end of the Planning Phase, pick one Dropsite within 6" of a friendly Group. That Dropsite takes D3+1 Core hits.
1AP
Mass Driver Volley. When you assign a Group's weapons to a target, each of the attacking Group's Weapon Systems with "Mass Driver" in their name improve their Lock by 1 for that attack sequence.
2AP
Atmospheric Bombing Run. At the start of the Asset Phase, target one friendly Wing of Bombers. That Wing gains the Bombardment special rule until the end of the round.
2AP
Next-Gen Armour Plating. At the end of the Planning Phase, target one friendly Group. That Group may re-roll failed Energy Saves until the end of the round.
Deployable Features
Deploy: Ships with Feature Carrier (Yokohama, Milwaukee, New Dubai) pick one Feature pre-game. Launched as an Asset, range 6", any Orbital Layer.
Aegis Platform
ES 6+ · KS 4+ · Aegis-4
Each friendly Aegis Platform is its own Group for Aegis-X. While deployed, friendly Groups treat the Dropsite as a friendly Ship with Aegis-4 on the same Orbital Layer vs enemy close action & bombers. Aegis here affects Ships in Orbit and Atmosphere. When enemy assets end movement within 4", are placed within 4", or deploy here, roll a die each: 5+ removes (enemy Features only on 6+). One Aegis Platform per Asset; Battalions already on the Dropsite ignored.
Comms Platform
ES 5+ · KS 5+
Friendly Ships with Command Ship-X within 8" of one or more Dropsites hosting a friendly Comms Platform improve X by 1 when generating AP. Friendly Ships within 8" of this Feature's Dropsite ignore Scanners Offline.
Torpedo Platform
ES 5+ · KS 5+ · Limited-4
Launches 1 Medium Torpedo per activation (Limited-4). When an attack would remove this Feature and it still has Torpedoes remaining, the attacker may remove one additional Feature and its assigned Battalions from this Dropsite.