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This document is the Order of Battle for the Covenant of the Enlightened, known in shorthand as an ORBAT.

This allows a player


to create a Force for the Enlightened in games of Dystopian Wars. Once you have agreed the points limit for your Encounter, each
player must consult their Faction’s ORBAT. Unit cards are available too, for quick reference in games. Important: For the
avoidance of doubt, the rules presented in the latest version of the ORBAT always take precedence over any Unit or Battlefleet rules
presented elsewhere.

It is a closely guarded secret that microwave agitation on the molecular level can cause materials that have been exposed to Element
270 to heat up resulting in dangerous and often catastrophic reactions. Covenant Forces have the following Quality on some weapons:

AGITATION: A Lead Weapon with this Quality contributes a number of Action Dice equal to the Target Model’s Mass.
Target Models with a Mass of 4 or greater are treated as having a Mass of 4 for this purpose. This number is multiplied,
depending on range band etc. See the Weapon Reference table for details. Weapons with the Agitation Quality only ever
contribute a single Action Dice when used in Support and cannot be used with the Heavy Firepower rule.

Some Units have special rules that are different to those found in the rulebook. Units that have one or more of these rules
will have them detailed in their Unit profiles in this ORBAT. The rules common to the Enlightened are listed here:

ENLIGHTENED SCIENCE: When a Battle Ready Model in this Unit makes a Repair Test, one or more Exploding
Hits results remove a single point of damage from that Model. A Model cannot remove more than a single point of damage
with this rule per Activation. Repair Tests can be made on Models without Levels of Disorder or Damage Markers if desired.
Furthermore, instead of suffering a Generator Shutdown Critical Damage Result, Models in any Unit with this rule may
count the Result as a Sturginium Flare instead.

GROUPTHINK PILOTING: Scythe aero-superiority fighters combine a surgically enhanced pilot with repulsion generating
engines that enable it to make incredible turns and acceleration. Hurling their nimble craft into incoming fire with no thought
to their own survival, each friendly SRS Token launched by this Model requires four Counters to be removed in an
Interception, rather than the usual three. SRS Tokens from Units with this rule cannot gain Weight of Fire.

HEAVY FIREPOWER: Once per Activation, this Unit may make the following Valour Effect. When this Unit makes an
Attack, up to three weapons may contribute their Lead value to the Action Dice Pool, rather than the normal single Lead
weapon value. They still only have a single Lead weapon for Disorder purposes etc.

LUMINIFEROUS DEFENCES: Units with this rule may use a Defence Action Dice Pool equal to their Crippled ADV
to defend against any attack with the Gunnery, Broadside or Fusillade Qualities. This Defence Action Dice Pool cannot be
increased higher than the Unit’s Crippled ADV. Mass 1 Units and Models suffering from Shredded Defences cannot use
Luminiferous Defences.

WAVELURKER: Any Model with this rule may plunge into a shallow dive during Special Operations Step of its Activation.
This is called Wavelurking. This Unit reduces its Speed by 3 and replaces the Surface Unit Position Trait for the Submerged
Unit Position Trait until the end of the Special Operations Step of their next Activation (meaning it cannot be used in
consecutive turns). Attacks from a Wavelurking Model count only a single Hit from each Heavy Hit result. Wavelurking
Models have an ADV of 1. A Model immediately ceases to be Wavelurking if it has a Navigation Lock Critical Damage
Marker or the Chaos and Disarray Level of Disorder.
Each Force must include one or more Battlefleets. There are a number of Battlefleets available to the Force, each with an array of
units to choose from and some even with additional rules or benefits. Each Battlefleet has the following restrictions unless stated
otherwise in the Battlefleet itself:
• You cannot include more than one of any specific Unit.
• You cannot include more than one Unit with the Flagship trait.
• In addition to the Flagship, you cannot include more than one Unit with the Aerial Unit Position Trait.
• In addition to the Flagship, you cannot include more than one Unit with the Submerged Unit Position Trait.
• Any Units forming Attached Units must come from the same Battlefleet.

Some Battlefleets provide bonuses to players for fulfilling certain requirements. These are indicated in the Battlefleet itself though
some of the most common are detailed below:

COMMAND OVERRIDE: If a Battlefleet has this rule, once per Encounter the Player may declare they are using the Battlefleet’s
Command Override to immediately cancel all the dice results in any one Action Dice Pool generated by Units in the Force. The
Command Override must be played before any manipulation of the Action Dice Pool takes place by either Player. The Action Dice
pool is then rolled afresh exactly as if the previous Action Dice Pool had not been rolled. You may not cancel part of the Action
Dice Pool or another Player’s Action Dice Pool using this rule.

PHYSETER AMBUSH: At the start of the first Round, provided at least one Battlefleet has this rule, the Enlightened player
creates a stack of Physeter Construct Tokens in what is called a Physeter Ambush. This stack consists of a Physeter Construct Token
for each Battlefleet in their Force with this rule. This stack is placed on the ship card of a friendly Flagship of the players choice
and may be used in the Operations Step of the First Round when they are stacked in Base Contact with one or more Enemy Models
anywhere in the Play Area to make an Attack Run like SRS Tokens, but with 5 Action Dice and have the Sustained, Piercing and
Submerged Qualities. Physeter Construct Tokens cannot be intercepted. If the number of Physeter Construct Tokens in the Attack
Run is greater than the Mass of the Attack Run Target, the Action Dice Pool gains the Devastating Quality. Physeter Constructs
cannot make Attack Runs on Aerial or Skimming Units and must try to find New Targets if this situation arises (page 26 of the
Rules). Up to six additional Physeter Construct Tokens may be added to this Physeter Ambush stack for +14pts per Token. The
stack may be split, but the Tokens may only be used in an Attack Run. All Physeter Construct Tokens used with this rule are
discarded after the Attack Run is completed.

This is the most flexible and commonly deployed Battlefleet found in the Covenant of the Enlightened. The ability to mix surface, submersible and
aerial units and draw upon a wide range of esoteric technologies at their disposal makes this an essential component of any Commodore’s Force.

• You MUST include One Flagship Unit with the ENLIGHTENED Trait.

• You MAY include up to a further Four Units with the ENLIGHTENED Trait.

:
• None
Deployed as a demonstration of the importance of the mission or the Partnering the Descartes Control Ship with an array of Advanced and
prestige associated with the fleet’s patron, Archimedes Battlefleets are a Support vessels enables Enlightened Commodores to supplement their
powerful symbol of the Covenant in the Dystopian Age. squadrons with deadly Physeter and Orca Constructs.

• You MUST include One Flagship Unit with the • You MUST include One Flagship Unit with the
ARCHIMEDES CLASS Trait. DESCARTES CLASS Trait.

• You MUST include an Antarctica, Tacitus, or Ulysses class Unit. • You MUST include a Vesalius class Unit.

• You MAY include up to a further Two Units with the • You MAY include up to a further Three Units with the
ENLIGHTENED Trait. ENLIGHTENED Trait.

:
:
• Command Override
• Physeter Ambush.
• You May include more than one Unit of Antarctica, Tacitus, or
Ulysses class. • You May include more than one Unit of Claudius class or
Vesalius class.

The Enlightened are pioneers of Generator technology and in the field


these potent devices are often mounted on Hypatia class Generator
The Enlightened are a meritocracy where much reliance is placed on
Ships. These potent warships are the lynchpin around which a
achieving their goals through the application of the myriad of automata
Commodore can confidently build a Battlefleet.
and research vessels at their disposal.

• You MUST include One Flagship Unit with the HYPATIA


• You MUST include One non-Unique Flagship Unit.
CLASS Trait.

• You MUST include a Lovelace or Tacitus Unit. • You MUST include a Zumeena, Origen, or Claudius Unit.

• You MAY include up to a further Three Units with the • You MUST include a Unit with the ENLIGHTENED and
ENLIGHTENED Trait. AUTOMATA Traits.

•You MAY include up to a further Two Units with the


:
ENLIGHTENED and AUTOMATA Traits.
• You may take more than one of the same Unit if it has a
Generator (not including Entropic Generators). :
• Physeter Ambush. • You May include two Units of the same type provided they
have the ENLIGHTENED and AUTOMATA Traits.

• Command Override

The Great Powers are not above hiring mercenaries and privateers to gain a decisive advantage in battle. A single Battlegroup in the Force may
be taken from the Mercenary Battlefleets found in many of the Faction ORBATs. You must take a different Battlefleet from this ORBAT
before you take a Mercenary Battlefleet. Each Mercenary Battlefleet can be taken multiple times by the Faction that it is detailed in. For
example, the Commonwealth may take multiple Black Wolf Battlefleets (though Unique Units will place other limits to this number), but
the Crown or Alliance could only include one Black Wolf Battlefleet provided they also had another Battlefleet chosen from their ORBAT.

(See Commonwealth ORBAT) (See Sultanate ORBAT)


(See Union ORBAT) (See Crown ORBAT)
(TBA - Imperium ORBAT)
During the Special Operations Step of this Unit’s Activation, it may use its Callimachus
Chrono-Lathe to immediately remove a point of damage from a single Battle-Ready Model within 15”. Furthermore, as a Valour Effect during
the Reserves Step, the device may be used to immediately bring a Unit from Reserve and deploy them within 3” of this Unit. The Unit brought
from Reserve immediately receives the Hazard Condition but may Activate as normal this Round. A Model may not be Wavelurking while using
a Callimachus Chrono-Lathe. This device is unaffected by Generator Offline Critical Damage.

During the Special Operations Step of this Unit’s Activation, it may use its Diophantus Chaos-Orb to
draw three Victory and Valour Cards, examine them, discard two and keep one to add to the Player’s hand for the Round. Then, during the End
Phase, the player must discard a card of their choice from their hand. Furthermore, as a Valour Effect in the Shooting Step, the player may use
the device as a Heavy Particle Cannon with a 360 Fire Arc. A Model may not be Wavelurking while using a Diophantus Chaos-Orb. This device
is unaffected by Generator Offline Critical Damage.

This weapon distorts the gravity around the Initial Target. Resolve the Attack as normal. If the
Initial Target suffers one or more points of damage then the Unit making the Attack may make a Valour Effect against the Initial Target. As a
Valour Effect, the Initial Target is affected depending on its Position Trait. If the Target is a Surface Unit or Skimming Unit, it is lifted into
air before crashing down on the water. The Initial Target suffers a Catastrophic Explosion. If the Target is a Submerged Unit or Ground Unit
the effect is more damaging and it suffers two Catastrophic Explosions. If the Initial Target is an Aerial Unit, it suffers no additional damage
but receives a Level of Disorder and may be turned to any facing of the Attacker’s choosing.

Built on the particle beam principles discovered in the Vault, the Heavy Particle Cannon is one of the
technology’s larger implementations. The particular intensity of the weapon is explosively reactive with tricobalt gas. Unscrupulous Enlightened Captains
have discovered that, in the heat of battle, this radioactive gas can be found being readily utilised in pressurized fuel tankage within Scythe aero-superiority
fighters. Attacks using a Heavy Particle Cannon are resolved as normal. Furthermore, a Unit making the Attack may make a Valour Effect if the
Initial Target has Enlightened SRS Tokens in base contact. As a Valour Effect, you may discard one or more of the SRS Tokens to add +2 Die
to the Action Dice Pool for each Enlightened SRS Token discarded.

This Unit has ghetto-like areas sectioned off for the training and hardening of especially savage assault forces.
Body augmentation and use of performance enhancing narcotics such as hexspice, androgenics, fury-juice and steroidal anabolics create grotesquely muscled
super-soldiers with over stressed metabolisms and high levels of aggression and pain tolerance. Success in such places earns preferential breeding and
career advancement on their return to a Promethean Complex. Assaults by this Unit have the Sustained, Hazardous and Devastating qualities.

This weapon projects a bubble-like magnetic field. Place the Blast template over the Initial Target.
Resolve the Attack as normal. If the Initial target suffers one or more points of damage, then the Unit making the Attack may make a Valour
Effect affecting all Models touched by the Blast. As a Valour Effect, any Models touched by the Blast template are moved towards the centre of
the Blast template in the order of the attackers choosing. Usually this will cause collisions with another Model. Any intervening terrain between
the centre of the Blast and a Moving Model is collided with instead. Resolve all Collisions in the order of the attackers choosing, then each
Moving Model completes any disengaging and moves their Drift value, resolving any further Collisions this causes.
Many Enlightened Units may take Generators, often Internal Generators which are incorporated into the superstructure of a Model
and are explained at the bottom of this page. Each Model in a Unit that has access to Generators may take a different Generator or
may not take one at all. Each Enlightened Generator confers the benefits as described below and normally remains active for the
remainder of the Encounter unless the Model suffers a Generator Shutdown Critical Damage Marker. Generator abilities are
conferred only to the Model it is mounted on. IMPORTANT: Duplicate Generators have no cumulative effect on a Model. A
Model may only benefit once at any time from a type of Generator.

Thanks to the Watcher artefacts found in the Bimini Crater, the mysteries of splitting the Atom have begun
to be understood. The Model adds +2 to its Speed Attribute. The Model suffers an additional Point of Damage whenever it suffers a
Catastrophic Explosion caused by receiving a duplicate Reactor Leak Critical Damage Marker.

: In the Special Operations Step of the Operations Phase, the controlling player may target a Generator
on a friendly or enemy Model within 12" of this Model with an Atomic, Fury, Magnetic, Repulsion Field, Shield or Shroud
Generator. Unless Offline, all Clone Generators in the Unit are considered to be the same as the targeted Generator for the
remainder of the Round. The Clone Generator may duplicate a different Generator within 12" of this Model each time the Unit is
Activated.

The Fury pattern RJ- 1027 Generator provides a huge boost to a vessel’s power system as well as other, more
intangible benefits. This Generator gives the Model +1 to its Speed Attribute and +4 to its Fray Attribute.

A powerful electromagnet is housed within this generator and can be used to disrupt small arms fire
close to the vessel as well as focussed to affect larger aircraft. Once per Activation this Model may target an enemy Aerial Unit within
10”. The closest Model in that Unit receives a level of Disorder. Furthermore, any Hits and Heavy Hits by Enemy SRS against this
model must be re-rolled. Exploding Hits are unaffected.

Originally developed by the Latin Alliance, this technology was quickly replicated with
varying success by the rest of the world allowing seagoing vessels to briefly lift themselves clear of the water to avoid collision. This Model
gains +3SDV. Furthermore, this Model may Move over any terrain or other Models during its Movement without causing a
Collision. After it completes its Movement, this Model must not be touching any other Models or Terrain Features.

In the Special Operations Step of the Operations Phase, the controlling player may target a single enemy
Model within 15" of this Model. The target receives the Generator Offline Critical Damage Marker, unless it already has it.

A Model with this Generator removes a number of Action Dice equal to the Mass Attribute of this
Unit from each Attack against it (to a Maximum of 3). The Shield Generator cannot be used against Assaults or attacks with the
Submerged, Arc or Bomb Qualities.

: These are a variety of technological marvels emitting billowing clouds, shimmering scatter fields or even
belching fourth noxious blackness to hide the Model from sight. This Model is Obscured while the generator is active. This Model still
blocks line of sight as normal. Assaults and Attack Runs ignore Shroud Generators.

The Enlightened are the most technologically innovative and advanced Faction in the Dystopian
Age and make a wide use of Entropic Generators integrated deep within the structures of their vessels. These Generators cannot be seen
externally, and their presence is only witnessed by the effect they have on the Sturginium alloys in the hull causing them to harden in
resonance to the kinetic energy of all but the most potent of attacks. An Attack against a Model with an Entropic Generator must
cause a number of hits greater than the Model’s Armour attribute, rather than equal to or greater to cause a point of damage.
If the number of hits exceeds the Armour attribute, then this generator has no effect on the Attack.
These are the weapon used by the faction. All values highlighted in green are used when the Model is Battle Ready. Values shown in red are used
if the Model is crippled.

WEAPON POINT BLANK CLOSING LONG QUALITY


- - - Ramming 6, Piercing, Sustained
Arronaxium Blade Claws
- - - Ramming 6, Piercing, Sustained
5 (3) 3 (2) - Broadside, Sustained
Aetheric Broadside
3 (2) 2 (1) - Broadside, Sustained
6 (4) 5 (4) - Sustained, Gunnery
Aetheric Lance
4 (2) 3 (2) - Sustained, Gunnery
Mx4 - - Torrent, Hazardous, Agitation
Caloric Oscillator
Mx2 - - Torrent, Hazardous, Agitation
- - - Ramming 12, Arc, Devastating
Ceous Shockmaw
- - - Ramming 12, Arc, Devastating
14 (-) - - Blast, Arc, Bomb, Limited
Electrostatic Vacuum Bombs
- - - -
6 (4) 8 (4) 6 (4) Piercing, Sustained, See Outfitting Yard
Gravitronic Imperilator
4 (2) 5 (3) 4 (2) Piercing, Sustained, See Outfitting Yard
8 (4) 5 (3) - Broadside, Sustained
Heavy Aetheric Broadside
5 (3) 3 (2) - Broadside, Sustained
6 (4) 10 (7) 5 (3) Piercing, Blast, Devastating, See Outfitting Yard
Heavy Particle Cannon
4 (3) 6 (5) 3 (2) Piercing, Blast, Devastating, See Outfitting Yard
- - - Ramming 3, Piercing, Hazardous
Hydrothermic Borer
- - - Ramming 3, Piercing, Hazardous
- 7 (5) 7 (5) Blast, Magnetic, See Outfitting Yard
Magneto Encapsulator
- 4 (3) 4 (3) Blast, Magnetic, See Outfitting Yard
5 (2) 5 (3) - Submerged, Torpedo
Micro Torpedo Salvo
- - - -
3 (9) 2 (8) 1 (7) Piercing, Gunnery, Ignores Shield Generator
Molecular Disharmoniser
2 (6) 1 (5) 1 (4) Piercing, Gunnery, Ignores Shield Generator
7 (5) 6 (4) 6 (4) Sustained, Gunnery
Particle Beamer
6 (4) 3 (2) 3 (2) Sustained, Gunnery
4 (3) - - Broadside, Fusillade
Pulse Broadside
3 (2) - - Broadside, Fusillade
8 (6) 3 (2) - Sustained, Fusillade
Pulse Emitter
5 (4) 2 (1) - Sustained, Fusillade
6 (2) 6 (3) 6 (3) Aerial, Homing
Seeker Rocket Battery
4 (1) 4 (2) 4 (2) Aerial, Homing
Mx4 Mx2 - Hazardous, Agitation
Sturginium Agitator
Mx2 M - Hazardous, Agitation
Mx4 Mx4 Mx2 Blast, Devastating, Piercing, Agitation
Sturginium Atomiser
Mx2 Mx2 M Blast, Devastating, Piercing, Agitation
- 8 (4) 8 (4) Aerial, Extreme Range, Blast, Limited
Tyndall Cyclonic Missiles
- 5 (2) 5 (2) Aerial, Extreme Range, Blast, Limited
14 (9) - - Fusillade, Piercing, Sustained
Ventral Atom Smashers
- - -
6 (2) 6 (4) 6 (4) Submerged, Torpedo, Sustained
Weirding Torpedo Salvo
4 (-) 4 (3) 4 (3) Submerged, Torpedo, Sustained
12 (7) 6 (3) - Arc, Sustained, Hazardous
X-Ray Laser Bank
8 (5) 4 (2) - Arc, Sustained, Hazardous
M S T A C ADV SDV F H
Originally conceived as a massive floating platform to deploy the larger marvels developed
Battle Ready 4 3 3 7 14 8 8 12 8 by the Covenant, an Archimedes makes for a formidable flagship in any Enlightened fleet.
Crippled 4 2 2 7 12 5 5 12 8
Unit Composition Weapons
• 1 Archimedes Vault Ship • Particle Beamer – F/P/S • Heavy Aetheric Broadside – P&S
• Particle Beamer – F/P • Weirding Torpedo Salvo – F
Traits
• Particle Beamer – F/S • Weirding Torpedo Salvo - A
• Enlightened
• Particle Beamer – A/P/S
• Surface Unit
• Vault Ship Options:
• The Unit may replace any Particle Beamer weapon with a Pulse Emitter for free, a Caloric Oscillator for
• Archimedes Class
+3pts, a Sturginium Agitator for +6pts or a Molecular Disharmoniser for +12pts. The replacement weapon
• Flagship
retains the Fire Arcs of the Particle Beamer it replaces.
Special Rules
• The Unit may replace its Callimachus Chrono-Lathe for a Diophantus Chaos-Orb for +15pts.
• Callimachus Chrono-Lathe
• Enlightened Science • The Unit may take up to four Escort Tokens for +8pts each.
• Heavy Firepower
CALLIMACHUS CHRONO-LATHE: See Outfitting Yards
• Entropic Generator
• Luminiferous Defences ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• Temperamental Design replaced.
• Wavelurker TEMPERAMENTAL DESIGN: This Unit cannot make Jury-Rigged Repairs.

M S T A C ADV SDV F H A rarity in that it was built from the keel up for war, The Schneider is as formidable as its
Battle Ready 4 3 3 8 14 8 8 12 8 namesake. Captain Magda Trent commands this Flagship of the Covenant Prime Defence
Fleet.
Crippled 4 2 2 7 12 5 5 12 8
Unit Composition Weapons
• 1 The Schneider • Sturginium Agitator – F/P/S • Heavy Aetheric Broadside – P&S
• Sturginium Agitator – F/P • Weirding Torpedo Salvo – F
Traits • Sturginium Agitator – F/S • Weirding Torpedo Salvo - A
• Enlightened • Sturginium Agitator – A/P/S
• Surface Unit
• Vault Ship Options:
• The Unit may take up to four Escort Tokens for +8pts each.
• Archimedes Class
• Flagship AGITATION HARMONISER: Attacks made with Agitation Quality by Models in this Unit gain +2 to their
• Unique Attack Dice Pool and the Sustained Quality.
DIOPHANTUS CHAOS-ORB: See Outfitting Yards
Special Rules
• Agitation Harmoniser ELITE CREW: While making or defending from an Assault, this Unit may re-roll Blank dice results.
• Diophantus Chaos-Orb
ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• Elite Crew
replaced.
• Enlightened Science
• Entropic Generator FORTUNES OF WAR: You may Cancel Valour Effects in an Encounter where this Unit has at least one
• Fortunes of War Battle Ready Model in the Play Area.
• Heavy Firepower HELLION COHORT: This Model may make assaults within 6” rather than the usual 4”. Furthermore, the
• Hellion Cohort Assault by this Model gains the Sustained Quality. This rule does not apply to Supporting Assaults
• Lamarckian Barracks
LAMARCKIAN BARRACKS: Assaults by this Unit have the Sustained, Hazardous and Devastating qualities.
• Luminiferous Defences
• Wavelurker
M S T A C ADV SDV F H Detailed drafts for the Daedalus class Fortified Teathership were found in the personal
effects of the renegade Covenant Peer Gjenge Matee. Faithfully following her design, her
Battle Ready 3 5 3 7 14 9 7 9 6 Promethean Complex produced a marvel of Enlightened naval power. These versatile
Crippled 3 3 2 7 12 6 4 9 5 vessels are especially suited as the flagship of a combined flotilla of aerial and surface ships.

Unit Composition Weapons


• 1 Daedalus Fortified • Heavy Particle Cannon – F
Tethership • Particle Beamer – F/P/S
• Aetheric Lance – A/P/S
Traits • Heavy Aetheric Broadside – P&S
• Enlightened
• Surface Unit Options:
• The Unit may replace its Particle Beamer weapon with a Pulse Emitter for free, a Caloric Oscillator for
• Fortified Tethership
+3pts, a Sturginium Agitator for +6pts or a Molecular Disharmoniser for +12pts. The replacement weapon
• Daedalus Class
retains the Fire Arcs of the Particle Beamer it replaces.
• Flagship
• The Unit may replace its Heavy Particle Cannon weapon with a Magneto Encapsulator or Gravitronic
Special Rules Imperilator for +5pts, or a Sturginium Atomiser for +7pts. The replacement weapon retains the Fire Arcs
• Advanced Repair Facilities (3) of the Heavy Particle Cannon it replaces.
• Aerial Repair Platform
• The Unit may take up to three Escort Tokens for +8pts each.
• Aerial Shield Generator
• Enlightened Science ADVANCED REPAIR FACILITIES (3): Battle-Ready Models in this Unit may add a number of Action
• Entropic Generator Dice to their own Repair Tests equal to the value of this ability. Furthermore, Models in this Unit may use
• Fortunes of War their Action Dice Pool to make Repair Tests for Disorder Levels and/or Damage Markers on themselves or
• Heavy Firepower any friendly Models within 4". One or more Exploding Hit results from a Repair Test made by this Model
• Hellion Cohort may remove a single point of damage from itself or a Friendly Model within 4". A Model cannot remove more
• Luminiferous Defences than a single point of damage per Repair Test. Repair Tests can be made on Models without Levels of Disorder
• Magnetic Generator or Damage Markers if desired. If the friendly Model is Crippled, it cannot have damage removed that would
• Shield Generator return it to a Battle-Ready condition.

AERIAL REPAIR PLATFORM: Roll an Action Die each time a Friendly Aerial Unit is destroyed within 7”
of this Unit. On a roll of a Counter or Heavy Counter the Aerial Unit is not removed and instead remains in
play with a single Hull point.

AERIAL SHIELD PROJECTOR: Any Friendly Aerial Units within 10” of Models with this rule counts as
having a Mass of +1 for calculating the effectiveness of their Shield Generators. If a Friendly Aerial Unit does
not have a Shield Generator, then it counts as having one while within 10” of a Model with this rule.

ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
replaced.

FORTUNES OF WAR: You may Cancel Valour Effects in an Encounter where this Unit has at least one
Battle Ready Model in the Play Area.

HELLION COHORT: This Model may make assaults within 6” rather than the usual 4”. Furthermore, the
Assault by this Model gains the Sustained Quality. This rule does not apply to Supporting Assaults

MAGNETIC GENERATOR: The Unit is equipped with a Magnetic Generator. It may not be upgraded or
replaced.

SHIELD GENERATOR: The Unit is equipped with a Shield Generator. It may not be upgraded or replaced.
M S T A C ADV SDV F H As a mobile laboratory for the modification and deployment of Physeter Constructs, a
Descartes is a choice posting for Peers who are biologists, naturalists, and ecologists. During
Battle Ready 3 5 3 7 14 9 7 9 6 combat operations, the Descartes turn their cetacean echo-location auguries to assist with
Crippled 3 3 2 7 13 6 4 9 6 attacking enemy vessels.

Unit Composition Weapons


• 1 Descartes Control Ship • Particle Beamer – F/P/S
• Particle Beamer – F/P
Traits • Particle Beamer – F/S
• Enlightened • Heavy Aetheric Broadside – P&S
• Surface Unit
Options:
• Control Ship • The Unit may replace any Particle Beamer weapon with a Pulse Emitter for free, a Caloric Oscillator for
• Descartes Class +3pts, a Sturginium Agitator for +6pts or a Molecular Disharmoniser for +12pts. The replacement weapon
• Flagship retains the Fire Arcs of the Particle Beamer it replaces.

Special Rules • The Unit may take up to three Escort Tokens for +8pts each.
• Cetacean Attack Runs
• Cetacean Capacity 5/2 CETACEAN ATTACK RUNS: Cetacean Construct Tokens of any type may make Attack Runs together like
• Cetacean Escorts SRS Tokens. Cetacean Construct Tokens cannot be intercepted. If the number of Cetacean Construct Tokens
in the Attack Run is greater than the Mass of the Attack Run Target, the Action Dice Pool gains the Devastating
• Cetacean Launch Tubes
Quality. Cetacean Construct Tokens cannot make Attack Runs on Aerial or Skimming Units and must try to find
• Enlightened Science
New Targets if this situation arises (page 26 of the Rules).
• Entropic Generator
• Heavy Firepower CETACEAN CAPACITY (5/2): The Battle-Ready Capacity / Crippled Capacity of each Model in this Unit is
• Luminiferous Defences indicated in parenthesis. Each Model in this Unit may launch the indicated number of Cetacean Constructs and
• Mine Layer place those Tokens in base contact with Friendly and/or Enemy Models. The exact nature of those Tokens
• Minesweeper depends on the ones available to this Unit. Any remaining Cetacean Construct Tokens in the Play Area are
removed in the Maintenance Step of the End Phase.
• Physeter Construct Tokens
CETACEAN ESCORTS: Cetacean Construct Tokens placed in base contact with Models in Friendly Units
count as Escort Tokens for the duration of the Round and can be destroyed as normal. They may not be placed
in base contact with Mass 1 Friendly Models or Models that are already Escorted. A Unit may not have more
than 4 Cetacean Construct Tokens counting as Escort Tokens.
CETACEAN LAUNCH TUBES: Cetacean Constructs launched by Units with this rule may be Placed in base
contact with a Friendly or Enemy Unit a further +5” range than normally permitted for their specific type.
Furthermore, this Unit contributes +1 Physeter Construct Token to any Physeter Ambush at the start of the
Encounter.
ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
replaced.
MINE LAYER: Before Submerged Unit Deployment, for each Model in a Unit with this rule, the controlling
Player may place a Minefield Marker anywhere in the Play Area provided that it is at least 10” from any
Deployment Zone.
MINE SWEEPER: In the Special Operations step of its Operations Phase, a Unit with this rule may remove a
Minefield Marker within 5" of a Model in this Unit.
PHYSETER CONSTRUCT TOKENS This Unit has the ability to launch Physeter Construct Tokens.
Physeter Construct Tokens are a type of Cetacean Construct, have a launch range of 20” and each Token
contributes 5 Action Dice and the Submerged, Piercing and Sustained Qualities to their Attack Run. As Escort
Tokens, Physeters may only be destroyed if the triggering Attack contains the Submerged Quality.

Each Model in this Unit may be upgraded to launch Orca Construct


Tokens for +10pts. This Unit still retains the ability to launch Physeter Construct Tokens and may launch
any combination of the two provided that in total the number of Cetacean Constructs launched each Activation
does not exceed their Cetacean Construct Capacity. Orca Construct Tokens are a type of Cetacean Construct,
have a launch range of 35” and each Token contributes 4 Action Dice and the Submerged, Piercing and
Sustained Qualities to their Attack Run.
M S T A C ADV SDV F H Captain Stanwix Melville garnered a reputation for fermenting aggression in the crew of
Battle Ready 3 5 3 7 14 9 7 10 6 The Oedipus. Furious at Markov’s betrayal that left him disfigured, Melville takes any
opportunity to hunt down the traitor and inflict retribution.
Crippled 3 3 2 7 13 6 4 10 6
Unit Composition Weapons
• 1 The Oedipus • Sturginium Agitator – F/P/S
• Sturginium Agitator – F/P
Traits
• Sturginium Agitator – F/S
• Enlightened
• Heavy Aetheric Broadside – P&S
• Surface Unit
• Control Ship Options:
• Descartes Class • The Unit may take up to three Escort Tokens for +8pts each.
• Flagship
AGITATION HARMONISER: Attacks made with Agitation Quality by Models in this Unit gain +2 to their
• Unique Attack Dice Pool and the Sustained Quality.
Special Rules CETACEAN ATTACK RUNS: Cetacean Construct Tokens of any type may make Attack Runs together like
• Agitation Harmoniser SRS Tokens. Cetacean Construct Tokens cannot be intercepted. If the number of Cetacean Construct Tokens
• Cetacean Attack Runs in the Attack Run is greater than the Mass of the Attack Run Target, the Action Dice Pool gains the Devastating
• Cetacean Capacity 5/2 Quality. Cetacean Construct Tokens cannot make Attack Runs on Aerial or Skimming Units and must try to find
• Cetacean Escorts New Targets if this situation arises (page 26 of the Rules).
• Cetacean Launch Tubes
CETACEAN CAPACITY (5/2): The Battle-Ready Capacity / Crippled Capacity of each Model in this Unit is
• Enlightened Science
indicated in parenthesis. Each Model in this Unit may launch the indicated number of Cetacean Constructs and
• Entropic Generator place those Tokens in base contact with Friendly and/or Enemy Models. The exact nature of those Tokens
• Heavy Firepower depends on the ones available to this Unit. Any remaining Cetacean Construct Tokens in the Play Area are
• Lamarckian Barracks removed in the Maintenance Step of the End Phase.
• Luminiferous Defences
• Mine Layer CETACEAN ESCORTS: Cetacean Construct Tokens placed in base contact with Models in Friendly Units
count as Escort Tokens for the duration of the Round and can be destroyed as normal. They may not be placed
• Minesweeper
in base contact with Mass 1 Friendly Models or Models that are already Escorted. A Unit may not have more
• Physeter Construct Tokens
than 4 Cetacean Construct Tokens counting as Escort Tokens.
CETACEAN LAUNCH TUBES: Cetacean Constructs launched by Units with this rule may be Placed in base
contact with a Friendly or Enemy Unit a further +5” range than normally permitted for their specific type.
Furthermore, this Unit contributes +1 Physeter Construct Token to any Physeter Ambush at the start of the
Encounter.
ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
replaced.
LAMARCKIAN BARRACKS: Assaults by this Unit have the Sustained, Hazardous and Devastating qualities.
MINE LAYER: Before Submerged Unit Deployment, for each Model in a Unit with this rule, the controlling
Player may place a Minefield Marker anywhere in the Play Area provided that it is at least 10” from any
Deployment Zone.
MINE SWEEPER: In the Special Operations step of its Operations Phase, a Unit with this rule may remove a
Minefield Marker within 5" of a Model in this Unit.
PHYSETER CONSTRUCT TOKENS This Unit has the ability to launch Physeter Construct Tokens.
Physeter Construct Tokens are a type of Cetacean Construct, have a launch range of 20” and each Token
contributes 5 Action Dice and the Submerged, Piercing and Sustained Qualities to their Attack Run. As Escort
Tokens, Physeters may only be destroyed if the triggering Attack contains the Submerged Quality.
M S T A C ADV SDV F H Designed to have multiple interchangeable generator systems within its hull, the Hypatia is
Battle Ready 3 5 3 7 14 8 8 12 6 a showcase of Covenant technology making it a Commodore’s delight and an adversary’s
nightmare.
Crippled 3 3 2 7 12 5 5 12 6
Unit Composition Weapons
• 1 Hypatia Generator Ship • Particle Beamer – F/P/S
• Particle Beamer – F/P
Traits • Particle Beamer – F/S
• Enlightened • Heavy Aetheric Broadside – P&S
• Surface Unit
Options:
• Generator Ship
• The Unit may replace any Particle Beamer weapon with a Pulse Emitter for free, a Caloric Oscillator for
• Hypatia Class
+3pts, a Sturginium Agitator for +6pts or a Molecular Disharmoniser for +12pts. The replacement weapon
• Flagship
retains the Fire Arcs of the Particle Beamer it replaces.

Special Rules • The Unit MUST take three of the following Generators. You may not have more than one of the same
• Enlightened Science Generator on the Model: Atomic Generator, Fury Generator, Magnetic Generator, Null Generator,
• Generator Ship Repulsion Generator or Shroud Generator.
• Heavy Firepower • The Unit may take up to three Escort Tokens for +8pts each.
• Entropic Generator
ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• Shield Generator
replaced.
• Luminiferous Defences
• Wavelurker SHIELD GENERATOR: The Unit is equipped with a Shield Generator. It may not be upgraded or replaced.
ENLIGHTENED GENERATOR SHIP: Friendly Models within 10” of this Unit with a Mass of 2 or greater,
counts as being equipped with the same Generators as this Model. This Unit cannot have more than one of any
Generator type. It cannot give any other Unit the benefit from any Generator type more than once at any time.

M S T A C ADV SDV F H The prototype vessel of the Hypatia class, the theft of The Prometheus by Helsinki Markov
Battle Ready 3 5 3 7 14 8 8 12 6 set in motion not only the Covenant Schism, but also the proliferation of Generator technology
around the globe.
Crippled 3 3 2 7 12 5 5 12 6
Unit Composition Weapons
• 1 Prometheus • Particle Beamer – F/P/S
• Particle Beamer – F/P
Traits • Particle Beamer – F/S
• Enlightened • Heavy Aetheric Broadside – P&S
• Surface Unit
• Generator Ship Options:
• Hypatia Class • The Unit MUST take three of the following Generators. You may not have more than one of the same
• Flagship Generator on the Model: Atomic Generator, Fury Generator, Magnetic Generator, Null Generator,
• Unique Repulsion Generator or Shroud Generator.
• The Unit may take up to four Escort Tokens for +8pts each.
Special Rules
• Enlightened Science ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• Generator Ship replaced.
• Heavy Firepower
• Entropic Generator SHIELD GENERATOR: The Unit is equipped with a Shield Generator. It may not be upgraded or replaced.
• Shield Generator
• Luminiferous Defences TEMPERAMENTAL DESIGN: This Unit cannot make Jury-Rigged Repairs
• Temperamental Design
• Wavelurker ENLIGHTENED GENERATOR SHIP: Friendly Models within 10” of this Unit with a Mass of 2 or greater,
counts as being equipped with the same Generators as this Model. This Unit cannot have more than one of any
Generator type. It cannot give any other Unit the benefit from any Generator type more than once at any time.
One of the largest vessels built by the Yemoja shipyards in Mombasa, the Icarus features
M S T A C ADV SDV F H
multiple vertical magnetic catapults that can simultaneously launch squadrons of fighters.
Battle Ready 3 5 3 7 14 9 7 9 6 The class has fabrication and repair facilities comparable to a small naval base and makes
use of these to maintain the Icarus’ squadrons and lend support to other vessels in the
Crippled 3 3 2 7 12 6 4 9 5 battlefleet.

Unit Composition Weapons


• 1 Icarus Aeronautic • Particle Beamer – 360
Fabricator • Particle Beamer – 360
• Heavy Aetheric Broadside – P&S
Traits
• Enlightened Options:
• The Unit may replace any Particle Beamer weapon with a Pulse Emitter for free, a Caloric Oscillator for
• Surface Unit
+3pts, a Sturginium Agitator for +6pts or a Molecular Disharmoniser for +12pts. The replacement weapon
• Grand Fabricator
retains the Fire Arcs of the Particle Beamer it replaces.
• Icarus Class
• Flagship • The Unit may take up to three Escort Tokens for +8pts each.

ADVANCED REPAIR FACILITIES (1): Battle-Ready Models in this Unit may add a number of Action
Special Rules
Dice to their own Repair Tests equal to the value of this ability. Furthermore, Models in this Unit may use
• Advanced Repair Facilities (1)
their Action Dice Pool to make Repair Tests for Disorder Levels and/or Damage Markers on themselves or
• Combat Air Patrol
any friendly Models within 4". One or more Exploding Hit results from a Repair Test made by this Model
• Enlightened Science may remove a single point of damage from itself or a Friendly Model within 4". A Model cannot remove more
• Groupthink Piloting than a single point of damage per Repair Test. Repair Tests can be made on Models without Levels of Disorder
• Heavy Firepower or Damage Markers if desired. If the friendly Model is Crippled, it cannot have damage removed that would
• Entropic Generator return it to a Battle-Ready condition.
• Luminiferous Defences
• SRS Mine Clearance COMBAT AIR PATROL: Units with this rule may Launch SRS Tokens in the First Round of the Encounter
against any Enemy Unit in the Play Area rather than the usual range.
• SRS Recon Flight
• SRS Capacity 10/5 ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
replaced.

SRS MINE CLEARANCE: During its Operations Step, while placing its SRS Tokens, this Model may also
place tokens in contact with a Minefield Marker within 20”. At the end of the Special Operations Step discard
an SRS Token and roll an Action Die. On an Exploding Hit, the Minefield Marker is discarded. You may
repeat this attempt as many times as there are SRS Tokens remaining in the stack. If the Minefield Marker is
discarded, any remaining SRS Tokens in the stack may be placed on another Minefield Marker within 5”to
continue a Mine Clearance attempt on that Marker. If there are not any Minefield Markers within 5”, the SRS
Tokens remain in place until the End Phase when they may Scramble or Find New Targets.

SRS RECON FLIGHT: During its Operations Step, before placing its SRS Tokens in Base Contact with
Models in the Play Area, a Unit with SRS Capacity may discard one or more tokens. Each SRS token discarded
allows the player to discard a Victory and Valour card from their hand and replace it with the top card from
their Deck. Unspent tokens may be placed and used as normal.
M S T A C ADV SDV F H Powerful, graceful, and superbly equipped, Enlightened Explorers are designed for long
voyages far from friendly ports. With extensive laboratories, training facilities and
Battle Ready 4 3 3 7 14 8 8 12 8 cartographic equipment, the Nansen class is in many ways the ultimate expression of
Crippled 4 2 2 7 12 5 5 12 8 Covenant naval ambitions.

Unit Composition Weapons


• 1 Nansen Explorer • Particle Beamer – F/P/S • Heavy Aetheric Broadside – P&S
• Particle Beamer – F/P • Weirding Torpedo Salvo – F
Traits • Particle Beamer – F/S • Weirding Torpedo Salvo - A
• Enlightened • Particle Beamer – A/P/S
• Surface Unit
• Explorer Options:
• The Unit may replace any Particle Beamer weapon with a Pulse Emitter for free, a Caloric Oscillator for
• Nansen Class
+3pts, a Sturginium Agitator for +6pts or a Molecular Disharmoniser for +12pts. The replacement weapon
• Flagship
retains the Fire Arcs of the Particle Beamer it replaces.
Special Rules
• The Unit may take up to four Escort Tokens for +8pts each.
• Combat Air Patrol
• Enlightened Science COMBAT AIR PATROL: Units with this rule may Launch SRS Tokens in the First Round of the Encounter
• Entropic Generator against any Enemy Unit in the Play Area rather than the usual range.
• Groupthink Piloting
• Heavy Firepower ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• Luminiferous Defences replaced.
• SRS Capacity 6/4
• SRS Mine Clearance LOGISTICAL SUPPORT: This Unit adds +1 to the number of Victory and Valour Cards in a player’s hand.
• SRS Recon Flight Should this Unit be destroyed, the bonus is lost at the end of the Round. This ability does not stack so multiple
• Wavelurker Units with this rule still only confers +1 to the hand size in total.

SRS MINE CLEARANCE: During its Operations Step, while placing its SRS Tokens, this Model may also
place tokens in contact with a Minefield Marker within 20”. At the end of the Special Operations Step discard
an SRS Token and roll an Action Die. On an Exploding Hit, the Minefield Marker is discarded. You may
repeat this attempt as many times as there are SRS Tokens remaining in the stack. If the Minefield Marker is
discarded, any remaining SRS Tokens in the stack may be placed on another Minefield Marker within 5”to
continue a Mine Clearance attempt on that Marker. If there are not any Minefield Markers within 5”, the SRS
Tokens remain in place until the End Phase when they may Scramble or Find New Targets.

SRS RECON FLIGHT: During its Operations Step, before placing its SRS Tokens in Base Contact with
Models in the Play Area, a Unit with SRS Capacity may discard one or more tokens. Each SRS token discarded
allows the player to discard a Victory and Valour card from their hand and replace it with the top card from
their Deck. Unspent tokens may be placed and used as normal.
M S T A C ADV SDV F H Based heavily on the extra-planetary craft discovered by Count Gaius Adamski in Portugal,
the Thule Sky-Fortress is an incredible sight. Levitating weightlessly in the sky, the
Battle Ready 5 6 10 7 13 7 0 10 9 Covenant Lords and ladies aboard the Thule can survey the world below and feel supremely
Crippled 5 4 6 6 12 4 0 9 9 confident that one day humanity will acknowledge their pre-eminence.

Unit Composition Weapons


• 1 Thule Sky-Fortress • X-Ray Laser Bank – 360
• X-Ray Laser Bank – 360
Traits
• Heavy Particle Cannon – 360
• Enlightened
• Heavy Aetheric Broadside – F&A
• Aerial Unit
• Heavy Aetheric Broadside – F&A
• Sky-Fortress
• Heavy Aetheric Broadside – P&S
• Thule Class
• Heavy Aetheric Broadside – P&S
• Flagship
• Electrostatic Vacuum Bombs - A
Special Rules
• Agile Options:
• Combat Air Patrol • The Unit may replace its Heavy Particle Cannon weapon with a Magneto Encapsulator or a Gravitronic
• Enlightened Science Imperilator for +5pts, or a Sturginium Atomiser for +7pts. The replacement weapon retains the Fire Arcs of
• Entropic Generator the Heavy Particle Cannon it replaces.
• Full Steam Ahead
AGILE: Unless suffering from a Navigation Lock Critical Damage Marker, this Unit may make turns during
• Groupthink Piloting
Drift movement in the same way as it usually would during normal Movement.
• Heavy Firepower
• Hellion Cohort COMBAT AIR PATROL: Units with this rule may Launch SRS Tokens in the First Round of the Encounter
• Luminiferous Defences against any Enemy Unit in the Play Area rather than the usual range.
• Powerslide
• Shield Generator HELLION COHORT: This Model may make assaults within 6” rather than the usual 4”. Furthermore, the
Assault by this Model gains the Sustained Quality. This rule does not apply to Supporting Assaults
• SRS Capacity 8/4
• SRS Mine Clearance ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• SRS Recon Flight replaced.
FULL STEAM AHEAD: This Unit may double its Drift during its Movement Step. If it does so it may not make
any turns during the same Activation.
POWERSLIDE: This Unit may make its Drift Movement in a direction up to 90 degrees to Port or Starboard
from ahead rather than directly ahead. The Model does not physically change its heading when it does so. This
is not considered a Turn.
SHIELD GENERATOR: The Unit is equipped with a Shield Generator. It may not be upgraded or replaced.
SRS MINE CLEARANCE: During its Operations Step, while placing its SRS Tokens, this Model may also
place tokens in contact with a Minefield Marker within 20”. At the end of the Special Operations Step discard
an SRS Token and roll an Action Die. On an Exploding Hit, the Minefield Marker is discarded. You may repeat
this attempt as many times as there are SRS Tokens remaining in the stack. If the Minefield Marker is discarded,
any remaining SRS Tokens in the stack may be placed on another Minefield Marker within 5”to continue a Mine
Clearance attempt on that Marker. If there are not any Minefield Markers within 5”, the SRS Tokens remain in
place until the End Phase when they may Scramble or Find New Targets.

SRS RECON FLIGHT: During its Operations Step, before placing its SRS Tokens in Base Contact with
Models in the Play Area, a Unit with SRS Capacity may discard one or more tokens. Each SRS token discarded
allows the player to discard a Victory and Valour card from their hand and replace it with the top card from their
Deck. Unspent tokens may be placed and used as normal.
M S T A C ADV SDV F H Named after the Covenant Peer who obtained the wrecked alien craft in 1852, the Adamski
Patrol Saucer is a fitting tribute to a man considered by many as the first Covenant martyr.
Battle Ready 3 7 10 5 11 7 0 7 5 It was his deathbed bequest to the Enlightened in their formative years of this trove of
Crippled 3 5 6 5 11 4 0 6 4 technology that enabled Sturgeon and others to build a technocratic future for mankind.

Unit Composition Weapons


• 1 Adamski Reconnaissance • Heavy Aetheric Broadside – F&A
Saucer • Heavy Aetheric Broadside – P&S
Traits • X-Ray Laser Bank – 360
• Enlightened AGILE: Unless suffering from a Navigation Lock Critical Damage Marker, this Unit may make turns during
• Aerial Unit Drift movement in the same way as it usually would during normal Movement.
• Reconnaissance Saucer ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• Adamski Class replaced.
Special Rules POWERSLIDE: This Unit may make its Drift Movement in a direction up to 90 degrees to Port or Starboard
• Agile from ahead rather than directly ahead. The Model does not physically change its heading when it does so. This
• Enlightened Science is not considered a Turn.
• Entropic Generator SHIELD GENERATOR: The Unit is equipped with a Shield Generator. It may not be upgraded or replaced.
• Luminiferous Defences
STRATEGIC WITHDRAWAL: While Battle Ready, as a Special Operations action this Unit may always be
• Powerslide
placed back into Reserves. Any Crippled Models in the Unit may be immediately destroyed as part of this Action.
• Shield Generator
• Strategic Withdrawal UNEXPECTED ARRIVAL: Emerging suddenly, this Unit appears to wreak havoc on the enemy. Instead of
being deployed as normal for the Encounter, this Unit may instead be held in Reserve (see Operations for details).
• Unexpected Arrival
Roll to arrive by Reserves as normal, however, from the start of Round two, or the start of any subsequent Rounds,
Squadron: This Unit may this Unit may automatically arrive from Reserves. When it arrives from Reserves the Unit is placed at any point
include an additional Model in the Play Area that is at least 2" from the nearest terrain feature. No Model in the Unit can be deployed under
at a cost of +145pts. another Model. On the Round it enters play with this rule, Models in the Unit may only fire weapons using the
weapon’s Crippled profile.

M S T A C ADV SDV F H Designed by Dhakiya Chepkirui the Amo operate in squadrons where their small size and
limited launch capacity is offset by the sheer number of Scythe fighter craft they can launch.
Battle Ready 1 9 10 4 10 2 2 1 3
Unit Composition Weapons
• 2 Amo Carrier Frigates • Pulse Broadside – P&S
Traits COMBAT AIR PATROL: Units with this rule may Launch SRS Tokens in the First Round of the Encounter
• Enlightened against any Enemy Unit in the Play Area rather than the usual range.
• Surface Unit MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having the
• Automata Disorder Level. Models in the Unit can only support Assaults with +1 AD to Fray.
• Carrier Frigate
• Amo Class SRS MINE CLEARANCE: During its Operations Step, while placing its SRS Tokens, this Model may also place
tokens in contact with a Minefield Marker within 20”. At the end of the Special Operations Step discard an SRS
Special Rules Token and roll an Action Die. On an Exploding Hit, the Minefield Marker is discarded. You may repeat this
• Combat Air Patrol attempt as many times as there are SRS Tokens remaining in the stack. If the Minefield Marker is discarded, any
• Groupthink Piloting remaining SRS Tokens in the stack may be placed on another Minefield Marker within 5”to continue a Mine
• Mechanical Soul Clearance attempt on that Marker. If there are not any Minefield Markers within 5”, the SRS Tokens remain in
• SRS Capacity 1/0 place until the End Phase when they may Scramble or Find New Targets.
Squadron: This Unit may SRS RECON FLIGHT: During its Operations Step, before placing its SRS Tokens in Base Contact with Models
include up to four in the Play Area, a Unit with SRS Capacity may discard one or more tokens. Each SRS token discarded allows the
additional Models at a cost player to discard a Victory and Valour card from their hand and replace it with the top card from their Deck.
of +33pts per Model. Unspent tokens may be placed and used as normal.
M S T A C ADV SDV F H
The pride of any Enlightened Captain, the Antarctica class is a formidable vessel alone. In
Battle Ready 2 7 4 6 11 6 6 8 4 a squadron they can overcome almost anything the oceans can throw at them.
Crippled 2 5 3 5 11 4 4 7 4
Unit Composition Weapons
• 1 Antarctica • Heavy Particle Cannon - F
Superiority Cruiser • Particle Beamer – F/P/S
• Particle Beamer – A/P/S
Traits • Aetheric Broadside – P&S
• Enlightened • Weirding Torpedo Salvo - F
• Surface Unit
Options:
• Superiority Cruiser
• Any Model in the Unit may replace any Particle Beamer weapon with a Pulse Emitter for free, a Caloric
• Antarctica Class Oscillator for +3pts, a Sturginium Agitator for +6pts or a Molecular Disharmoniser for +12pts. The
replacement weapon retains the Fire Arcs of the Particle Beamer it replaces.
Special Rules
• Enlightened Science • Any Model in the Unit may replace its Heavy Particle Cannon weapon with a Magneto Encapsulator or a
• Heavy Firepower Gravitronic Imperilator for +5pts, or a Sturginium Atomiser for +7pts. The replacement weapon retains the
• Entropic Generator Fire Arcs of the Heavy Particle Cannon it replaces.
• Luminiferous Defences
• Wavelurker ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
replaced.
Squadron:
This Unit may include up to
two additional Models at a
cost of +150pts per Model.

M S T A C ADV SDV F H One of the first ships to be launched from the shipyards at The Gateway. Experimental
Battle Ready 2 7 4 6 11 5 7 8 4 armour plating, shielding and acoustic detection equipment made Belgica instrumental in
leading Enlightened efforts to expand and secure their Antarctician shipping routes.
Crippled 2 5 3 6 11 3 5 7 4
Unit Composition Weapons
• 1 The Belgica • Heavy Particle Cannon - F
• Sturginium Agitator – F/P/S
Traits • Sturginium Agitator – A/P/S
• Enlightened • Aetheric Broadside – P&S
• Surface Unit • Weirding Torpedo Salvo - F
• Superiority Cruiser
Options:
• Antarctica Class • The Unit may take up to four Escort Tokens for +8pts each.
• Unique
AGITATION HARMONISER: Attacks made with Agitation Quality by Models in this Unit gain +2 to their
Special Rules Attack Dice Pool and the Sustained Quality.
• Agitation Harmoniser ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• Enlightened Science replaced.
• Heavy Firepower
• Entropic Generator MARITIME PATROL: Models with this rule may ignore the Submerged Unit Position Trait when making
• Luminiferous Defences Attacks on any Initial Targets within 10” of this Unit, or against Initial Targets with at least one SRS Token in
• Maritime Patrol base contact that is friendly to this Unit.
• Shield Generator
SHIELD GENERATOR: The Unit is equipped with a Shield Generator. It may not be upgraded or replaced.
• Wavelurker
M S T A C ADV SDV F H Fast and able to deploy a small squadron of Scythe strike craft, the Chatelet are often
Battle Ready 2 9 5 5 11 5 4 6 4 employed for raiding enemy coastal positions or scouting out Sturginium deposits on the open
seas.
Crippled 2 7 4 5 10 3 3 6 4
Unit Composition Weapons
• 1 Chatelet Recon Cruiser • Particle Beamer – F/P/S
• Aetheric Lance – A/P/S
Traits • Aetheric Broadside – P&S
• Enlightened • Weirding Torpedo Salvo - F
• Surface Unit
Options:
• Recon Cruiser
• Any Model in the Unit may replace any Particle Beamer weapon with a Pulse Emitter for free, a Caloric
• Chatelet Class
Oscillator for +3pts, a Sturginium Agitator for +6pts or a Molecular Disharmoniser for +12pts. The
replacement weapon retains the Fire Arcs of the Particle Beamer it replaces.
Special Rules
• Combat Air Patrol COMBAT AIR PATROL: Units with this rule may Launch SRS Tokens in the First Round of the Encounter
• Enlightened Science against any Enemy Unit in the Play Area rather than the usual range.
• Entropic Generator
ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• Luminiferous Defences
replaced.
• Groupthink Piloting
• Maritime Patrol MARITIME PATROL: Models with this rule may ignore the Submerged Unit Position Trait when making
• Vanguard Attacks on any Initial Targets within 10” of this Unit, or against Initial Targets with at least one SRS Token in
• Wavelurker base contact that is friendly to this Unit.
• SRS Capacity 1/0
VANGUARD: Starting with Player B, after both sides are deployed, each player may choose one of their units
Squadron: with the Vanguard rule and make a free Move of up to 5". This is not an Activation and does not have Drift or
This Unit may include up to Turn Limit. Vanguard alternates between Players until all such units have been selected.
two additional Models at a
cost of +90pts per Model.
M S T A C ADV SDV F H Often Claudius Merchantmen are given a wide berth by opportunistic raiders. Their design
Battle Ready 2 7 5 6 11 6 6 5 4 mimics the closed silhouette of the deadly Plinius, or Quintilian classes. That said, the
Claudius is more than able to defend itself and its precious cargo if necessary.
Crippled 2 6 3 5 10 4 4 7 5
Unit Composition Weapons
• 1 Claudius Merchantman • Seeker Rocket Battery – F/P/A
• Seeker Rocket Battery – F/S/A
Traits
• Weirding Torpedo Salvo - F
• Enlightened
• Surface Unit Options:
• Merchantman • Each Model MUST take either an Atomic, Clone, Fury, Magnetic, Null, Repulsion, Shield or Shroud
• Claudius Class Generator for no additional points cost. Each Model can have a different Generator if desired.
Special Rules ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded
• Enlightened Science or replaced.
• Entropic Generator MINE SWEEPER: In the Special Operations step of its Operations Phase, a Unit with this rule may remove
• Luminiferous Defences a Minefield Marker within 5" of a Model in this Unit.
• Mine Sweeper
SUPPLY DEPOT: Any Friendly Model within 7” may remove a single level of Disorder at the start of their
• Q-Ship
Activation. Weapons on Friendly Units may re-roll blank results on the Limited Quality Action Die while
• Useful Freight
within 7” of this Unit.
• Wavelurker
Q-SHIP: For +70 points, one of the Merchantman may be upgraded to secretly be a Q-Ship. Once during
Squadron: This Unit may the Encounter, at the start of this Unit’s Activation, a single Battle-Ready Claudius of the controlling
include up to two additional Player’s choice may be immediately replaced with the Q-Ship (a Plinius, Quintilian or Tacitus Model). Do
Models at a cost of +65pts per not carry over any damage sustained by the replaced Claudius. The Q-Ship Activates as part of the Claudius
Model. Unit for the remainder of the Encounter. Only one Claudius in a Unit may be replaced in this way. The Q-
Ship has a profile exactly as the Model it is represented by, cannot have any upgrades except a generator if it
is a Quintilian or Tacitus. The replaced Claudius is removed from play and takes no further part in the
Encounter.
USEFUL FREIGHT: Once per turn on their Activation, each Model in this Unit may look at the top card
from their Victory and Valour Deck. They may discard the card or return it to the top of the deck.

M S T A C ADV SDV F H
The first vessel to employ the Heavy Particle Cannon, the Copernicus Heavy Cruiser is used
Battle Ready 2 7 4 6 11 6 6 7 4 by Commodores to provide devastating frontal attacks and break through blockades.
Crippled 2 5 3 5 10 4 4 7 4
Unit Composition Weapons
• 1 Copernicus Heavy Cruiser • Heavy Particle Cannon - F
• Particle Beamer – F/P/S
Traits
• Aetheric Lance – A/P/S
• Enlightened
• Aetheric Broadside – P&S
• Surface Unit
• Weirding Torpedo Salvo - F
• Heavy Cruiser
• Copernicus Class Options:
Special Rules • Any Model in the Unit may replace any Particle Beamer weapon with a Pulse Emitter for free, a Caloric
Oscillator for +3pts, a Sturginium Agitator for +6pts or a Molecular Disharmoniser for +12pts. The
• Enlightened Science
replacement weapon retains the Fire Arcs of the Particle Beamer it replaces.
• Entropic Generator
• Luminiferous Defences • Any Model in the Unit may replace its Heavy Particle Cannon weapon with a Magneto Encapsulator or
• Wavelurker a Gravitronic Imperilator for +5pts, or a Sturginium Atomiser for +7pts. The replacement weapon retains
the Fire Arcs of the Heavy Particle Cannon it replaces.
Squadron: This Unit may
include up to two additional ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded
Models at a cost of +133pts per or replaced.
Model.
M S T A C ADV SDV F H Diogenes are savage pack hunters that utilise volleys of torpedoes to tear apart their targets
without their presence ever being known.
Battle Ready 1 8 10 4 10 0 3 1 3
Unit Composition Weapons
• 2 Diogenes Torpedo • Pulse Broadside – P&S
Submarines • Weirding Torpedo Salvo - F
Traits
MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having the
• Enlightened
Disorder Level. Models in the Unit can only support Assaults with +1 AD to Fray.
• Submerged Unit
• Automata MARITIME PATROL: Models with this rule may ignore the Submerged Unit Position Trait when making
• Torpedo Submarine Attacks on any Initial Targets within 10” of this Unit, or against Initial Targets with at least one SRS Token in
• Diogenes Class base contact that is friendly to this Unit.
Special Rules
PACK HUNTER: This rule applies while the Unit numbers three or more Models. The Unit gains and
• Mechanical Soul
additional +2 to its Attack and Assault Action Dice Pools provided at least three models in the Unit contribute
• Maritime Patrol
to that Dice Pool.
• Pack Hunter
• Submerged Unit

Squadron: This Unit may


include up to four additional
Models at a cost of +35pts per
Model.

M S T A C ADV SDV F H These soulless corvettes hunt without compunction, utilising powerful agitators to cause
detonations on the molecular level of Sturginium based alloys.
Battle Ready 1 9 10 5 10 2 2 1 3
Unit Composition Weapons
• 2 Dorrien Corvette • Sturginium Agitator – F/P/S
• Pulse Broadside – P&S
Traits
• Micro Torpedo Salvo - F
• Enlightened
• Surface Unit
LIMITED CAPACITOR (STURGINIUM AGITATOR): All Models in this Unit use the Crippled value of
• Automata the weapon indicated.
• Corvette
• Dorrien Class MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having the
Special Rules Disorder Level. Models in the Unit can only support Assaults with +1 AD to Fray.
• Limited Capacitor
• Mechanical Soul
• Wavelurker

Squadron: This Unit may


include up to four additional
Models at a cost of +38pts per
Model.
M S T A C ADV SDV F H Armed with a Particle Beamer, the Germain packs a surprising punch for a ship so small.
Though as the Germain itself is an automata, naturally nothing surprises it.
Battle Ready 1 9 10 5 10 2 2 1 3
Unit Composition Weapons
• 2 Germain Zebeks • Particle Beamer – F/P/S
• Pulse Broadside – P&S
Traits
• Micro Torpedo Salvo - F
• Enlightened
• Surface Unit
LIMITED CAPACITOR (PARTICLE BEAMER): All Models in this Unit use the Crippled value of the
• Automata weapon indicated.
• Zebek
• Germain Class MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having the
Special Rules Disorder Level. Models in the Unit can only support Assaults with +1 AD to Fray.
• Limited Capacitor
• Mechanical Soul
• Wavelurker

Squadron: This Unit may


include up to four additional
Models at a cost of +34pts
per Model.

M S T A C ADV SDV F H Developed by Princess Scheherazade, the Haunebu Battle Saucer uses Electrostatic
Vacuum bombs to devastate hardened targets. First deployed against Egyptian separatists,
Battle Ready 3 7 10 5 11 7 0 7 5 earning favour with the Sultanate. It provided access to the fruits of the Sublime Porte’s
Crippled 3 5 6 5 11 4 0 6 4 modernisation efforts and a way back into the Sultan’s good graces for his wayward sister.

Unit Composition Weapons


• 1 Haunebu Battle Saucer • Electrostatic Vacuum Bombs – A
• Heavy Aetheric Broadside – F&A
Traits
• Heavy Aetheric Broadside – P&S
• Enlightened
• Heavy Particle Cannon - 360
• Aerial Unit
• X-Ray Laser Bank – 360
• Battle Saucer
• Haunebu Class Options:
• The Unit may replace its Heavy Particle Cannon weapon with a Magneto Encapsulator or a Gravitronic
Special Rules
Imperilator for +5pts, or a Sturginium Atomiser for +7pts. The replacement weapon retains the Fire Arcs of
• Agile the Heavy Particle Cannon it replaces.
• Enlightened Science
• Entropic Generator AGILE: Unless suffering from a Navigation Lock Critical Damage Marker, this Unit may make turns during
• Helion Cohort Drift movement in the same way as it usually would during normal Movement.
• Luminiferous Defences
ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• Powerslide replaced.
• Shield Generator
• Strategic Withdrawal HELLION COHORT: This Model may make assaults within 6” rather than the usual 4”. Furthermore, the
Assault by this Model gains the Sustained Quality. This rule does not apply to Supporting Assaults
Squadron: This Unit may
include an additional Model POWERSLIDE: This Unit may make its Drift Movement in a direction up to 90 degrees to Port or Starboard
at a cost of +171pts. from ahead rather than directly ahead. The Model does not physically change its heading when it does so. This
is not considered a Turn.
SHIELD GENERATOR: The Unit is equipped with a Shield Generator. It may not be upgraded or replaced.

STRATEGIC WITHDRAWAL: While Battle Ready, as a Special Operations action this Unit may always be
placed back into Reserves. Any Crippled Models in the Unit may be immediately destroyed as part of this Action.
M S T A C ADV SDV F H Technically an oceanid assault automata rather than a true colossus as it lacks a human crew,
the Ketos utilise Sturginium Agitators to wreak carnage against enemy capital ships. The
Battle Ready 2 4 0 6 11 0 0 7 4 insectile Ketos relies on surprise and cold machine logic to maximise the impact of their
Crippled 2 3 0 5 11 0 0 5 3 attacks.

Unit Composition Weapons


• 1 Ketos Myriapoda Colossus • Sturginium Agitator – F/P/S
• Arronaxium Blade Claws - F
Traits
• Ventral Atom Smashers – F
• Enlightened
• Surface Unit
AGITATION HARMONISER: Attacks made with Agitation Quality by Models in this Unit gain +2 to their
• Myriapoda Colossus Attack Dice Pool and the Sustained Quality.
• Automata
• Ketos Class AMPHIBIOUS: The Unit can move across Land and Obstacle terrain at normal Speed without suffering
damage or collision. It has a Drift of zero when on Land.
Special Rules
• Agitation Harmoniser APOCALYPSE PROTOCOL: Once per Activation, this Unit may make the following Action as a Valour
• Amphibious Effect. Any Crippled Model in this Unit may be immediately destroyed. Each Model destroyed in this manner
automatically inflicts two Catastrophic Explosions on any Model within 2”. The opponent may always attempt
• Apocalypse Protocol
to Cancel this Valour Effect and does not require an additional rule to be able to do so.
• Colossus
• Enlightened Science COLOSSUS: This Unit may turn on the spot to face any position during its Movement. It may Ram Surface
• Entropic Generator Units and Skimming Units, even if it moves less than 3” in the Movement Phase.
• Luminiferous Defences ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• Mechanical Soul replaced
• Mine Layer
• Strategic Withdrawal MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having the
• Unexpected Arrival Disorder Level. Models in the Unit can only support Assaults with +1 AD to Fray.
• Wavelurker MINE LAYER: Before Submerged Unit Deployment, for each Model in a Unit with this rule, the controlling
Squadron: Player may place a Minefield Marker anywhere in the Play Area provided that it is at least 10” from any
This Unit may include up to Deployment Zone.
two additional Models at a STRATEGIC WITHDRAWAL: While Battle Ready, as a Special Operations action this Unit may always be
cost of +144pts per Model. placed back into Reserves. Any Crippled Models in the Unit may be immediately destroyed as part of this Action.
UNEXPECTED ARRIVAL: Emerging suddenly, this Unit appears to wreak havoc on the enemy. Instead of
being deployed as normal for the Encounter, this Unit may instead be held in Reserve (see Operations for details).
Roll to arrive by Reserves as normal, however, from the start of Round two, or the start of any subsequent Rounds,
this Unit may automatically arrive from Reserves. When it arrives from Reserves the Unit is placed at any point
in the Play Area that is at least 2" from the nearest terrain feature. No Model in the Unit can be deployed under
another Model. On the Round it enters play with this rule, Models in the Unit may only fire weapons using the
weapon’s Crippled profile.
M S T A C ADV SDV F H Designed by Paulette Aronnax, Lotan are amongst the most common of her oceanid assault
automata. Shadowing Enlightened convoys, these segmented machines strike unexpectedly
Battle Ready 2 4 0 6 11 0 0 7 4 when needed, bringing their terrifying Coeus Shockmaw down to rip apart vessels like a sea
Crippled 2 3 0 5 11 0 0 5 3 monster of myth.

Unit Composition Weapons


• 1 Lotan Myriapoda Colossus • Ceous Shockmaw – F/P/S
• Arronaxium Blade Claws - F
Traits
• Ventral Atom Smashers – F
• Enlightened
• Surface Unit
AMPHIBIOUS: The Unit can move across Land and Obstacle terrain at normal Speed without suffering
• Myriapoda Colossus damage or collision. It has a Drift of zero when on Land.
• Automata
• Lotan Class APOCALYPSE PROTOCOL: Once per Activation, this Unit may make the following Valour Effect. Any
Crippled Model in this Unit may be immediately destroyed. Each Model destroyed in this manner automatically
Special Rules inflicts two Catastrophic Explosions on any Model within 2”. The opponent may always attempt to Cancel this
• Amphibious Valour Effect and does not require an additional rule to be able to do so.
• Apocalypse Protocol
COLOSSUS: This Unit may turn on the spot to face any position during its Movement. It may Ram Surface
• Colossus
Units and Skimming Units, even if it moves less than 3” in the Movement Phase.
• Enlightened Science
• Entropic Generator ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• Luminiferous Defences replaced.
• Mechanical Soul NEMESIS PROTOCOL: Once per Activation, this Unit may make the following Valour Effect. Instead of
• Nemesis Protocol using it as Ramming weapon this Activation, any Ceous Shockmaw may be used in the Shooting Phase in the Fore
• Strategic Withdrawal Arc to make an Attack against an Initial Target with the Heavy Particle Cannon weapon profile. The Attack
• Unexpected Arrival ignores Shield Generators, Storm Generators, Guardian Generators and Shroud Generators. The opponent may
• Wavelurker always attempt to Cancel this Valour Effect and does not require an additional rule to be able to do so.
Squadron: MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having the
This Unit may include up to Disorder Level. Models in the Unit can only support Assaults with +1 AD to Fray.
two additional Models at a
cost of +146pts per Model. STRATEGIC WITHDRAWAL: While Battle Ready, as a Special Operations action this Unit may always be
placed back into Reserves. Any Crippled Models in the Unit may be immediately destroyed as part of this Action.
UNEXPECTED ARRIVAL: Emerging suddenly, this Unit appears to wreak havoc on the enemy. Instead of
being deployed as normal for the Encounter, this Unit may instead be held in Reserve (see Operations for details).
Roll to arrive by Reserves as normal, however, from the start of Round two, or the start of any subsequent Rounds,
this Unit may automatically arrive from Reserves. When it arrives from Reserves the Unit is placed at any point
in the Play Area that is at least 2" from the nearest terrain feature. No Model in the Unit can be deployed under
another Model. On the Round it enters play with this rule, Models in the Unit may only fire weapons using the
weapon’s Crippled profile.
M S T A C ADV SDV F H The mainstay of the Antarctic defence fleet, even Lovelace cruisers are wrought as master
Battle Ready 2 8 5 5 11 5 5 6 4 crafted constructions compared to the mass-produced vessels found in the navies of the other
Great Powers.
Crippled 2 6 4 5 10 3 3 6 4
Unit Composition Weapons
• 1 Lovelace Cruiser • Particle Beamer – F/P/S
• Particle Beamer – A/P/S
Traits • Aetheric Broadside – P&S
• Enlightened • Weirding Torpedo Salvo - F
• Surface Unit
• Cruiser Options:
• Lovelace Class • Any Model in the Unit may replace any Particle Beamer weapon with a Pulse Emitter for free, a Caloric
Oscillator for +3pts, a Sturginium Agitator for +6pts or a Molecular Disharmoniser for +12pts. The
Special Rules replacement weapon retains the Fire Arcs of the Particle Beamer it replaces.
• Enlightened Science ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded
• Entropic Generator or replaced.
• Luminiferous Defences
• Wavelurker

Squadron: This Unit may


include up to two additional
Models at a cost of +96pts per
Model.

M S T A C ADV SDV F H Programmed using reams of complex punch cards and launched from specialist carriers or
Promethean Complexes far from the fighting, Merian and other Drone ships are some of the
Battle Ready 1 9 10 5 10 2 2 1 3 most numerous Automata used by the Covenant.

Weapons
Unit Composition
• Pulse Emitter – F/P/S
• 2 Merian Frigates
• Pulse Broadside – P&S
• Micro Torpedo Salvo - F
Traits
• Enlightened
LIMITED CAPACITOR (PULSE EMITTER): All Models in this Unit use the Crippled value of the weapon
• Surface Unit
indicated.
• Automata
• Frigate MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having the
• Merian Class Disorder Level. Models in the Unit can only support Assaults with +1 AD to Fray.

Special Rules PACK HUNTER: This rule applies while the Unit numbers three or more Models. The Unit gains and
• Limited Capacitor additional +2 to its Attack and Assault Action Dice Pools provided at least three models in the Unit contribute
• Mechanical Soul to that Dice Pool.
• Pack Hunter
• Wavelurker

Squadron: This Unit may


include up to four additional
Models at a cost of +34pts
per Model.
M S T A C ADV SDV F H The Newton class are built by the Yemoja shipyard around a massive spatial displacement
Battle Ready 2 6 5 6 11 3 3 6 4 drive known as a Void Engine. Able to tear a passage through two otherwise unconnected
locations, the Void Engines use technology developed at Wells Chasm.
Crippled 2 4 4 5 11 2 2 6 4
Unit Composition Weapons
• 1 Newton Void-Engine • Aetheric Lance – F/P/S
Cruiser • Aetheric Lance – A/P/S
Traits • Aetheric Broadside – P&S
• Enlightened
ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded
• Surface Unit or replaced.
• Void-Engine Cruiser
• Newton Class VOID-ENGINE: During its Activation, a single Model in this Unit may declare it is using its Void-Engine.
Special Rules Target a friendly or enemy unit (Mass 3 or less) within 15” in this Model’s Fore arc. Roll an Action Die. On
• Enlightened Science a result of a Counter or Heavy Counter, the Void-Engine has no effect. On a result of a Blank, immediately
resolve the effects of a Sturginium Flare on this Unit and the Target Unit but do not apply any Critical
• Entropic Generator
Damage Markers. On a result of a Hit or Heavy Hit, each Model in the Target Unit is removed from Play
• Luminiferous Defences
and replaced at a new point within 5” of its original position, facing any direction. The Models in the Unit
• Void-Engine must be placed in Coherency, in Open Water and at least 5” from the edge of the Play Area. Each additional
Squadron: This Unit may Model in the Unit adds +2” to the Target range and the distance the Target can be placed from its original
include up to two additional position. On a roll of an Exploding Hit, the Target Unit is removed from Play and placed into Reserves.
Models at a cost of +121pts per Only one Model in the Unit may use the Void-Engine each Activation.
Model.

M S T A C ADV SDV F H A battlefleet represents a huge investment of resources and talent for the Covenant of the
Battle Ready 2 8 5 6 11 8 5 8 4 Enlightened. Deploying several Origen class Lathe Ships in support, ensures that the risks
to such an investment are greatly reduced.
Crippled 2 6 3 5 11 4 3 7 4
Unit Composition Weapons
• 1 Origen Lathe Ship • Aetheric Lance – A/P/S
Traits • Aetheric Broadside – P&S
• Enlightened
ADVANCED REPAIR FACILITIES (1): Battle-Ready Models in this Unit may add a number of Action
• Surface Unit Dice to their own Repair Tests equal to the value of this ability. Furthermore, Models in this Unit may use
• Lathe Ship their Action Dice Pool to make Repair Tests for Disorder Levels and/or Damage Markers on themselves
• Origen Class or any friendly Models within 4". One or more Exploding Hit results from a Repair Test made by this
Special Rules Model may remove a single point of damage from itself or a Friendly Model within 4". A Model cannot
• Advanced Repair Facilities (1) remove more than a single point of damage per Repair Test. Repair Tests can be made on Models without
• Attached Unit Levels of Disorder or Damage Markers if desired. If the friendly Model is Crippled, it cannot have damage
removed that would return it to a Battle-Ready condition.
• Automata Repair Platform
• Enlightened Science ATTACHED UNIT (ENLIGHTENED): When Building a Force, this Unit may become a Joining
• Entropic Generator Unit. Select a Partner Unit that has the Traits indicated in the title of this rule. The Partner Unit cannot
• Luminiferous Defences have any other Joining Units or have the Attached Unit rule.

AUTOMATA REPAIR PLATFORM: Roll an Action Die each time a Mass 1 Friendly AUTOMATA is
destroyed within 10” of this Unit. On a roll of a Counter or Heavy Counter the AUTOMATA is not
removed and instead remains in play with a single Hull point.

ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded
or replaced.
M S T A C ADV SDV F H Carrying a squadron of deadly strike aircraft within its protective enclosed launch bays, the
Battle Ready 2 8 4 6 11 6 5 7 5 Plinius combines armour and speed to deploy its compliment of fighters far from Covenant
waters.
Crippled 2 6 3 5 10 4 3 7 4
Unit Composition Weapons
• 1 Plinius Support Carrier • Seeker Rocket Battery – F/P/A
• Seeker Rocket Battery – F/S/A
Traits
• Weirding Torpedo Salvo – F
• Enlightened
• Surface Unit
ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded
• Support Carrier or replaced.
• Plinius Class
Special Rules CLOUD HUNTING: Models in this Unit gain +2 to Attack Dice Pools when shooting at Aerial Units.
• Cloud Hunting
COMBAT AIR PATROL: Units with this rule may Launch SRS Tokens in the First Round of the Encounter
• Combat Air Patrol
against any Enemy Unit in the Play Area rather than the usual range.
• Enlightened Science
• Entropic Generator
SRS MINE CLEARANCE: During its Operations Step, while placing its SRS Tokens, this Model may also
• Groupthink Piloting place tokens in contact with a Minefield Marker within 20”. At the end of the Special Operations Step discard
• Luminiferous Defences an SRS Token and roll an Action Die. On an Exploding Hit, the Minefield Marker is discarded. You may
• SRS Capacity 4/3 repeat this attempt as many times as there are SRS Tokens remaining in the stack. If the Minefield Marker
• SRS Mine Clearance is discarded, any remaining SRS Tokens in the stack may be placed on another Minefield Marker within
• SRS Recon Flight 5”to continue a Mine Clearance attempt on that Marker. If there are not any Minefield Markers within 5”,
• Wavelurker the SRS Tokens remain in place until the End Phase when they may Scramble or Find New Targets.
Squadron: This Unit may
SRS RECON FLIGHT: During its Operations Step, before placing its SRS Tokens in Base Contact with
include up to two additional
Models in the Play Area, a Unit with SRS Capacity may discard one or more tokens. Each SRS token
Models at a cost of +147pts per
discarded allows the player to discard a Victory and Valour card from their hand and replace it with the top
Model.
card from their Deck. Unspent tokens may be placed and used as normal.
M S T A C ADV SDV F H A literal silent killer, the Praxilla closes on its target without communication or deviation
of any kind. Utilising powerful prow cutting lasers, it melts the keel of its foe and brings
Battle Ready 1 8 10 4 10 0 3 6 3 them a swift watery doom.

Weapons
Unit Composition
• Hydrothermic Borer – F
• 2 Praxilla Hunter Submarine
• Pulse Broadside – P&S
Traits
• Enlightened MECHANICAL SOUL: This Unit ignores the effects of the Emergency Condition, but counts has having
• Submerged Unit the Disorder Level. Models in the Unit can only support with +1 AD to Fray.
• Automata
• Hunter Submarine TERROR FROM BELOW: This Unit may Ram Surface Units even if it moved less than 3” in the Movement
Phase. This Unit adds +3 to its Ramming Dice Pool when making a Ram against Surface Units.
• Praxilla Class
Special Rules
• Mechanical Soul
• Terror From Below
Squadron: This Unit may
include up to four additional
Models at a cost of +38pts per
Model.

M S T A C ADV SDV F H Originally designed as a support vessel for the Covenant’s weather experiments near Tierra
Battle Ready 2 7 5 6 11 6 4 6 5 del Fuego, the Tyndall Missiles had their silver iodide payloads replaced with phosphorus
with devastating effects.
Crippled 2 5 3 5 10 3 2 5 4
Unit Composition Weapons
• 1 Quintilian • Tyndall Cyclonic Missiles – 360
Bombardment Cruiser • Tyndall Cyclonic Missiles – 360
• Seeker Rocket Battery – F/P/A
Traits • Seeker Rocket Battery – F/S/A
• Enlightened • Weirding Torpedo Salvo - F
• Surface Unit
• Bombardment Cruiser Options:
• Quintilian Class • Each Model MUST take either an Atomic, Clone, Fury, Magnetic, Null, Repulsion, Shield or Shroud
Generator. Each Model can have a different Generator if desired.
Special Rules
• Enlightened Science ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded
• Entropic Generator or replaced.
• Luminiferous Defences
• Wavelurker SPOTTER: This Unit gains the Sustained Quality to any weapons with the Extreme Range Quality if the
Initial Target has at least one SRS Token friendly to this Unit in base contact with it. Furthermore, the
Squadron: This Unit may include Initial Target cannot benefit from being Obscured.
up to two additional Models at a
cost of +142pts per Model.
M S T A C ADV SDV F H
Lightly armed and fast moving, Stilettos are ideal for outpacing enemy supply lines and
Battle Ready 2 10 6 5 11 5 4 5 4 outflanking enemy battle lines.
Crippled 2 8 4 5 10 3 3 5 4
Unit Composition Weapons
• 1 Stiletto Fast Cruiser • Particle Beamer – F/P/S
• Aetheric Lance – A/P/S
Traits • Aetheric Broadside – P&S
• Enlightened • Weirding Torpedo Salvo - F
• Surface Unit
Options:
• Fast Cruiser
• Any Model in the Unit may replace any Particle Beamer weapon with a Pulse Emitter for free, a Caloric
• Stiletto Class
Oscillator for +3pts, a Sturginium Agitator for +6pts or a Molecular Disharmoniser for +12pts. The
replacement weapon retains the Fire Arcs of the Particle Beamer it replaces.
Special Rules
• Enlightened Science ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded
• Full Steam Ahead or replaced.
• Entropic Generator FULL STEAM AHEAD: This Unit may double its Drift during its Movement Step. If it does so it may not
• Luminiferous Defences make any turns during the same Activation.
• Wavelurker

Squadron: This Unit may


include up to two additional
Models at a cost of +82pts per
Model.

M S T A C ADV SDV F H
Squadrons of Tacitus are experts in pursuing key targets in the enemy battlefleet and sending
Battle Ready 2 8 5 6 11 7 5 8 5 them to a watery grave through focused firepower.
Crippled 2 6 3 5 10 4 3 7 4
Unit Composition Weapons
• 1 Tacitus Assault Cruiser • Particle Beamer – F/P
• Particle Beamer – F/S
Traits • Seeker Rocket Battery – F/P/A
• Enlightened • Seeker Rocket Battery – F/S/A
• Surface Unit • Weirding Torpedo Salvo - F
• Assault Cruiser
• Tacitus Class Options:
• Any Model in the Unit may replace any Particle Beamer weapon with a Pulse Emitter for free, a Caloric
Special Rules Oscillator for +3pts, a Sturginium Agitator for +6pts or a Molecular Disharmoniser for +12pts. The
• Enlightened Science replacement weapon retains the Fire Arcs of the Particle Beamer it replaces.
• Entropic Generator
• Each Model MUST take either an Atomic, Clone, Fury, Magnetic, Null, Repulsion, Shield or Shroud
• Focused Gunnery
Generator. Each Model can have a different Generator if desired.
• Lamarckian Barracks
• Luminiferous Defences ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded
• Wavelurker or replaced.

Squadron: This Unit may FOCUSED GUNNERY: A single Attack with the Gunnery Quality by this Unit each Activation receives
include up to two additional +2 Action Dice.
Models at a cost of +130pts per
Model. LAMARCKIAN BARRACKS: Assaults by this Unit have the Sustained, Hazardous and Devastating
qualities.
M S T A C ADV SDV F H
Most often seen at the forefront of Enlightened operations, Ulysses squadrons combine their
Battle Ready 2 9 4 6 11 5 5 7 4 modest aircraft complement into devastating attack wings supported by fearsome firepower.
Crippled 2 7 4 5 10 3 3 7 4
Unit Composition Weapons
• 1 Ulysses Vanguard Cruiser • Particle Beamer – F/P/S
Traits • Particle Beamer – A/P/S
• Enlightened • Aetheric Broadside – P&S
• Surface Unit • Weirding Torpedo Salvo - F
• Vanguard Cruiser Options:
• Ulysses Class • Any Model in the Unit may replace any Particle Beamer weapon with a Pulse Emitter for free, a Caloric
Special Rules Oscillator for +3pts, a Sturginium Agitator for +6pts or a Molecular Disharmoniser for +12pts. The
• Anti-Air Specialist replacement weapon retains the Fire Arcs of the Particle Beamer it replaces.
• Combat Air Patrol ANTI-AIR SPECIALIST: This Unit can choose not to count Aerial Units as being a Range Band further
• Enlightened Science away (see Rulebook p.1 - Aerial Units). Instead, this Unit’s Attacks against Targets with the Aerial Unit Trait
• Entropic Generator may be measured using the actual Range Band indicated for distance. Attacks with the Aerial Quality against
• Groupthink Piloting Aerial Units gain the Homing Quality.
• Luminiferous Defences COMBAT AIR PATROL: Units with this rule may Launch SRS Tokens in the First Round of the Encounter
• SRS Capacity 1/0 against any Enemy Unit in the Play Area rather than the usual range.
• Vanguard
ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• Wavelurker replaced.
Squadron: This Unit may VANGUARD: Starting with Player B, after both sides are deployed, each player may choose one of their
include up to two additional units with the Vanguard rule and make a free Move of up to 5". This is not an Activation and does not have
Models at a cost of +110pts per Drift or Turn Limit. Vanguard alternates between Players until all such units have been selected.
Model.

M S T A C ADV SDV F H An almost intact saucer-shaped craft was secretly recovered in 1852 from Valtar, Portugal.
Along with the earlier discovery of the Antarctician Vault, the design, technology, and
Battle Ready 3 7 10 5 11 7 0 7 5 skeletal remains of the occupants proved that humanity was not alone in the universe. The
Crippled 3 5 6 5 11 4 0 6 4 technologies of the craft were reverse engineered and the Valtar Aether saucer is the result.

Unit Composition Weapons


• 1 Valtar Aether Saucer • Heavy Aetheric Broadside – F&A
• Heavy Aetheric Broadside – P&S
Traits
• Heavy Particle Cannon – 360
• Enlightened
• X-Ray Laser Bank – 360
• Aerial Unit
• Aether Saucer Options:
• The Unit may replace its Heavy Particle Cannon weapon with a Magneto Encapsulator or a Gravitronic
• Valtar Class
Imperilator for +5pts, or a Sturginium Atomiser for +7pts. The replacement weapon retains the Fire Arcs of
Special Rules the Heavy Particle Cannon it replaces.
• Agile
• Enlightened Science AGILE: Unless suffering from a Navigation Lock Critical Damage Marker, this Unit may make turns during
Drift movement in the same way as it usually would during normal Movement.
• Entropic Generator
• Full Steam Ahead ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
• Luminiferous Defences replaced.
• Powerslide FULL STEAM AHEAD: This Unit may double its Drift during its Movement Step. If it does so it may not make
• Shield Generator any turns during the same Activation.
Squadron: This Unit may POWERSLIDE: This Unit may make its Drift Movement in a direction up to 90 degrees to Port or Starboard
include an additional Model from ahead rather than directly ahead. The Model does not physically change its heading when it does so. This
at a cost of +160pts. is not considered a Turn.
SHIELD GENERATOR: The Unit is equipped with a Shield Generator. It may not be upgraded or replaced
M S T A C ADV SDV F H Not every Covenant Commodore has access to a Descartes Control Ship and so the Yemoja
shipyard created the Vesalius to ensure that the welfare and effectiveness of their cetacean
Battle Ready 2 8 5 6 11 8 5 8 4 allies is maintained. Of course, in a faction that rarely does things by half measures, there are
Crippled 2 6 3 5 11 4 3 7 4 certain fleets that contain multiple Descartes and Vesalius to support hundreds of Physeters.

Unit Composition Weapons


• 1 Vesalius Cetacean • Aetheric Lance – A/P/S
Surgical Ship • Aetheric Broadside – P&S
Traits
CETACEAN ATTACK RUNS: Cetacean Construct Tokens of any type may make Attack Runs together like
• Enlightened
SRS Tokens. Cetacean Construct Tokens cannot be intercepted. If the number of Cetacean Construct Tokens
• Surface Unit in the Attack Run is greater than the Mass of the Attack Run Target, the Action Dice Pool gains the Devastating
• Cetacean Surgical Ship Quality. Cetacean Construct Tokens cannot make Attack Runs on Aerial or Skimming Units and must try to find
• Vesalius Class New Targets if this situation arises (page 26 of the Rules).
Special Rules CETACEAN CAPACITY (2/1): The Battle-Ready Capacity / Crippled Capacity of each Model in this Unit is
• Cetacean Attack Runs indicated in parenthesis. Each Model in this Unit may launch the indicated number of Cetacean Constructs and
• Cetacean Capacity 2/1 place those Tokens in base contact with Friendly and/or Enemy Models. The exact nature of those Tokens
• Cetacean Escorts depends on the ones available to this Unit. Any remaining Cetacean Construct Tokens in the Play Area are
• Enlightened Science removed in the Maintenance Step of the End Phase.
• Entropic Generator
CETACEAN ESCORTS: Cetacean Construct Tokens placed in base contact with Models in Friendly Units
• Luminiferous Defences
count as Escort Tokens for the duration of the Round and can be destroyed as normal. They may not be placed
• Mine Layer in base contact with Mass 1 Friendly Models or Models that are already Escorted. A Unit may not have more
• Minesweeper than 4 Cetacean Construct Tokens counting as Escort Tokens.
• Orca Construct Tokens
ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded or
Squadron: This Unit may replaced.
include up to two additional
Models at a cost of +120pts MINE LAYER: Before Submerged Unit Deployment, for each Model in a Unit with this rule, the controlling
per Model. Player may place a Minefield Marker anywhere in the Play Area provided that it is at least 10” from any
Deployment Zone.
MINE SWEEPER: In the Special Operations step of its Operations Phase, a Unit with this rule may remove a
Minefield Marker within 5" of a Model in this Unit.
ORCA CONSTRUCT TOKENS This Unit has the ability to launch Orca Construct Tokens. Orca Construct
Tokens are a type of Cetacean Construct, have a launch range of 35” and each Token contributes 4 Action Dice
and the Submerged, Piercing and Sustained Qualities to their Attack Run.

Each Model in this Unit may be upgraded to launch Physeter


Construct Tokens for +10pts. This Unit still retains the ability to launch Orca Construct Tokens and may
launch any combination of the two provided that in total the number of Cetacean Constructs launched each
Activation does not exceed their Cetacean Construct Capacity. Physeter Construct Tokens are a type of
Cetacean Construct, have a launch range of 20” and each Token contributes 5 Action Dice and the
Submerged, Piercing and Sustained Qualities to their Attack Run. As Escort Tokens, Physeters may only be
destroyed if the triggering Attack contains the Submerged Quality.
M S T A C ADV SDV F H Dedicated energy transfer conduits allow these floating power stations to augment nearby
Battle Ready 2 8 5 6 11 8 5 8 4 vessels. Though the Zumeena class is particularly vulnerable to enemy aggression, the benefit
to Enlightened scientific advancement far outweighs any loss of life amongst their crews.
Crippled 2 6 3 5 5 4 3 7 4
Unit Composition Weapons
• 1 Zumeena Capacitor Ship • Aetheric Lance – F/P/S
Traits • Aetheric Lance – A/P/S
• Enlightened • Aetheric Broadside – P&S
• Surface Unit
ATTACHED UNIT (ENLIGHTENED): When Building a Force, this Unit may become a Joining
• Capacitor Ship
Unit. Select a Partner Unit that has the Traits indicated in the title of this rule. The Partner Unit cannot
• Zumeena Class
have any other Joining Units or have the Attached Unit rule.
Special Rules
• Attached Unit ENTROPIC GENERATOR: The Unit is equipped with an Entropic Generator. It may not be upgraded
• Entropic Generator or replaced.
• Enlightened Science POWER TRANSFER GENERATOR: Each time any Friendly Model within 4” of a Model in this Unit
• Luminiferous Defences makes an Action, it may add three Action Dice to the Action Dice Pool. The Model in this Unit that was
• Power Transfer Generator closest to that Friendly Model suffers a Level of Disorder.
• Supply Depot
• Volatile SUPPLY DEPOT: Any Friendly Model within 7” may remove a single level of Disorder at the start of their
Activation. Weapons on Friendly Units may re-roll blank results on the Limited Quality Action Die while
within 7” of this Unit.

VOLATILE: Catastrophic Explosions cause a Model with this rule to suffer an additional point of damage
each time. If a Model in this Unit is destroyed, any other Model within 3” suffer a Catastrophic Explosion.

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