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BATTLE BROTHERS

Ships & Squadrons Heroes Weapons


God-King Ship (Heavy 5) - 100pts Lord of Glory (15pts): This ship and all Proximity Guns: Ran 4" / Att 2 / Str 0
• Speed: Move 4" / Cruise 6" friendly ships within 24“ automatically pass Special: Anti-Squadron, May be fired once
morale tests. at every squadron in range.
• Turret: Ran 24" / Att 2 / Str 2
Formation Expert (5pts): After all ships Bolt Cannon: Ran 18" / Att 2 / Str 1
• Defense: Eva 2 / Tou 2
have been deployed, this ship may be
removed and deployed again. Special:
Greatsword Ship (Heavy 3) - 80pts
Contempt (15pts): Enemy squadrons and Particle Cannon: Ran 12" / Att 3 / Str 0
• Speed: Move 4" / Cruise 6"
light ships get -1 to hit against this ship. Special: Gets Deadly when targeting
• Turret: Ran 30" / Att 3 / Str 2 enemies in their side facing.
• Defense: Eva 2 / Tou 2 Titles Focus Laser: Ran 24" / Att 3 / Str 0
Helm Ship (Medium 3) - 70pts Reflex (10pts): May shoot before moving. Special:
• Speed: Move 6" / Cruise 9" Prime Crew (5pts): When this ship takes Mass Cascade Gun: Ran 12" / Att 2 / Str 1
• Turret: Ran 12" / Att 3 / Str 1 the final point of damage that would Special: Gets Blast when targeting enemies
• Defense: Eva 3 / Tou 2 destory it, roll one die. On a 4+ that point in their side facing.
of damage is ignored.
Flank Guard Array: Ran 12" / Att 2 / Str 0
Rapier Ship (Medium 3) - 65pts Honourable (10pts): Turret gets +1 to hit
Special: Broadside, Twin-Fire
• Speed: Move 6" / Cruise 9" when targeting models which have not
been damaged this round. Mass Accelerator: Ran 18" / Att 1 / Str 4
• Turret: Ran 24" / Att 2 / Str 1
• Defense: Eva 3 / Tou 3 Hunter (10pts): Turret gets +1 strength Special: Gets +1 to hit when fired.
when targeting enemy ships carrying Brutality Emitter: Ran 6" / Att X / Str 1
Buckler Ship (Light 2) - 50pts objective markers.
Special: Overheating, Gets up to Att 5
• Speed: Move 10" / Cruise 15" when shooting.
Systems
• Turret: Ran 12" / Att 2 / Str 0
• Defense: Eva 4 / Tou 3 Control Center: Friendly squadrons within Special Rules
12“ may move even if engaged.
Striker: If this squadron is activated whilst
Gladius Ship (Light 2) - 40pts Flexible Payload: When firing its turret may not engaged, its turret gets +1 strength until
• Speed: Move 10" / Cruise 15" choose to get +1 strength but -1 to hit rolls. the end of the round.
• Turret: Ran 6" / Att 3 / Str 0 Run Deck: Friendly squadrons ending their
• Defense: Eva 4 / Tou 4 activation within 12“ may move directly
towards this ship by up to their move
Dagger Squadron - 15pts speed.
• Speed: Move 10" / Cruise 15" Emergency Thrusters: This ship may pivot
• Turret: Ran 2" / Att 2 / Str 0 once by up to 45° at any point when using
move actions.
• Defense: Eva 5 / Tou 5
• Special: Striker Seeker Rounds: May target enemies not in
line of sight when shooting.
Arrow Squadron - 15pts Deflection Screen: This ship ignores
• Speed: Move 15" / Cruise 20" difficult and dangerous terrain when taking
• Turret: Ran 2" / Att 3 / Str 0 cruise actions.
• Defense: Eva 5 / Tou 6 Over-Engineered: Enemies shooting at this
• Special: Anti-Squadron ship in the rear arc don’t get +1 to hit rolls,
and doesn’t get -1 to block rolls when
Hammer Squadron - 15pts taking hits in the rear arc.
• Speed: Move 6" / Cruise 10" Reinforced Spine: Takes -1 damage when
• Turret: Ran 2" / Att 2 / Str 2 ramming or being rammed.

• Defense: Eva 4 / Tou 4


• Special: Anti-Ship, Deadly

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