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DAO UNION

Ships & Squadrons Heroes Weapons


Reef Ship (Heavy 4) - 75pts Digital Master (15pts): When activated, Range Finder: Ran 18" / Att 3 / Str 0
• Speed: Move 4" / Cruise 6" pick 1 enemy ship within 18", and remove Special: Spotting Laser
2 laser markers from it. Then that ship must
• Turret: Ran 30" / Att 1 / Str 2 fire its turret or one weapon at one target of Arc Missiles: Ran 18" / Att 0 / Str 1
• Defense: Eva 2 / Tou 2 your choice. Special: May be fired once at every enemy
Master of Missile (25pts): All friendly in range that has a laser marker on it,
Pod Ship (Heavy 4) - 75pts ignoring cover and line of sight.
squadrons get +1 strength when dealing
• Speed: Move 4" / Cruise 6" hits from the smart detonation rule. Cross Guns: Ran 18" / Att 2 / Str 0
• Turret: Ran 6" / Att 4 / Str 0 Special: Broadside
Strike Leader (15pts): When activated, may
• Defense: Eva 2 / Tou 2 take a morale test. If passed, up to 3
Rail Lock Array: Ran 36" / Att 2 / Str 2
friendly squadrons within 12" can move by
Coral Ship (Medium 3) - 55pts up to their move speed. Special: May only be fired when taking
• Speed: Move 6" / Cruise 9" hold actions.
• Turret: Ran 24" / Att 1 / Str 1 Titles Macro Missile: Ran 12" / Att 1 / Str 3
• Defense: Eva 3 / Tou 3 Reflex (10pts): This ship may shoot all of its Special: Blast
weapons before moving.
Rotation guns: Ran 12" / Att 3 / Str 0
School Ship (Medium 3) - 55pts
Confirmation Bias (5pts): Whenever this Special: Twin-Fire, Anti-Squadron
• Speed: Move 6" / Cruise 9" ship disables an enemy upgrade, place 1
• Turret: Ran 6" / Att 3 / Str 0 laser marker on the target. Threat Array: Ran 6" / Att 1 / Str 0
• Defense: Eva 3 / Tou 3 Special: Spotting Laser, May be fired once
Shadow Fleet (10pts): Enemies may only at every enemy in range in any facing.
shoot at this ship if it’s within 12“ of at least
Silt Ship (Light 2) - 35pts one enemy ship. Keel Breaker: Ran 12" / Att 1 / Str 4
• Speed: Move 8" / Cruise 12" Special: Deadly, Sniper, Gets -2 to hit
• Turret: Ran 18" / Att 1 / Str 0 Systems when fired.
• Defense: Eva 4 / Tou 4 Support Refit: This ship’s turret gets the
Spotting Laser rule. Special Rules
Shoal Ship (Light 1) - 30pts
Evacuation Pulse: When activated, may Spotting Laser: Targets take 1 laser marker
• Speed: Move 10" / Cruise 15" push all ships within 8“ (friend or foe) per hit instead of damage (don’t roll to
• Turret: Ran 0" / Att 0 / Str 0 directly away by D3+1“. block). Friendly models may remove
markers from their target to get +X to hit
• Defense: Eva 4 / Tou 4 Precision Teleporter: When activated pick rolls when shooting, where X is the number
• Special: Missile Ship one enemy ship within 12“, and replace all of removed markers.
laser markers on it with boarding markers.
Smart Missile Squadron - 5pts Smart Detonation: This squadron is
Rocket Shells: Turret gets the Deadly rule destroyed if it takes any damage. If this
• Speed: Move 8" / Cruise 12" when shooting at targets that are 18“ or squadron is overlapped or engaged, it is
• Turret: Ran 0" / Att 0 / Str 0 further away. destroyed, the target takes 1 hit with Str 0,
• Defense: Eva 4 / Tou 6 and you may remove laser markers from
Extremis Arc: May target enemies not in
the target to deal +X hits, where X is the
• Special: Smart Detonation line of sight with laser markers on them
number of removed markers.
when shooting.
Support Drone Squadron - 10pts Missile Ship: Once per activation, when
Tide Shield: On any round after the second,
• Speed: Move 10" / Cruise 15" not using a cruise/ram action, place 2
when taking a point of damage roll one die,
Smart Missile Squadrons fully within 2“ of
• Turret: Ran 2" / Att 2 / Str 0 on a 4+ it is ignored.
this ship.
• Defense: Eva 5 / Tou 5
Battle Suit: May move even if engaged, and
• Special: Spotting Laser may shoot before moving.

Battle Suit Squadron - 35pts


• Speed: Move 8" / Cruise 12"
• Turret: Ran 2" / Att 3 / Str 1
• Defense: Eva 5 / Tou 4
• Special: Battle Suit

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