04Cards and characteristics
How to read every card type: Unit Cards (front and back), Tactical Cards, Faction Cards, Mission Cards and Deployment Cards. The numbers match the rulebook images.
Unit Card: the front§5.1
- 1Name — The Unit’s name.
- 2Speed — Maximum distance in inches the Leading Model covers in a standard Move. Split value (e.g. 4"/7"): use the second value only when the Unit is down to a single model, or started with one. Null Value (–): the Unit cannot move or be repositioned by any means, including PLACE and involuntary moves.
- 3Armour — The number the defender needs on a D6 to cancel a hit.
- 4Evade — Secondary defence (agility). Only rolled when a rule or situation grants it (e.g. being Engaged and shot at, HIDDEN or HIGH GROUND). With a Null Value (–) the Unit never evades, even if an ability “grants” the roll.
- 5Hit Points (HP) — Damage each model can take before it is removed.
- 6Shield — Optional. If present, it is added to the first model’s HP and the Unit is SHIELDED. It loses that status when the Total Damage assigned exceeds the Shield value or when that first model is removed. Losing the status does not remove HP; it only ends effects that require being Shielded, and HEAL cannot restore it.
- 7Size — The model’s height category, used for Line of Sight and terrain interaction.
- 8Supply Profile — A “models remaining → Current Supply” table. As soon as casualties drop the Unit into a lower bracket, update its Supply. See chapter 05.
- 9Phase boxes — The abilities and weapons available in each Phase (Any, Movement, Assault, Combat).
- 10Weapon profiles — Each weapon belongs to the Assault Phase (ranged) or the Combat Phase (melee) and can only be used in that Phase. Its columns are explained below.
- 11Combat Tags — The Unit’s Combat Tags.
- 12Faction Tag — The faction it belongs to.
Weapon profile columns
Unit Card: the back (upgrades)§5.2
- 13Upgrade — A new ability or weapon added to the profile.
- 14FOR [arma] — “FOR [Weapon Name]” means a replacement: the new weapon fully replaces the original.
- 15Combat Range — The distance this Unit prefers to keep from enemies (a guideline).
- 16Army Slot — The slot type it needs (Core, Elite, Support, Air or Hero). It fills as many slots of that type as its starting Supply.
- 17Flavour — Flavour text describing its role.
- 18Base — The base diameter the model must be mounted on.
Tactical Cards§5.3
The commander’s strategic assets: buildings, technologies and orders. They are bought with Vespene Gas during Army Building.
- 1Name — The card’s name.
- 2Unique — If present, only one copy may be in your army.
- 3Faction Tags — Race and sub-faction: which armies may include it.
- 4Army Slots — The recruitment slots it unlocks (e.g. 2× Core, 1× Support), on top of those from the Faction Card.
- 5Resource — The faction resource (CP Terran, BM Zerg, PE Protoss) and how much it produces when Exhausted instead of using its ability.
- 6Special Abilities — One or more Active, Passive or Reaction abilities.
Faction Card§5.4
The foundation of your army: it defines who you are and what you may bring. Every army has exactly one.
- 1Faction Name — The faction’s name; other rules may reference it as a keyword.
- 2Faction Tags — Race and sub-faction: which Units and Tactical Cards you may include.
- 3Starting Army Slots — The slots the card provides (e.g. 3× Core, 1× Hero, 2× Support). You get more by buying Tactical Cards.
- 4Resource — Resource type and amount generated when Exhausted.
- 5Special Abilities — The faction’s abilities.
Mission Card§5.5
It says what the fight is about, how long it lasts and how to win. It is chosen in the draft.
- 1Name — The mission’s name.
- 2Engagement Scale — The scale it is designed for (Skirmish, Standard or Grand Offensive).
- 3Starting Supply — Each player’s Supply Pool in Round 1.
- 4Supply Escalation — How much the Supply Pool grows at the start of each later Round.
- 5Game Length — Number of Rounds (usually 5).
- 6Mission Parameters — Set-up, Mission Marker states and conditions from the start.
- 7Scoring Conditions — How VP are earned at the end of each Round.
- 8Additional Conditions — Special rules or win conditions, including instant victories.
Deployment Card§5.6
It defines the battle’s geometry: table size, entry edges, restricted zones and where the markers go.
- 1Name — The layout’s name.
- 2Engagement Scale — The deployment’s scale.
- 3Battlefield Dimensions — The required table size.
- 4Entry Edges — The edges assigned to each player. Your Units enter from your edge when deploying from Reserves.
- 5Zone of Influence — A 6" strip inward from each player’s Entry Edge. Enemy Units arriving from Reserves cannot end their deployment there. It does not affect Units already on the table.
- 6Marker Coordinates — Exact measurements for placing each numbered Mission Marker.
Set-up order: confirm the table size, assign edges, place the Zone of Influence Markers at the corners of each Entry Edge (where needed) and finally set the Mission Markers. Browse every official deployment in Deployment maps.
- See every real card with its official image in Factions & cards.
