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Ploys

Ploys are special tactical advantages that a crew can use to turn the tide of battle. Using a Ploy is not an action.

Each crew has access to all standard ploys and any ploys unique to their faction in every game. To use a Ploy, a crew must spend one of their Ploy tokens. Each crew starts the game with a number of Ploy tokens equal to their crew's tier.

Each Ploy's description specifies when it can be enacted.

Standard Ploys

Teamwork
At the end of your Turn
Take another Turn. When choosing an Active Model, you cannot choose the Active model from the prior Turn.

Second Wind
At the start of your Turn.
When choosing your Active model, you may choose an Exhausted model. If you do, it Recovers 1 Fatigue.

Lucky Break
While making a S.P.E.C.I.A.L. test for a model.
This must be done before rolling any extra dice from successful luck dice. You may re-roll all failed dice.

Per-faction Ploys

Invaders From Beyond
When one of your models makes a Get Moving Action.
Models that Hurry do not take an additional Fatigue when moving up to 12". Models that Hurry ignore Proximity.

Tractor Beam
At the start of any of your Turns.
Move an enemy non-Leader model up to 4".