As the old saying goes, "Two heads are better than one." This also applies when a task force has two command vessels: an Admiral's flagship and a Vice Admiral's flagship.
Purchase Points | 31 |
Class | Capital |
Ship Name | Flagship |
Figures | 1 flagship figure and 3 cap fighter figures |
Sub-Light Movement |
1 hex • When the Vice Admiral flagship moves, the flagship fighters must move along with the flagship figure. |
Battle |
2 - 3 - 3 - 1 • An ordered flagship unit may remain in its hex or move up to 1 hex and perform combat. A flagship unit has a range of 4 hexes. |
Unit Hit On | ![]() ![]() |
Hitting a Flagship | At the start of a battle a flagship unit has 3 cap fighters. Cap fighters indicate the relative strength and number of hits the flagship can absorb. When a hit is scored on a flagship, 1 cap fighter figure is removed for each hit scored. When there are no remaining cap fighters to protect the flagship, any hits scored on the flagship must be confirmed to take effect and eliminate the flagship. To confirm a hit, reroll all the dice that scored hits. On the reroll, a purple square symbol or a blast symbol will confirm the hit and the flagship figure is eliminated. When you eliminate a flagship figure, the flagship's unit marker is taken and placed on your victory stand in your play area. • When a Vice Admiral flagship is eliminated, the controlling player must lose 1 command card selected at random. |
Shields & Manoeuvre | • Because of superior shielding, a Vice Admiral flagship unit (unit marker with a square symbol) will ignore one blast symbol rolled against it when attacked by a strike class unit (unit marker with a triangle symbol). • Because of superior shielding, a Vice Admiral flagship unit (unit marker with a square symbol) will ignore two blast symbols rolled against it when attacked by a fighter class unit (unit marker with a circle symbol). • Because of its ability to manoeuvre, a fighter class unit (unit marker with a circle symbol) will ignore one blast symbol rolled against it when attacked by a Vice Admiral flagship unit (unit marker with a square symbol). |
Notes | Start of a scenario — When a player has two or more flagship units in the task force, the number of cards and stars tokens taken at the start of a scenario is increased. Take 1 additional command card, 1 additional combat card and 1 additional star token in addition to the number listed in the Battle Notes for the faction. |
Red Alert | A flagship may ignore 1 red alert |
Victory Points | 8 |