CRITS Apoc Game Commander Assets
CRITS Apoc Game Commander Assets
- Orbital Smoke (Start of Allied Command Phase) = Deploy three 7” circles of smoke. These
areas count as obscuring terrain for purposes of line of sight, and models within these areas
cannot declare shooting attacks or be targeted by shooting attacks. Towering models may
ignore these LoS restrictions and may still declare shooting attack while within the smoke.
The smoke dissipates on your next command phase.
- Minefield Deployment (Start of Allied Command Phase) = Deploy three 7” circles of mines
that remain on the battlefield until the end of the game. Whenever a unit makes a move
through this area, they take 1 mortal wound. If a unit makes a move while advancing or
charging through this area, the unit takes D3 mortal wounds instead. Units with the Fly
keyword are affected differently by this area and instead take damage when starting or
ending their movement within the area.
- Leveling Bombardment (Start of Allied Command Phase) = Choose one terrain feature in
play and remove it from the battlefield. Any units within the footprint of this terrain feature
are treated as disembarking from a destroyed transport and must roll a D6 for each model.
For each roll of 1, that model suffers 1 mortal wound. Additionally, the unit counts as having
made a normal move until the end of the turn and is battle-shocked until the start of it’s
controlling player’s next command phase.
- Commander’s Presence (Start of Allied Command Phase) = All units across the team may
reroll their battle-shock test once this round.
- Opening Salvo (Allied Command Phase after Battle-shock step) = The commander elects one
unit on the team to make a free shooting action as if it were the shooting phase.
- Rapid Redeployment (End of Enemy’s Turn) = The commander elects three units on the team
not within engagement range of enemy units to be removed from the battlefield. In the
Reinforcement step of the subsequent movement phase, the unit can be set up anywhere on
the battlefield that is more than 9” horizontally away from all enemy models.
- Disrupter Fields (Start of Allied Command Phase) = Deploy three 7” circles of disrupter fields
that remain on the battlefield until the end of the game. Units wholly within a disrupter field
gain the benefits of cover. Additionally, for the purposes of deep strike and similar alternate
deployment rules used by a unit in the reinforcement step, treat the centre of this field as an
enemy model.
- Orbital Fusillade (Start of Allied Command Phase) = Select a location on the battlefield to
place a fusillade marker. At the start of your next command phase, roll one D6 for each unit
within 7” of the marker. On a 1-5 that unit suffers D3 mortal wounds, and on a 6 that unit
suffers D6 mortal wounds. After wounds have been assigned, remove the fusillade marker.
- Heroic Return (Start of Allied Command Phase) = The commander elects one warlord that
has died last battle round and adds a new identical unit at its starting strength and with all of
its wounds remaining into its owners Strategic Reserves.
- Marching Orders (Start of Allied Command Phase) = Each player on the team may select one
unit. That unit may advance this turn and still perform a shooting action or charge.
- Field Hospitals (Start of Allied Command Phase) = The commander elects 2 objectives
controlled by their team and declares them as field hospitals until the end of the game.
When a unit ends the movement phase on an objective that has been declared as a field
hospital and their team control that objective, that unit restores D3 wounds. If a unit has no
models that can restore wounds, instead bring back D3 wounds worth of destroyed models.
An objective may not be selected if it already has another asset modifying it.
- Tactical Flexibility (Command Phase after drawing tactical secondary objectives) = Allows
the commander to discard the secondary objectives they have drawn this round and chose
from 3 new randomly selected tactical objectives.
- Hurried Fortifications (Start of Allied Command Phase) = The commander selects locations
further than 9” from an enemy model to place up to a total of three shipping container (5” x
2” x 3”) that acts as a piece of hard cover, blocking LoS and preventing movement through it.
- Furore of Battle (Start of Allied Fight Phase) = During the consolidate step of this fight phase,
units on your team may add 3” to their consolidate distance.
- Sensor Amplifier (Start of Allied Command Phase) = The commander elects 2 objectives
controlled by their team and declares them as sensor amplifiers until the end of the game.
When a unit on an objective declared as a sensor amplifier declares a shooting attack, that
unit counts as 4” closer to their target for the purposes of determining their distance to the
target. An objective may not be selected if it already has another asset modifying it.