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Federal Coalition Command Deck New Command Cards (Briefing)

RELEASING NEXT FRIDAY — OCTOBER 30!


The Federal Coalition is more than its Marines. While Coalition Marine units excel at aggressive close-quarters operations and boarding actions, the wider Coalition military offers a much broader range of tactical options.


From disciplined infantry and coordinated fire support to armored spearheads and specialized operations, the Federal Coalition Command Deck is designed to reflect the different ways Coalition forces fight.


In this briefing, we’re highlighting several new Command Cards planned for the Federal Coalition Command Deck, with options for the Federal Coalition Army, Home Guard, Special Operations Task Force, and Armored Assault Task Force.

These cards reward players who build around their force’s strengths, whether that means keeping infantry steady under pressure, coordinating indirect fire, exploiting enemy vulnerabilities, or pushing armor toward critical objectives.


Federal Coalition Army & Home Guard

Coalition infantry are built around discipline, preparation, and coordinated action. These cards help LIGHT CORE units maintain their composure, improve their accuracy, and respond when the enemy makes a move.


Command Card

Cost

Effect

Keep It Together!

•

A LIGHT CORE unit may immediately lose 1 Stress token for each member of its unit.

Pride in Service

•

At the start of a LIGHT CORE unit’s activation, it immediately gains an Aim token for each member of the unit.

Combat Readiness (Army / Home Guard)

••

If an enemy unit selects a LIGHT or HEAVY CORE unit as a target, the selected unit may immediately act as if it had 1 Reaction.

Rolling Thunder

••

A HEAVY SUPPORT unit may move again toward the nearest objective, even if it does not have the extra action to do so.

Fire Mission Inbound!! (Army / Home Guard)

••

If a LIGHT CORE unit has line of sight to a targeted enemy unit, you may add one Advantage to the dice pool of one LIGHT SUPPORT unit with a weapon that has the Indirect ability.

The tactical picture: Keep It Together! and Pride in Service support infantry performance, while Combat Readiness helps units respond to incoming threats. Fire Mission Inbound!! encourages coordination between frontline observers and indirect-fire support, giving players a reason to build combined-arms formations rather than relying on infantry alone.

Rolling Thunder, meanwhile, offers HEAVY SUPPORT units an opportunity to keep pressure on an objective when the timing matters most.


Special Operations Task Force


Coalition special operations forces take a different approach. Rather than winning through numbers alone, they rely on mobility, target selection, and the ability to dictate when and where an engagement happens.

Command Card

Cost

Effect

Break Contact

•

Select one SPECIAL ISSUE unit engaged in melee CMBT. Immediately remove it from combat up to its full movement. The enemy unit may not react to this movement.

Mark the Target

•

Select one visible enemy unit. Until the end of the turn, that unit cannot benefit from cover or concealment.

Ghost Insertion

••

Select one SPECIAL ISSUE unit and remove it from the battlefield. It may redeploy anywhere outside enemy base contact and line of sight. The unit may not attack this turn but may interact with objectives.

Hit and Fade

••

After a SPECIAL ISSUE unit resolves an attack, it may immediately make a full movement. The unit cannot be targeted by reactions during this movement.

Decapitation Strike

•••

Select the enemy Task Force Commander. If it is destroyed this turn, your opponent cannot play Command Cards next turn.

The tactical picture: These cards focus on controlling engagements rather than simply increasing damage. Mark the Target can help expose an enemy position, while Break Contact and Hit and Fade give specialized units options to disengage or reposition before the opponent can respond.

Ghost Insertion supports objective play by allowing a unit to relocate without attacking that turn. At the highest cost, Decapitation Strike offers a potentially decisive payoff for players capable of eliminating the opposing commander.


Armored Assault Task Force

Where infantry and special operations forces rely on discipline and precision, the Armored Assault Task Force brings the weight of Coalition mechanized warfare to the battlefield. These cards help vehicles contest objectives, maneuver through difficult terrain, and coordinate with supporting units.

Command Card

Cost

Effect

Dig In

•

Select 1 friendly VEHICLE on an Objective. Until the end of the turn, it gains +2 to DEF rolls and counts as 2 units when controlling that Objective.

Steel Advance

•

Select 1 VEHICLE. That unit may immediately move up to half its movement.

Armored Spearhead

••

Select up to 2 friendly VEHICLES. Until the end of the turn, those units ignore terrain movement penalties.

Suppression Strike

••

Select 1 friendly HAVOC unit. If that unit attacks an enemy this turn, the enemy unit must activate last next turn.

Rapid Response Wing

•••

Once per turn, after a friendly VEHICLE completes its movement, a friendly LIGHT SUPPORT unit within CMD range may immediately move up to half its movement, even if it has already activated.

The tactical picture: Dig In makes a vehicle a more substantial presence on an objective, while Steel Advance and Armored Spearhead help armor maintain momentum across the battlefield. Suppression Strike offers a way to disrupt the enemy’s activation sequence, and Rapid Response Wing links vehicle movement with the repositioning of nearby LIGHT SUPPORT units.

The result is a task force that rewards coordinated movement and objective pressure—not simply putting the largest vehicle on the table and hoping for the best.


One More Briefing to Come


These cards are only part of the Federal Coalition’s growing command options. The Army, Home Guard, Special Operations, and Armored Assault formations each bring their own approach to the battlefield, giving players more ways to tailor their force to their preferred tactics.


But there’s Two more set of Command Cards we haven’t covered yet.


Those deserve their own briefings.


The Coalition has more than one way to win. The question is how you intend to fight.

 
 

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