Firestorm Armada Firestorm Armada v2 ... - The Black Ocean
Firestorm Armada Firestorm Armada v2 ... - The Black Ocean
Firestorm Armada Firestorm Armada v2 ... - The Black Ocean
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<strong>Firestorm</strong> <strong>Armada</strong><br />
Player Made<br />
Ship Stat Cards<br />
<strong>Firestorm</strong> <strong>Armada</strong> <strong>v2</strong><br />
Compiled by<br />
<strong>The</strong> <strong>Black</strong> <strong>Ocean</strong><br />
www.theblackocean.com<br />
1 | P age Revised: 3/1/2013 12:56 PM
Table of Contents<br />
Contents<br />
Table of Contents .......................................................................................................................................... 2<br />
Key ................................................................................................................................................................... 4<br />
Core Races ........................................................................................................................................................ 5<br />
Terran Alliance ............................................................................................................................................... 6<br />
Aquan Prime ................................................................................................................................................ 19<br />
Sorylian Collective ....................................................................................................................................... 31<br />
Dindrenzi Federation ................................................................................................................................... 35<br />
Relthoza ........................................................................................................................................................ 60<br />
<strong>The</strong> Directorate ............................................................................................................................................ 67<br />
Alliance of Kurak ............................................................................................................................................. 71<br />
Tarakian ........................................................................................................................................................ 72<br />
Xelocian Primate ......................................................................................................................................... 73<br />
Ryushi ............................................................................................................................................................ 79<br />
Zenian League ................................................................................................................................................ 85<br />
Ba’Kash ......................................................................................................................................................... 86<br />
Outsiders ........................................................................................................................................................... 89<br />
<strong>The</strong> Goum ..................................................................................................................................................... 90<br />
Index ................................................................................................................................................................. 93<br />
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Key<br />
<strong>The</strong> Blue Model Assigned Rules are the optional Retro Fit<br />
Model Assigned Rules.<br />
<strong>The</strong> <strong>Black</strong> Model Assigned Rules for each ship found on pages<br />
58 – 61 in the Hardback Edition for the <strong>Firestorm</strong> <strong>Armada</strong> rules.<br />
<strong>The</strong> Green Model Assigned Rules are player made. Find those<br />
at the end of each race section<br />
Red Model Assigned Rules are from the v1 document Alliance<br />
MAR Rules archived on <strong>The</strong> <strong>Black</strong> <strong>Ocean</strong>.<br />
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Core Races<br />
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Terran Alliance<br />
TERRAN ALLIANCE DR CR Mv HP<br />
Skirmisher Class Light Cruiser 4 6 9” 3<br />
Range Band 1 2 3 4 Cost: 55 Points<br />
Starboard/Port 4 6 2 - CP AP PD MN<br />
Fore (Fixed) 4 5 3 2 2 2 3 0<br />
Torps (Any Arc) 2 3 4 5 Shields = 1<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
TERRAN ALLIANCE CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
MARS: Shield Modulation, Maneuverable<br />
Author: Commodore Jones<br />
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TERRAN ALLIANCE DR CR Mv HP<br />
Lancer Class Gunship 5 7 8” 6<br />
Range Band 1 2 3 4 Cost: 100 Points<br />
Starboard/Port 7 8 4 2 CP AP PD MN<br />
Fore (Fixed) 6 7 5 4 4 4 4 0<br />
Turrets 7 8 4 2 Shields = 2<br />
Torpedoes<br />
4 5 5 6 Wings = 0<br />
(Any Arc)<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
TERRAN ALLIANCE GUNSHIPS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
No more than HALF of the MEDIUM models in your fleet can be GUNSHIPS<br />
MARS: Shield Modulation<br />
Author: Commodore Jones<br />
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TERRAN ALLIANCE DR CR Mv HP<br />
Pioneer Class Frigate 3 5 11” 2<br />
Range Band 1 2 3 4 Cost: 30 Points<br />
Fore (Fixed) 3 4 2 1 CP AP PD MN<br />
Turrets 3 4 - - 1 1 1 0<br />
Torps (Any Arc) 1 2 3 4 Shields = 1<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a SMALL CLASS model<br />
Up to 50% of your points can be spent on SMALL models<br />
TERRAN ALLIANCE FRIGATES are deployed in SQUADRONS of 2 to 4 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
Author: Commodore Jones<br />
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TERRAN ALLIANCE DR CR Mv HP<br />
Conestoga Class Light Cruiser 4 6 7” 4<br />
Range Band 1 2 3 4 Cost: 55 Points<br />
Starboard/Port 3 5 1 - CP AP PD MN<br />
Fore (Fixed) 4 5 3 2 3 2 2 0<br />
Torps (Any Arc) 2 3 4 5 Shields = 1<br />
- - - - - Wings = 3<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
TERRAN ALLIANCE CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the CARRIER<br />
MARS: Deck Crews, Joint Operations, Shield Modulation<br />
Author: Dark Excalibur 42<br />
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TERRAN ALLIANCE DR CR Mv HP<br />
Arachne Class Gunship 5 6 5” 6<br />
Range Band 1 2 3 4 Cost: 65 Points<br />
Starboard/Port 2 4 - - CP AP PD MN<br />
Fore (Fixed) 4 5 3 2 3 3 3 0<br />
Turrets 4 6 4 2 Shields = 1<br />
Torpedoes<br />
3 4 5 6 Wings = 0<br />
(Any Arc)<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
TERRAN ALLIANCE GUNSHIPS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
No more than HALF of the MEDIUM models in your fleet can be GUNSHIPS<br />
MARS: Shield Modulation, Torpedo Spook<br />
Author: Pok<br />
Arachne class gunships, named after the master weaver of mythology, are a variation of the<br />
Zenith carrier hull, built by one of the Hawker subsidiaries after it became clear the old<br />
carriers are simply too vunerable in the face of the Dindrenzi blitz. <strong>The</strong> extensive flight bays<br />
were replaced in this design with torpedo magazines numerous enough to rival battleships of<br />
other races, while the C&C capability previously used by the flight command were<br />
repurposed towards electronic warfare, which coupled with the E/W warheads whose first<br />
batches were field-tested by the Titan dreadnoughts, granted them unprecedented<br />
accuracy.<br />
Conventional weapons of the vessel are based on the Hawker corporation designs, favoring<br />
turrets to broadsides, and supplementing them with modest fixed fore mass drivers.<br />
Unfortunately the sudden increase in mass stored onboard as the largely hollow interior was<br />
filled with torpedoes, proved impossible to offset and ships of this class are best<br />
characterized as sluggish and unresponsive to steering.<br />
This lack of speed, coupled with predominance for torpedoes rather than guns, earned<br />
those repurposed vessels a nickname of "space katyusha". <strong>The</strong> name was unofficially<br />
adapted through the fleet and some ordinance officers are known to program the E/W<br />
warheads to transmit the hymn of the long-dead Soviet Union to enemy vessels, a fact that<br />
seems to infuriate especially the Dindrenzi officers for some reason.<br />
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Although the ships of Arachne class are based on outdated hull designs and slower than<br />
typical combat vessel, no one that ever saw the torrent of blazing death that a full squadron<br />
of the gunships can produce doubts their effectiveness and the long-range firepower they<br />
add to the fleet proved invaluable in defense of the Terran strongholds of the Fathoms<br />
Reach.<br />
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TERRAN ALLIANCE DR CR Mv HP<br />
Thorn Class Battleship 6 8 6” 7<br />
Range Band 1 2 3 4 Cost: 110 Points<br />
Starboard/Port 6 8 3 - CP AP PD MN<br />
Fore (Fixed) 5 6 4 3 4 4 6 0<br />
Fore 6 8 3 - Shields = 1<br />
Torps (Any Arc) 2 3 4 5 Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 40% of your points can be spent on BATTLESHIPS<br />
TERRAN ALLIANCE BATTLESHIPS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
Author: Alexmann<br />
<strong>The</strong> Thorn Class was the predecessor of the Razorthorn, a traditional design with standard<br />
broadside arcs, without the innovation of any-arc turrets to increase versatility. One of the<br />
first standard battleships to carry an energy shield as standard, the Thorn is still pressed into<br />
service in desperate situations or technological backwater worlds.<br />
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TERRAN ALLIANCE DR CR Mv HP<br />
Guardsman Class Cruiser 4 6 8” 4<br />
Range Band 1 2 3 4 Cost: 45 Points<br />
Starboard/Port 4 6 2 - CP AP PD MN<br />
Fore (Fixed) 4 6 3 1 3 2 2 0<br />
Torps (Any Arc) 2 3 4 5 Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
TERRAN ALLIANCE CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
Author: Alexmann<br />
TERRAN ALLIANCE DR CR Mv HP<br />
Gatekeeper Class Cruiser 4 6 8” 4<br />
Range Band 1 2 3 4 Cost: 45 Points<br />
Starboard/Port 4 6 2 - CP AP PD MN<br />
Fore (Fixed) 4 6 3 1 3 2 2 0<br />
Torps (Any Arc) 2 3 4 5 Shields = 1<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
TERRAN ALLIANCE CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
MARS: No FSD<br />
Author: Alexmann<br />
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<strong>The</strong> Guardsman was one of the best ships in its class for its time. <strong>The</strong> hull design was basically<br />
almost unchanged for the current Sentinel class, showing how good it was at the time of its<br />
introduction. <strong>The</strong> Sentinel upgraded the weapons fit, increased the PD & torpedo coverage,<br />
introduced shield generators and an increased compliment of marines, but the basic design<br />
was sound. Although sometimes still pressed into service today, the Guardsman is starting to<br />
show its age, it's limited firing arcs, vulnerability to torpedoes and lack of a defense<br />
generator making its use one of necessity rather than choice. It is also seen in planetary<br />
defense forces, where it is known as the Gatekeeper - in this case the FSD is stripped out and<br />
replaced with a modern shield generator, making it ideal for planetary security operations<br />
and repelling pirate incursions.<br />
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TERRAN ALLIANCE DR CR Mv HP<br />
Missionary Class Frigate 3 4 8” 2<br />
Range Band 1 2 3 4 Cost: 10 Points<br />
Fore (Fixed) 3 4 - - CP AP PD MN<br />
Torps (Any Arc) 1 1 2 - 1 0 0 0<br />
- - - - - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a SMALL CLASS model<br />
Up to 50% of your points can be spent on SMALL models<br />
TERRAN ALLIANCE FRIGATES are deployed in SQUADRONS of 2 to 4 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
Author: Alexmann<br />
TERRAN ALLIANCE DR CR Mv HP<br />
Missionary II Class Frigate 3 4 8” 2<br />
Range Band 1 2 3 4 Cost: 15 Points<br />
Fore (Fixed) 3 5 1 - CP AP PD MN<br />
Torps (Any Arc) 1 1 2 2 1 0 1 0<br />
- - - - - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a SMALL CLASS model<br />
Up to 50% of your points can be spent on SMALL models<br />
TERRAN ALLIANCE FRIGATES are deployed in SQUADRONS of 2 to 4 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
Author: Alexmann<br />
After operational usage exposed dramatic shortcomings of the Missionary class (leading to<br />
unacceptable losses), the hulls were rapidly refitted to provide greater firepower, together<br />
with protection from torpedoes and navigational hazards<br />
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TERRAN ALLIANCE DR CR Mv HP<br />
Spartan Class R&D Cruiser 4 6 10” 5<br />
Range Band 1 2 3 4 Cost: 90 Points<br />
Starboard/Port 3 5 - - CP AP PD MN<br />
Fore (Fixed) 5 6 7 5 6 2 4 0<br />
Torps (Any Arc) 3 4 - - Shields = 3<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CAPITAL R&D CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
TERRAN ALLIANCE R&D CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
Only ONE Squadron of R&D CRUISERS may be taken<br />
MARS: Sector Shielding, Shield Projector<br />
Author: wanklesnavy<br />
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TERRAN ALLIANCE DR CR Mv HP<br />
Sysiphus Support Cruiser 4 6 5” 4<br />
Range Band 1 2 3 4 Cost: 55 Points<br />
Fore (Fixed) 5 6 4 3 CP AP PD MN<br />
Torps (Any Arc) 2 3 4 5 3 2 3 0<br />
- - - - - Shields = 1<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CAPITAL R&D CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
TERRAN ALLIANCE SUPPORT CRUISERS are deployed in SQUADRONS of 1 Cruiser and 1-3 Gun<br />
Platforms models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
Only ONE Squadron of R&D CRUISERS may be taken<br />
MARS: Sector Shielding, Rearm (Torpedo Spook) (Terran Alliance) (10pts Large and Massive,<br />
5pts Medium), Repair Shuttles (1)<br />
Author: Pok<br />
With the establishment of the Terran Satellite Network, Terran Navy has commissioned a line<br />
of modified cruisers to service the satellites. Armed more lightly than proper combat ships,<br />
these ships were crucial to maintaining the supply and communication lines within the Terran<br />
Space. With the onslaught of the Dindrenzi, ships serving in the Storm Zone were quickly<br />
refitted to serve as combat tenders, replenishing munitions and aiding in repairs, as well as<br />
delivering the new “Spookums” warheads directly to frontline units which might otherwise<br />
wait to be restocked with the newest weapons. Due to their construction, each ship is<br />
capable of towing up to three satellites, invaluable to bolstering system defenses in the<br />
Storm Zone.<br />
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• Joint Operations: This ship MUST form combined flights from the Wings of ships in its<br />
squadrons. When launching Wings, all ships in the squadron must launch their wings<br />
and place all wings of like kind into a single flight as if deployed from one ship in the<br />
squadron. Wings from any ship in this squadron may treat any other ship in this<br />
squadron as though it were their carrier. Collectively, this squadron may only take two<br />
types of Wings.<br />
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Aquan Prime<br />
AQUAN PRIME DR CR Mv HP<br />
Nautilis Class Battle Cruiser 6 8 10” 7<br />
Range Band 1 2 3 4 Cost: 160 Points<br />
Starboard/Port 8 11 4 - CP AP PD MN<br />
Fore 5 7 3 - 5 0 6 6<br />
Aft 8 7 3 - Shields = 2<br />
Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 40% of your points can be spent on BATTLESHIPS<br />
AQUAN PRIME BATTLESHIPS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the BATTLESHIP<br />
MARS: Maneuverable, Energy Transfer, Double Mines, Minefields<br />
Author: 011121<br />
<strong>The</strong> Aquan Nautilus is designed to be a very fast light battleship with tremendous mine laying<br />
capability. It's designed to travel with a light compliment of frigates and cruisers laying vast<br />
mine fields to limit enemy movements. During an allied offensive the Nautilus moves behind<br />
enemy lines to cut off retreat. During enemy offensives it withdraws before the enemy<br />
leaving one field of mines after another. To maintain the high speed the Nautilus sacrifices<br />
some firepower and armor as well as the fighter wings and marine compliment of a<br />
Poseidon. It's largest drawback is also it's greatest weapon- the ordinance it uses to mine<br />
space. <strong>The</strong> experimental devices provide a bigger bang than the typical Aquan mines but<br />
they're also prone to detonate if the ship takes internal damage.<br />
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AQUAN PRIME DR CR Mv HP<br />
Whaleshark Class Dreadnought 7 13 6” 10<br />
Range Band 1 2 3 4 Cost: 280 Points<br />
Starboard/Port 13 17 6 2 CP AP PD MN<br />
Fore 7 9 3 - 8 5 8 5<br />
Aft 7 9 3 - Shields = 2<br />
Torps (Any Arc) 7 7 7 7 Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 30% of your points can be spent on DREADNOUGHTS<br />
AQUAN PRIME DREADNOUGHTS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the DREADNOUGHT<br />
MARS: Elite Crew, Energy Transfer, Impervious, Maneuverable, Pride of the Fleet,<br />
Strengthened Hull<br />
Author: Alexmann<br />
Following traditional Aquan design philosophy, and to combat the increasing escalation of<br />
conflict in the Storm Zone, the Aquans have built the Whaleshark Dreadnought. This mighty<br />
ship draws heavily on upscaled design systems from the Poseidon and Manta classes, whilst<br />
also incorporating technology applied in the Medusa. Commanders familiar with the<br />
traditional Aquan tactics of close range fighting welcome the focus of the Whaleshark,<br />
which is designed to get into the heart of an enemy fleet and deal out devastation. As such<br />
(and due to experiences combatting the Dindrenzi Federation), the desicion was made to<br />
forego any flights on the ship, and instead strengthen her construction to resist damage -<br />
keeping the massive ship in the fight for longer. Concentration on heavier, short-range<br />
weapons batteries and cutting-edge energy transfer systems make the Whaleshark a<br />
purpose-built ship destroyer, fulfilling a different niche in Aquan fleets to the all-round<br />
Medusa.<br />
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AQUAN PRIME DR CR Mv HP<br />
Tigershark Class Leviathan 8 12 4” 12<br />
Range Band 1 2 3 4 Cost: 400 Points<br />
Starboard/Port 12 14 10 6 CP AP PD MN<br />
Fore 14 18 12 8 12 8 8 6<br />
Aft 8 10 6 6 Shields = 4<br />
Torps (Any Arc) 6 8 8 8 Wings = 10<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MASSIVE CAPITAL CLASS model<br />
Up to 40% of your points can be spent on LEVIATHANS<br />
AQUAN PRIME LEVIATHANS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the LEVIATHAN<br />
MARS: Elite Crew, Energy Transfer, Impervious, Maneuverable, Pride of the Fleet<br />
Author: Solvok<br />
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AQUAN PRIME DR CR Mv HP<br />
Demolition Class Cruiser 5 6 10” 4<br />
Range Band 1 2 3 4 Cost: 55 Points<br />
Starboard/Port 3 4 - - CP AP PD MN<br />
Fore 5 6 3 - 3 2 3 5<br />
Aft 3 4 - - Shields = 0<br />
Torps (Any Arc) 4 4 4 4 Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
AQUAN PRIME CRUISERS are deployed in SQUADRONS of 2 to 4 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
MARS: Double Mines, Drone Mines, Liner Drive Enhancement, Maneuverable<br />
Author: RageofAeons<br />
Shorthanded on their ability to patrol the vast space between themselves and the<br />
Directorate, Aquan engineers turned to better ways of controlling the border. <strong>The</strong> Demolition<br />
cruiser was the answer to this. Able to deploy massive quantities of mines in a short stretch of<br />
time, and allow them to exert limited control over the drift of the fields to keep them in<br />
proper place. Raiders have begun to founder near these fields, as their ships take<br />
progressively more damage before they are forced to turn back. Unfortunately, to make<br />
room for the vast mine bay, the torpedo launch systems had to be removed, making this<br />
cruiser somewhat under gunned for its class.<br />
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AQUAN PRIME DR CR Mv HP<br />
Scylla Class Escort 4 5 8” 2<br />
Range Band 1 2 3 4 Cost: 20 Points<br />
- - - - - CP AP PD MN<br />
- - - - - 1 0 1 0<br />
- - - - - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a SMALL CLASS model<br />
Up to 50% of your points can be spent on SMALL models<br />
AQUAN PRIME ESCORTS are deployed in SQUADRONS of 1 to 3 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
An Escort model can perform Combined Fire with its Parent model, and any other Escort<br />
models from the same Squadron, when using Point defense systems for an Attack, Defensive<br />
Fire or Anti-Boarding Point defense fire.<br />
MARS: Drone Mines, Liner Drive Enhancement, Heat Seeking (Port & Starboard), Minefields<br />
Author: Dark Excalibur 42<br />
o <strong>The</strong> Scylla's Drone Mines MAR also applies to the Mines dropped by its parent model<br />
and other Scylla escorts in the squadron.<br />
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AQUAN PRIME DR CR Mv HP<br />
Piranha Class MKII Frigate 3 5 11” 2<br />
Range Band 1 2 3 4 Cost: 20 Points<br />
Starboard/Port 3 4 1 - CP AP PD MN<br />
Fore 1 3 - - 2 0 1 0<br />
Aft 1 3 - - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a SMALL CLASS model<br />
Up to 50% of your points can be spent on SMALL models<br />
AQUAN PRIME FRIGATES are deployed in SQUADRONS of 2 to 6 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
Author: veritechc<br />
Due to unacceptable loses the Aquan Sebrutan had dictated a change in tactics and<br />
command and control in their frigate core. Through the use of better communications<br />
equipment and diligent training the much maligned Piranha Class Frigate has come out<br />
even better than before.<br />
Although there has been no real change in any of the defensive or offensive systems this<br />
class of frigate has been designated with a MKII status. Through their "schooling" formation<br />
they are able up their coordinated squadron size to six frigates.<br />
This yet untried designation is nevertheless being rushed to the front lines in the hope of<br />
stemming the Zenian League push for the Aquan home stars.<br />
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AQUAN PRIME DR CR Mv HP<br />
Pterois Class MKII Frigate 3 5 11” 2<br />
Range Band 1 2 3 4 Cost: 20 Points<br />
Starboard/Port 3 4 1 - CP AP PD MN<br />
Fore 1 3 - - 2 0 3 0<br />
- - - - - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a SMALL CLASS model<br />
Up to 50% of your points can be spent on SMALL models<br />
AQUAN PRIME FRIGATES are deployed in SQUADRONS of 2 to 4 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
Author: veritechc<br />
It has not gone unnoticed in the Aquan high command that the use of small craft in all<br />
engagements has been increasing as the conflict in the Storm Zone continues. To combat<br />
this the Delphis engineers have turned to their maligned frigate hulls for an answer.<br />
<strong>The</strong> Pterois (Lionfish) Frigate is a stop gap measure trading the characteristic aft weaponry<br />
for three times the point defense guns. Also included is an upgraded targeting and control<br />
node and communication package.<br />
<strong>The</strong> planned use of the Pterois Frigates is as an anti-aircraft frigate to clear space of<br />
interceptors for the Aquan bombers now in use on many carriers. It is hoped that a squadron<br />
of the Lionfish can take the place of interceptors allowing for a bomber only follow-on force<br />
to shred the enemy.<br />
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AQUAN PRIME DR CR Mv HP<br />
Oculus Class Heavy Support Cruiser 5 8 9” 5<br />
Range Band 1 2 3 4 Cost: 115 Points<br />
Starboard/Port 3 4 1 - CP AP PD MN<br />
Fore 6 7 4 2 5 2 4 5<br />
Aft 4 5 2 - Shields = 2<br />
Torps (Any Arc) 5 5 5 5 Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
AQUAN PRIME CRUISERS are deployed in SQUADRONS of 2 to 4 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
No more than HALF of the MEDIUM models in your fleet can be HEAVY CRUISERS<br />
You CAN mix CRUISERS, HEAVY CRUISERS and VARIANT CRUISERS in the same squadron<br />
You CANNOT mix R&D CRUISERS with CRUISERS in the same squadron<br />
Author: Endgame<br />
MARS: Maneuverable, Remote Energy Transfer Arrays<br />
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AQUAN PRIME DR CR Mv HP<br />
Typhoon Class R&D Cruiser 5 7 10” 4<br />
Range Band 1 2 3 4 Cost: 75 Points<br />
Starboard/Port 4 3 1 - CP AP PD MN<br />
Fore 5 6 4 1 4 2 4 0<br />
Aft 4 3 1 - Shields = 1<br />
Torps (Any Arc) 4 4 4 4 Wings = 3<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
AQUAN PRIME R&D CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
Only ONE Squadron of R&D CRUISERS may be taken<br />
Wings are paid for in addition to the CARRIER<br />
MARS: Deck Crews, Combined Squadrons, Maneuverable, Without Number<br />
Author: RageofAeons<br />
<strong>The</strong> Aquans have long established the use of wings to maintain space superiority, and their<br />
researchers have labored to maintain this advantage. <strong>The</strong> Typhoon is an attempt to create<br />
what is essentially a flying factory, producing swarms of drone controlled craft to fill<br />
space. Possessed of impressive speed, and protected by efficient shield systems, the<br />
typhoon is an able support cruiser, able to rearm fighters quickly, and affect repairs to<br />
damaged craft. First deployed in test runs against the Directorate, the Typhoon achieved<br />
resounding success, crippling the advancing Directorate cruiser forces with bombing runs,<br />
and acting as a rearming platform for local support craft, as well as for those remaining from<br />
a destroyed carrier. Several stages of further testing must be performed before the Sebrutan<br />
offers their final approval on the craft, but the future of the design looks to be bright.<br />
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AQUAN PRIME DR CR Mv HP<br />
Charybdis Class R&D Cruiser 5 7 10” 4<br />
Range Band 1 2 3 4 Cost: 70 Points<br />
Starboard/Port 3 4 2 1 CP AP PD MN<br />
Fore * - - - 4 2 4 5<br />
Aft 3 4 2 1 Shields = 1<br />
Torps (Any Arc) 4 4 4 4 Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CAPITAL R&D CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
AQUAN PRIME R&D CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
Only ONE Squadron of R&D CRUISERS may be taken<br />
MARS: Drone Mines, Double Mines, Maneuverable, Mine Launcher (Fore)<br />
Author: RageofAeons<br />
<strong>The</strong> Charybdis class cruiser is the culmination of the Aquan development of mine<br />
control. Possessing vast stores of munitions on board the ship, they bring incredible<br />
destructive capability. Traditional weapons cover three arcs, allowing them to engage foes<br />
on all sides, but the fore mount carries a launch system allowing the delivery of mines from<br />
far longer distances than normally capable. Early field testing of the Charybdis has shown it<br />
to be devastatingly effective against frigate classes, able to annihilate entire squadrons in a<br />
single sweep. Working in tandem, a full squadron has been able to lay low even opposing<br />
cruiser groups, leaving enemy ships with crippling damage, if not outright destrustion. Any<br />
that survive the volley from the fore often run afoul the vast sweep of mines that show in the<br />
wake of these ships. Time is proving that the Charybdis may well be the next ship destined<br />
for mass production in the Sebrutan.<br />
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AQUAN PRIME DR CR Mv HP<br />
Nautilus Class R&D Cruiser 5 6 10” 4<br />
Range Band 1 2 3 4 Cost: 75 Points<br />
Forward 3 6 3 - CP AP PD MN<br />
Port/Starboard 3 5 2 - 3 2 3 5<br />
Aft 3 4 2 - Shields = 1<br />
Torps(Any) 4 4 4 4 Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
AQUAN PRIME R&D CRUISERS are deployed in SQUADRONS of 2 to 4 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
Only ONE Squadron of R&D CRUISERS may be taken<br />
MARS: Mine Launcher (Fore)<br />
Author: Zaknafn<br />
Designed as a refit to make use of the aging Storm class cruiser hulls these ships were fitted<br />
with a shield system and mounted with forward facing mine launchers. Enhancements to the<br />
power system allowed for a slight increase in overall firepower.<br />
Nicknamed "Inkers" by Dindrenzi captains for the clouds of black mines they lay down before<br />
them they quickly earned the respect of enemy forces for their ability to create dangerous<br />
minefields and funnel enemy ships into awaiting Aquan traps.<br />
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o Combined Squadrons: Wings Launched from these ships may combine into<br />
single squadrons, and flights may add the FW rating of the ships in this squadron<br />
together for determining bay capacity for rearming.<br />
o Remote Energy Transfer Arrays: During the Command Segment of its Squadron<br />
Activation, this model can increase the current Attack Dice (AD) value of ALL<br />
Primary weapon system of OTHER ships in this squadron by 3, and reduce the<br />
current Attack Dice (AD) value of ALL Primary weapon system on this ship by 2.<br />
A ship may only benefit from one Energy Transfer Array per turn. <strong>The</strong> Attack Dice<br />
(AD) value of any Primary weapon system on the model will return to their<br />
original value during the End Phase of the current Turn.<br />
o Without Number: When this squadron is activated, roll a d6 for each ship. On a<br />
roll of a 5 or6 you may deploy 1 additional wing on the ship. All wings gained in<br />
this manner must be of the same type, and must form a single flight (Unless they<br />
exceed 6 wings, in which case additional wings form a second flight, and can<br />
be of a different type)<br />
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o<br />
Sorylian Collective<br />
SORYLIAN COLLECTIVE DR CR Mv HP<br />
Yumi Class Frigate 3 5 10” 2<br />
Range Band 1 2 3 4 Cost: 25 Points<br />
Torpdeoes<br />
(Fore)<br />
Torpedoes<br />
(Any Arc)<br />
1 2 3 4 CP AP PD MN<br />
1 2 3 4 1 2 1 0<br />
- - - - - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +1 Command Distance = 7”<br />
This is a SMALL CLASS model<br />
Up to 60% of your points can be spent on SMALL models<br />
SORYLLIAN COLLECTIVE FRIGATES are deployed in SQUADRONS of 2 to 5 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
Author: veritechc<br />
With the war in the Storm Zone raging, even the slow to act Sorylian Collective recognizes<br />
the need to upgrade their fleet. In a joint venture between themselves and the Terrans the<br />
Collective has created a ship that fills in a void in their battle plan. <strong>The</strong> Yumi, named after the<br />
Japanese word for bow by the Terran engineers working on the project, discards the<br />
advanced guns and energy weapons of the Scythe Frigate for a suite of advanced long<br />
range torpedoes. This ship, in simulations, has been used as a standoff weapon in large<br />
formations coordinating attacks on larger capital ships to devastating effect. It is believed by<br />
both the Alliance and the Collective that the Yumi will provide fire support early in<br />
engagements were the Sorylians are currently lacking. Soon this ship will be entering service<br />
in the Collective's navy and it is hoped to blunt the Dindrenzi's early thrusts into the region.<br />
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SORYLIAN COLLECTIVE DR CR Mv HP<br />
Lucern Class Assault Cruiser 4 7 10” 4<br />
Range Band 1 2 3 4 Cost: 60 Points<br />
Starboard/Port 5 6 1 - CP AP PD MN<br />
Fore (Fixed) 4 5 - - 3 6 4 0<br />
- - - - - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +1 Command Distance = 7”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 80% of your points can be spent on MEDIUM models<br />
SORYLLIAN COLLECTIVE CRUISERS are deployed in SQUADRONS of 2 to 4 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
MARS: Launch Tubes, Linear Drive Enhancement<br />
Author: RageofAeons<br />
<strong>The</strong> Lucern assault cruiser is an older model of warship, one that was very nearly<br />
decommissioned completely before the war broke out. Less popular than the ubiquitous<br />
Skyhammer, the Lucern has been pressed back into service to fill gaps in the Collective war<br />
fleets. Structurally similar to the Skyhammer, the Lucern sacrifices a great deal of firepower to<br />
expand the internal carrying capacity to house more Sorylian marines for fast boarding<br />
actions. <strong>The</strong> bays for drop ships have also been expanded, and enhanced lunch tubes have<br />
been mounted, allowing troops to attempt boarding from much greater distances. Despite<br />
a venerable age, and being somewhat lightly armed for its weight, the Lucern has been a<br />
welcome addition in Collective forces, often driving hard into the heart of enemy fleets to<br />
launch daring raids at enemy flagships, often crippling the vessels in a single blistering wave<br />
as troops<br />
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SORYLIAN COLLECTIVE DR CR Mv HP<br />
Fang Class Frigate 3 5 13” 2<br />
Range Band 1 2 3 4 Cost: 20 Points<br />
Starboard/Port 2 1 - - CP AP PD MN<br />
Torpedoes<br />
(Fore)<br />
1 2 3 3 1 1 1 0<br />
- - - - - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +1 Command Distance = 7”<br />
This is a SMALL CLASS model<br />
Up to 60% of your points can be spent on SMALL models<br />
SORYLLIAN COLLECTIVE FRIGATES are deployed in SQUADRONS of 2 to 5 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
Author: Ravager<br />
This is a recent ship design from the yards at Kalath, working to respond to long range threats<br />
with something more effective than the light grasers on the current Scythe class frigates. <strong>The</strong><br />
superstructure was kept the same, but most of the gun decks were ripped out to make<br />
space for spinal mount fusion torpedo magazine and launch array. While not as flexible as<br />
the torpedo ships of other races, the Fang is still a potent threat due to the fact it operates in<br />
large squadrons. Additionally, the large torpedo magazine necessitated the removal of most<br />
of the ship's marine quarters, halving the complement normally available on a Scythe.<br />
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SORYLIAN COLLECTIVE DR CR Mv HP<br />
Broadsword Class Dreadnought 6 12 8” 10<br />
Range Band 1 2 3 4 Cost: 285 Points<br />
Starboard/Port 10 13 8 6 CP AP PD MN<br />
Fore (Fixed) 15 17 11 6 7 8 6 0<br />
Torps (Fore) 5 8 8 8 Shields = 2<br />
- - - - - Wings = 1<br />
Fleet Tactics = +1 Command Distance = 7”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 30% of your points can be spent on DREADNOUGHTS<br />
SORYLIAN COLLECTIVE DREADNOUGHTS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the DREADNOUGHT<br />
MARS: Elite Crew, Experienced Engineers, Impervious, Lots of Guns, Pride of the Fleet,<br />
Reinforced Fore<br />
Author: Stormchaser<br />
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Dindrenzi Federation<br />
DINDRENZI FEDERATION DR CR Mv HP<br />
Light Cruiser 4 7 10” 3<br />
Range Band 1 2 3 4 Cost: 40 Points<br />
Gun Rack 4 6 2 - CP AP PD MN<br />
Fore (Fixed) 5 6 4 3 3 1 3 0<br />
Aft 2 - - - Shields = 0<br />
Torps (Fore Fixed) 4 4 4 4 Wings = 0<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 60% of your points can be spent on MEDIUM models<br />
DINDRENZI FEDERATION CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
MARS: Secured Bulkheads<br />
Author: kaptyn_Krys<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Assault Cruiser 5 8 8” 5<br />
Range Band 1 2 3 4 Cost: 75 Points<br />
Gun Rack 6 8 3 - CP AP PD MN<br />
Fore (Fixed) 4 5 3 2 3 6 4 0<br />
Aft 2 - - - Shields = 0<br />
Torps (Fore Fixed) 5 5 5 5 Wings = 0<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 60% of your points can be spent on MEDIUM models<br />
DINDRENZI FEDERATION CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
MARS: Assault Blitz, Secured Bulkheads, Special Forces<br />
Author: kaptyn_Krys<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Javelin Torpedo Destroyer Cruiser 4 8 7” 4<br />
Range Band 1 2 3 4 Cost: 75 Points<br />
Torpedo Gun<br />
Rack<br />
5 5 5 5 CP AP PD MN<br />
Fore (Fixed) 4 5 3 2 3 1 3 4<br />
Aft 2 - - - Shields = 0<br />
Starboard/Port 3 4 2 - Wings = 0<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 60% of your points can be spent on MEDIUM models<br />
DINDRENZI FEDERATION CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
MARS: Torpedo Spook<br />
Author: kaptyn_Krys<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Champion Class Battle Cruiser 6 9 8” 8<br />
Range Band 1 2 3 4 Cost: 140 Points<br />
Starboard/Port 7 10 4 - CP AP PD MN<br />
Fore (Fixed) 11 14 9 7 3 4 5 0<br />
Aft 5 1 - - Shields = 0<br />
- - - - - Wings = 3<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 60% of your points can be spent on MEDIUM models<br />
DINDRENZI FEDERATION CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the CARRIER<br />
MARS: Secured Bulkheads, Transmission Decoder<br />
Author: Uncle_Biggins<br />
Dindrenzi Battle Cruisers have been common sights on the fringes of the Storm Zone long<br />
before hostilities have flared between the Zenian League and Kurak Allaince. Champion<br />
Class Battle Cruisers are among some of the finest vessels in the galaxy with its well-balanced<br />
design and clever use of space and component layout making it the perfect command<br />
vessel for low priority sectors.<br />
Champion class Battle Cruisers are well equipped with well-trained crew, a suite of<br />
advanced sensors and communications gear allowing them to function as system<br />
command ships. Systems plagued by Pirates or under the threat of incursions from alien<br />
powers usual have at least one such ship serving within their territories to deter enemy<br />
invasions. After a lengthy negotiation with the Directorate, the existing Champion Class<br />
Battle Cruiser is currently testing an array of prototype sensors and technology designed for<br />
electronic warfare. Also, due to the low energy requirements of other systems and the<br />
cutting edge engine technology employed, the Champion is one of the faster Battle Cruisers<br />
serving in the known universe. In the instance that the Champion cannot outrun enemy ships<br />
such as nimble marauder vessel that sometimes plague outlying systems, it houses a launch<br />
bay with enough room to house several squadrons of bombers or interceptors.<br />
It was decided that the Champion would have to forgo torpedo tubes and mines in order to<br />
include a satisfactory level of armored plating and other offensive weaponry. Like the<br />
Gladius Gunship, the Champion mounts impressive broadsides rather than dual directional<br />
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Gunracks. Its primary weapon, the spinal mounted railgun has been calibrated for long<br />
ranged encounters.<br />
In game terms, the Champion is a decent alternative to the Conqueror or Retribution if you<br />
wanted a budget large ship to fulfill your army requirements. It would be great for keeping<br />
up with a fast or cruiser heavy army as it has good speed and is still great at shrugging of<br />
enemy hits. It also has better broadsides than the Battleships but that is compensated that it<br />
still has fewer crew, less hp and CR with a weaker forward weapon. It mounts a small<br />
contingent of tiny fliers that can provide CAP or bombers/assaulters to chase down lonely<br />
enemy ships.<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Rage Class Torpedo Cruiser 4 8 9” 4<br />
Range Band 1 2 3 4 Cost: 65 Points<br />
Gun Rack 4 6 1 - CP AP PD MN<br />
Aft 2 - - - 3 2 3 4<br />
Torps (Fore Fixed) 5 5 5 5 Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 60% of your points can be spent on MEDIUM models<br />
DINDRENZI FEDERATION CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
MARS: Secured Bulkheads, Torpedo Spook<br />
Author: Uncle_Biggins<br />
<strong>The</strong> Rage class Torpedo Cruiser demonstrates the ingenuity of Dindrenzi science as well as<br />
the flexibility of their weaponry. <strong>The</strong> Rage Class Torpedo Cruiser is less of a retrofit and more<br />
of a complete redesign of the Fury Class Cruisers.<br />
<strong>The</strong> value of Torpedo weaponry in space combat is apart with the need for guided explosive<br />
munitions being incredibly vital, especially during inter planetary invasion where low yield<br />
explosives could destroy or cripple military targets while leaving the rest of the planet viable<br />
for occupation. <strong>The</strong> Dindrenzi have always maximized the strength of their torpedo<br />
weaponry against their narrow firing arc’s allowing them to be fired concurrently with their<br />
Railguns. With other factions demonstrating the effectiveness of dedicated Torpedo attack<br />
cruisers that overwhelm the targets point defenses, the Rage Cruiser was designed to<br />
provide accurate and powerful torpedo support to the advancing fleets.<br />
<strong>The</strong> Torpedo tubes on the Fury were removed, as was the Rail Gun and was replaced by a<br />
singular torpedo launcher that employed the same firing principles of the Dindrenzi railguns.<br />
<strong>The</strong> gun fires a salvo of Torpedo’s shielded with stealth metals allowing them to travel<br />
unguided at rapid speeds towards their target. As the torpedoes are fired so fast and in<br />
rapid succession, the odds of them directly hitting their target are astronomically small,<br />
therefore after they reach a pre-programmed distance, the torpedoes engage counter trust<br />
and a second stage rocket ignition then guides the ordinance towards its intended target.<br />
<strong>The</strong> surprise factor of this weaponry had devastating effect during their initial engagements<br />
as the weapons launch often goes undetected by enemy ships due to the low energy<br />
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equirements and speed of the torpedo. Point Defense systems scramble to counter the new<br />
threat and often they prove ineffective or fail to intercept the torpedoes entirely.<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Sickle Class Frigate 3 6 12” 2<br />
Range Band 1 2 3 4 Cost: 25 Points<br />
Gun Rack 5 5 - - CP AP PD MN<br />
- - - - - 1 2 2 0<br />
- - - - - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a SMALL CLASS model<br />
Up to 40% of your points can be spent on SMALL models<br />
DINDRENZI FEDERATION FRIGATES are deployed in SQUADRONS of 2 to 4 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
MARS: Reinforced Fore<br />
Author: Uncle_Biggins<br />
In the months after the initial invasion of the Storm Zone, the Dindrenzi military has shifted its<br />
focus from driving into enemy held territories to a consolidation of its newly acquired and<br />
vulnerable territories. With the fleets of the Kurak Alliance fully engaging their military<br />
complexes, battle lines have been drawn and the nature of engagements have transformed<br />
from short decisive battles to lengthy encounters.<br />
Dindrenzi ship designers aware of the inherent weakness of their ships design and reliance on<br />
railgun technology have had to design ships to complement tradition ship types in these<br />
coming battles. <strong>The</strong> Sickle Class Frigate has therefore become an increasingly common sight<br />
in the storm zone with many arriving to relieve and reinforce battle hardened fleets.<br />
Whereas the Hammer exemplifies the Dindrenzi’s favored weapon, employing a singularly<br />
powerful railgun capable of firing at incredible ranges for a ship of its size and class, the<br />
firepower on the Sickle appears under gunned and unwieldy. Despite retaining much of the<br />
same super structure and layout as the Hammer, its forward section has been extensively<br />
armoured and the removal of its primary weapon has allowed the introduction of ablative<br />
armor plating, additional redundant systems and room for short ranged assault craft and<br />
boarding launch tubes. It retains its light rear armaments and has expertly placed broadsides<br />
concealed within the ships gunracks allowing for optimal engagement at extremely close<br />
ranges.<br />
In combat, the Sickle is a second wave attack ship, it joins the battle as the bulk of the<br />
Dindrenzi vessels pass enemy capital ships. With its reinforced fore, and its already<br />
exceptional CR, the Sickle is not an ideal target to pick off in the early turns of the game. It<br />
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has the single highest CR on any Frigate in the game and with 2 PD a full squadron would be<br />
difficult to remove at RB 4 with anything but the most determined attacks.<br />
It has extra AP than the Hammer as it is intended to board enemy ships. Its Gunracks are<br />
extremely powerful and have been modified and configured to be at optimum efficiency at<br />
RB 1 instead of 2. This is the only place where the Sickle has any firepower but with its high<br />
defensive abilities for a ship in this class it stands a great shot at arriving there with enough<br />
firepower left to threaten medium or even large capital ships in high enough numbers.<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Stiletto Corvette 3 5 15” 2<br />
Range Band 1 2 3 4 Cost: 25 Points<br />
Fore (Fixed) 4 3 1 - CP AP PD MN<br />
- - - - - 1 1 1 0<br />
- - - - - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a SMALL CLASS model<br />
Up to 40% of your points can be spent on SMALL models<br />
DINDRENZI FEDERATION CORVETTES are deployed in SQUADRONS of 2 to 4 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
MARS: Vectored Engines<br />
Author: Uncle_Biggins<br />
<strong>The</strong> Stilleto Corvette is a fast nimble combatant with the speed to dive past an enemy<br />
headlong and then run it down with its speed and firepower. Designed first and foremost as<br />
a scouting ship or an early warning vessel, the Stilleto was used by the Dindrenzi navy to<br />
intercept unarmed vessels carrying pirates, illegal goods or to police its boarders during<br />
peace time.<br />
As the preparation for the war began, fewer Stilleto’s were constructed and they were<br />
initially deemed inappropriate and too far outdated to be used on the frontlines. <strong>The</strong><br />
deployment of enemy corvettes and light vessels that are capable of outrunning and<br />
evading Dindrenzi patrols however has forced a large number of these ships retrofit and<br />
deployed to fill in holes in the Dindrenzi Battle strategy.<br />
<strong>The</strong> Dindrenzi have always maintained excellent engine technology that rivals the swift and<br />
elegant design of the Aquans. <strong>The</strong> Stiletto has powerful engines and a sleek design that is<br />
capable of maintaining incredible speeds. <strong>The</strong> weapon on the Stilleto class corvette has<br />
been affectionately nicknamed the Needler, in part for the shape of its munitions and the<br />
clean punctures it leaves on enemy ships from impacts.<br />
Stilleto’s speed enables them to overcome a major weakness of Dindrenzi ship design, their<br />
limited firing arcs that are dangerously easy to avoid in a close quarters battle. <strong>The</strong> Stilleto<br />
combines its incredible speeds with a level of maneuverability that is nearly impossible to<br />
match from other ship designs. Sub engines located along the length of the ships main gun<br />
are capable of enabling hyper sharp turns and counter thrust to control its approach to a<br />
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attlefield. <strong>The</strong> Stilleto can make minute adjustments to its attack run as it closes with the<br />
enemy where other ships are forced to travel with their momentum. When an opening<br />
presents itself, it dives on the target and drives it down with its forward weapon impaling the<br />
target ship with round after round from its high powered railgun.<br />
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DINDRENZI DR CR Mv HP<br />
Pilum Class R&D Weapons Platform 4 8 7” 4<br />
Range Band 1 2 3 4 Cost: 75 Points<br />
Starboard/Port 4 6 3 - CP AP PD MN<br />
Disruption<br />
Cannon<br />
5 9 6 3 3 3 3 5<br />
- - - - - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = n/a Command Distance = n/a<br />
This is a MEDIUM CLASS INSTALLATION model<br />
Up to 20% of your points can be spent on INSTALLATIONS<br />
DINDRENZI PILUM R&D WEAPONS PLATFORMS are deployed in SQUADRONS of 1 to 2 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
<strong>The</strong>se models use the Fleet Tactics and Command Distance ratings of the Fleet they have<br />
been added to.<br />
A single Squadron CANNOT contain a mix of Military Installations and other models.<br />
MARS: Disruption Cannon, No FSD, Secured Bulkheads<br />
Author: Hadhafang V2<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Backsword Class Carrier 5 10 6” 6<br />
Range Band 1 2 3 4 Cost: 70 Points<br />
Gun Rack 5 7 3 1 CP AP PD MN<br />
Torps (Fore Fixed) 4 4 4 4 3 3 4 0<br />
Torps (Fore Fixed) - - - - Shields = 0<br />
- - - - - Wings = 10<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 30% of your points can be spent on CARRIER models<br />
DINDRENZI FEDERATION CARRIERS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the CARRIER<br />
MARS: Incinerator Ammo (Fore Fixed), Secured Bulkheads<br />
Author: Alexmann<br />
<strong>The</strong> Backsword is a relatively recent refit of the Claymore Carrier after feedback from field<br />
officers. <strong>The</strong> main rail cannon is stripped out of the ship (and usually then redeployed into a<br />
Victory class hull), together with the forward torpedo launchers. This allows a substantial<br />
upgrade of the flight deck space on the ship (with the central rail cannon accelerator tube<br />
converted into a rapid deployment launch facility), and a slight reduction in weapons<br />
officers (though security staff are retained to deter possible boarding actions). <strong>The</strong> gunrack is<br />
upgraded to provide better close-support fire and torpedo tubes refitted throughout the<br />
ships forward structure, giving a broader (though less substantial) all-range offensive<br />
capacity. <strong>The</strong> refit also results in a substantial upgrade of the Backsword's maneuvering<br />
capacity, which was a consistent weak point of the Claymore from combat experience.<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Frenzy Class Cruiser 4 7 8” 4<br />
Range Band 1 2 3 4 Cost: 35 Points<br />
Fore (Fixed) 6 7 5 4 CP AP PD MN<br />
Torps (Fore) 4 3 2 2 2 2 2 0<br />
- - - - - Shields = 0<br />
Wings = 0<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 60% of your points can be spent on MEDIUM models<br />
DINDRENZI FEDERATION CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
MARS: Secured Bulkheads<br />
Author: Dark Excalibur 42<br />
Early models of the standard cruiser now used by the Dindrenzi Navy did not possess the<br />
characteristic gunracks seen in their modern naval arsenal due to a lack of necessary<br />
components. While the older model cruisers possessed Torpedo launch tubes that could fire<br />
in the entire 90 degree fore arc, they were plagued with targeting errors leading to poor<br />
accuracy at extended range. <strong>The</strong> most notable design element of Dindrenzi warships, the<br />
massive fixed fore rail weaponry, was still developmentally in its infancy and was highly<br />
susceptible to damage and overloads. Any hit to the vessel had the potential for<br />
catastrophic results.<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Sigil Class Battleship 7 12 6” 10<br />
Range Band 1 2 3 4 Cost: 195 Points<br />
Starboard/Port 8 11 6 3 CP AP PD MN<br />
Fore (Fixed) 7 8 6 5 3 5 6 0<br />
Fore (Fixed) 7 8 6 5 Shields = 0<br />
Aft 6 4 - - Wings = 3<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 40% of your points can be spent on BATTLESHIPS<br />
DINDRENZI FEDERATION BATTLESHIPS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the CARRIER<br />
MARS: Incinerator Ammo (Fore Fixed), Protected Systems, Secured Bulkheads, Staggered Fire<br />
Author: Uncle_Biggins<br />
<strong>The</strong> Dindrenzi Federation have a reputation for crafting solid vessels and weapons of war.<br />
<strong>The</strong> Sigil Class Battleship has been deployed the newly conquered sectors and regions of<br />
space as a demonstration of the dominance earned by the fleets of the Zenian League.<br />
With the subjugation of local fleets, the Sigil was designed to hold regions of space and exert<br />
influence over captured territories. After the initial engagment, resistance to the Federations<br />
advance would weaken with it expected than only a few picket ships or remenants of<br />
squadrons would be all to remain the harass the Leagues forces after securing a system or<br />
sector. Wary of a surprise attack that could endanger the Federations assets, considerations<br />
were made to ensure that the Sigil would be as well protected as it is dangerious. <strong>The</strong> Sigil<br />
has a few peculiarities that make it a standout design as it breaks some of the Dindrenzi's<br />
typical pinciples with its systems layout. One is its simple design requires extremely few limited<br />
crew, well below average for a ship of its size. This was intended so that fewer personel<br />
would be wasted engaging in rear action defense. Also the Dindrenzi's favoured primary<br />
weapon has been considerably downsized in its application to the Sigil with more room<br />
being spent on additonal armor, redundant systems and emergency repair systems left the<br />
room typically reserved for the fore railgun all but used. A smaller trunicated version is<br />
mounted in an 'underslung' fashion to the ships hull, however it is much smaller roughly<br />
equivelent to a Cruiser sized weapon However as a fortunate offset of being mounted to a<br />
ship of its size, the installed weapon has plentiful cooling systems and a battleship grade<br />
power system has increased the installed units rate of fire by nearly double. As with several of<br />
the newer designs of Dindrenzi vessel, the Sigil has been equipped with a limited flight bay<br />
capable of deploying interceptor wings or other flight support as needed. <strong>The</strong> Sigil was<br />
mounted with broadside weaponry as the new layout could afford to apply more turrets and<br />
49 | P age Revised: 3/1/2013 12:56 PM
secondary weapons across the hull. <strong>The</strong> engine housing contains many aft facing weapons<br />
giving the Sigil and intimidating complement of firepower. This flexibility has come at the cost<br />
of the ships Torpedo weaponry and mine laying capabilities.<br />
To date the design has proven its worth and despite the relative infancy of the conflict, not a<br />
single Sigil Class Battleship has sustained enough damage to have it removed from active<br />
duty though with opposition to the advance stiffening it is only a matter of time before<br />
several will be called to the front line.<br />
(My idea for the Sigil was that it would be a boxy, thicker vessel layered with broadsides<br />
similar to the Gladius. It was designed that way because paltry pirates or opportunists that<br />
might have had a shot at inflicted damage or even destroying a battleship would be faced<br />
with a near impossible task trying to assault the well defended Sigil that when complete with<br />
escort would be an impregnable sign of the Dindrenzi militaries superiority. I liked the idea of<br />
a weapon that was far better suited for dealing with lighter vessels than Capital Ships, I<br />
came up with the idea that the Sigil mounts the same foreward firepower of the Victory as<br />
well. It quite impressively has nearly the same defensive statistics as the Retribution<br />
Dreadnaught. <strong>The</strong> Sigil is however very well armed and so its not a budget battleship, fully<br />
equpied it deserves to be one of the more expensive ships in the game I would reason.<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Deliverance Class Penal Battleship 6 11 6” 10<br />
Range Band 1 2 3 4 Cost: 100 Points<br />
Starboard/Port 5 6 3 - CP AP PD MN<br />
Fore (Fixed) 10 14 8 4 3 7 5 0<br />
Torps (Fore) 6 5 5 4 Shields = 0<br />
- - - - - Wings = 3<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 40% of your points can be spent on BATTLESHIPS<br />
DINDRENZI FEDERATION BATTLESHIPS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the CARRIER<br />
MARS: : Combustible Cargo, Incinerator Ammo (Fore Fixed), Isolated, Last Chance Saloon,<br />
No FSD, Secured Bulkheads, Vulnerable<br />
Author: Alexmann<br />
<strong>The</strong> Dindrenzi Federation believes itself to be fair and just - and for those who do not agree<br />
there are the penal planets where inmates are given time to adjust their beliefs. For minor<br />
criminals there is always the hope of rejoining the wider Federation, and the Penal legions<br />
are their chance to do just that. Pressed into service in substandard ships, these forces can<br />
be used to bolster forces in desperate circumstances. For the prisoners onboard, there<br />
remains the opportunity to redeem themselves in the eyes of the Federation and return to<br />
normal society by glory in battle.<br />
In order to ensure loyalty, the ships used by the penal legions have had their FSDs removed,<br />
thus needing to be jumped into (and out of!) theatre by another similarly sized vessel. In<br />
addition, they will be old hulls, not benefitting from the modern data-net support of the<br />
Dindrenzi military nor even necessarily well maintained. Finally, they have an interlock system<br />
allowing the ships reactors to be detonated remotely should any of the "volunteers" loyalty<br />
waver mid-battle.<br />
<strong>The</strong> Deliverance class is a prime example of a Penal legion ship - based on an older (usually<br />
battle-damaged and repaired) Challenger-Class hull (described in the Crummy ships<br />
thread!), it has had torpedo, FSD and advanced communications equipment removed,<br />
which reduces the required crew compliment and PD effectiveness, the space being used<br />
to house more "inmates" seeking freedom. Given simple kinetic weapons with limited<br />
ammunition, this force relies on numbers and sheer ferocity to achieve results. Of course, if<br />
the force do manage to successfully board an enemy ship, there is no guarantee that they<br />
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will return to the welcome of Dindrenzi space - given a working FSD drive, they may choose<br />
exile elsewhere!<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Challenger Class Battleship 6 11 6” 10<br />
Range Band 1 2 3 4 Cost: 125 Points<br />
Starboard/Port 5 6 3 - CP AP PD MN<br />
Fore (Fixed) 10 14 8 4 5 3 6 0<br />
Torps (Fore) 6 5 5 4 Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 40% of your points can be spent on BATTLESHIPS<br />
DINDRENZI FEDERATION BATTLESHIPS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
MARS: : Vulnerable<br />
Author: Alexmann<br />
<strong>The</strong> Challenger design was one of the earliest designs in new Dindrenzi Naval design, which<br />
came as a complete surprise to Terran forces - the extremely rugged hull built around a<br />
massive rail cannon with tremendous power, specifically aimed at destroying Terran capital<br />
ships. <strong>The</strong> Conqueror bears many similarities with the Challenger, though as the Challenger<br />
design was completely new it tended to be non-optimal, leading to odd design quirks that<br />
could prove fatal if the ship was seriously damaged. Fortunately this was not a common<br />
occurrence (due to the ship's rugged construction) until new Terran designs began to<br />
emerge. Where the ship belies its age are in the traditional port & starboard broadside<br />
armaments, which lacked heavy hitting power at range; the broad fore-arc torpedoes that<br />
produced so many long-range targeting issues in early Dindrenzi naval design and the<br />
complete absence of aft armament or mines, leading to a serious blind arc. <strong>The</strong>se issues<br />
were all addressed in the Conqueror, plus optimization of design produced increased<br />
survivability and resilience, and also allowed for installation of mine laying systems to prevent<br />
tail-gating by smaller ships.<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Cudgel Class Frigate 3 6 10” 2<br />
Range Band 1 2 3 4 Cost: 15 Points<br />
Fore (Fixed) 3 5 2 - CP AP PD MN<br />
- - - - - 2 1 2 0<br />
- - - - - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a SMALL CLASS model<br />
Up to 40% of your points can be spent on SMALL models<br />
DINDRENZI FEDERATION FRIGATES are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
Author: Alexmann<br />
<strong>The</strong> Cudgel class is the direct forerunner of the Hammer class, utilizing exactly the same hull,<br />
only having the single signature rail cannon for offense. Being an early utilization of the rail<br />
cannon in such a small hull, the Cudgel's systems were tuned for optimum-range encounters,<br />
without the long distance engagement capabilities of the present Hammer-class gun. As<br />
gunracks had not been implemented as standard designs at the time, and the hull was<br />
judged too small to mount meaningful broadside capabilities, the designers concentrated<br />
on a well-developed PD system to aid survivability. Although an older ship, Cudgel's can still<br />
be seen serving with current warships, this bearing testament to their rugged design and<br />
durability.<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Scutum Class Point Defense Cruiser 4 8 9” 4<br />
Range Band 1 2 3 4 Cost: 60 Points<br />
Fore (Fixed) 6 7 5 4 CP AP PD MN<br />
- - - - - 3 3 5 4<br />
- - - - - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 60% of your points can be spent on MEDIUM models<br />
DINDRENZI FEDERATION CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
Only ONE Squadron of R&D CRUISERS may be taken<br />
MARS: Secured Bulkheads, Rapid Fire PD<br />
Author: Alexmann<br />
<strong>The</strong> Scutum class is a variant of the standard Fury class cruiser, designed to minimize the<br />
threat of high-density torpedo attack tactics employed by some of the Federations<br />
opponents. It can be deployed with other cruisers, or in its own squadrons as need dictates,<br />
and retains full rail cannon armament to maintain offensive potential. At this point the<br />
Scutum diverges from the Fury class, with torpedo tubes and gunrack sacrificed in favour of<br />
multiply-redundant and higher powered point defense systems, with enhanced and<br />
dispersed sensor, tracking and targeting suites co-developed by the RSN. <strong>The</strong>se modiications<br />
lead to a longer-range and more intense PD bubble, able to operate even when the ship is<br />
severely damaged.<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Targe Class Support Cruiser 4 7 9” 4<br />
Range Band 1 2 3 4 Cost: 60 Points<br />
Gun Rack 4 6 2 - CP AP PD MN<br />
Aft 3 1 - - 3 2 5 4<br />
Torps (Fore Fixed) 3 3 3 3 Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 60% of your points can be spent on MEDIUM models<br />
DINDRENZI FEDERATION CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
Only ONE Squadron of R&D CRUISERS may be taken<br />
MARS: Bigger Batteries, Rapid Fire, Secured Bulkheads<br />
Author: kaptyn_Krys<br />
Based around a standard cruiser hull. With the removal of the rail gun systems more power<br />
can be diverted to the point defense and coolant systems, increasing the rate of fire of the<br />
numerous batteries. Developed as one design to deal with large numbers of torpedoes and<br />
wings that common enemies of the Dindrenzi have been fielding.<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Excalibur Class R&D Cruiser 5 8 9” 5<br />
Range Band 1 2 3 4 Cost: 90 Points<br />
Gun Rack 5 6 4 - CP AP PD MN<br />
Fore (Fixed) 5 7 4 3 4 2 4 0<br />
Fore (Fixed) 5 7 4 3 Shields = 0<br />
Fore (Fixed) 5 7 4 3 Wings = 0<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a MEDIUM CAPITAL R&D CLASS model<br />
Up to 60% of your points can be spent on MEDIUM models<br />
DINDRENZI FEDERATION R&D CRUISERS are deployed in SQUADRONS of 2 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
Only ONE Squadron of R&D CRUISERS may be taken<br />
MARS: Firing Solution (Fore Fixed), Secured Bulkheads, Vulnerable<br />
Author: RageofAeons<br />
<strong>The</strong> Excalbur class cruiser is an experiment in rail weaponry, only now entering the prototype<br />
phase. Dindrenzi engineers have been constantly pushing to expand the available firepower<br />
of their warships, and have labored hard to create the potent Trinity class Rail cannon,<br />
mounting three accelerators fixed into a single chassis. Capable of delivering devastating<br />
firepower upon other cruisers with individual fire, or linking systems together for pinpoint<br />
delivery of their ultra-density payload to bring down the hardest of targets, <strong>The</strong> Excalibur<br />
class has been deployed in limited numbers throughout the Storm Zone. <strong>The</strong> advanced<br />
targeting and control systems that allow such devastating firing are incredibly intricate and<br />
are impossible to co-ordinate in more than a pair of vessels. Some commanders are<br />
reluctant to surrender more proven vessels, such as the Gladius, since both ships can bring<br />
devastating firepower to bear on targets, but the Gladius offers it in a more resilient<br />
package. <strong>The</strong> immense power drain from the Trinity cannon requires enormous capacitors to<br />
charge, and if these systems suffer damage while fully charged, can catastrophically<br />
discharge into the ship itself. This has been rated as a high priority to correct if the cannon<br />
proves successful in field tests. Even with such drawbacks, the ship has proven to be capable<br />
of inflicting truly staggering damage in a very short period of time, earning a terrifying, and<br />
fearsome reputation amongst any who have faced it in combat.<br />
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DINDRENZI FEDERATION DR CR Mv HP<br />
Zweihander Battle Cruiser 6 10 7” 8<br />
Range Band 1 2 3 4 Cost: 160 Points<br />
Gun Rack 4 6 2 - CP AP PD MN<br />
Fore (Fixed) 8 10 7 6 4 3 6 0<br />
Fore (Fixed) 5 7 4 3 Shields = 0<br />
Fore (Fixed) 5 7 4 3 Wings = 0<br />
Fleet Tactics = +3 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 30% of your points can be spent on BATTLECRUISER models<br />
DINDRENZI FEDERATION BATTLE CRUISERS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
MARS: Firing Solution (Fore Fixed), Secured Bulkheads<br />
Author: RageofAeons<br />
While the Excalibur cruiser was done as a proof of concept craft, the powerful Trinity rail<br />
cannon was proving hard to improve. <strong>The</strong> limits of current power generation and<br />
transmission were causing a great deal of difficulty in phasing out the overlarge capacitors<br />
that allowed the firing of such a weapon system. After months without improvement,<br />
Dindrenzi High Command threatened to pull the plug on Trinity Research. In desperation, the<br />
research team turned to upscaling the weapon, mounting it on the chassis of a battle<br />
cruiser, a class of vessel that had long since been supplanted by the powerful Conquerer<br />
battleship. Layering the hull in additional armour, the research team ensured that the<br />
capacitors would be adequately protected. In an attempt to free up addition power, the<br />
gun racks were scaled back significantly, brought to the level of the aging Claymore carrier.<br />
When the power requirements were still too high, the research team turned to captured<br />
enemy technology. Fitting superconductors taken from captured Xelocian vessels, the teams<br />
were finally able to balance the power transmission issues. <strong>The</strong> first Zweihander was<br />
deployed to a reserve fleet, and was regarded as a toy, until it faced the Terran<br />
dreadnought, the Atlas. Closing to optimum range, the vessel fired a volley that scored<br />
devastating damage on the much larger warship, even through the powerful shielding. <strong>The</strong><br />
Atlas withdrew from the field, not willing to risk further damage. Since this incident, High<br />
Command has renewed interest in the Trinity cannon project.<br />
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o Vector Engines: Once during this models activation it may make a 90 degree<br />
turn instead of a 45 degree one while moving. This ship has a minimum move<br />
distance of 2”<br />
o Transmission Decoder: Enemy ships in RB1 lose Cloaking and the stealth systems<br />
MARs.<br />
o Staggered Fire: This model cannot link fire with any of its own weapon systems.<br />
o Last Chance Saloon: <strong>The</strong> boarding forces of the ship are desperate, selling their<br />
lives for a chance of freedom. <strong>The</strong>y gain an additional D3 AD for the first round<br />
of combat when boarding, but immediately suffer 1AP casualty. In addtion, if AP<br />
forces from a ship with this MAR successfully capture a ship, roll 1D6 - on a 1-3<br />
the boarders choose exile, and the ship is removed from play after shunting as<br />
normal, but does not provide any VP to the victor.<br />
o Rapid Fire PD: <strong>The</strong> ship may re-roll missed PD rolls against torpedoes, boarders<br />
and wings that approach within 4" of this ship. Note that this does NOT apply to<br />
additional rolls from exploding 6's.<br />
o Rapid Fire: This model can make up to 2 re-rolls when it Point Defense dice<br />
during its activations and during the activation of other models, but MUST use<br />
the second result.<br />
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Relthoza<br />
RELTHOZA DR CR Mv HP<br />
Venom MkII Class Destroyer 4 6 7” 4<br />
Range Band 1 2 3 4 Cost: 75 Points<br />
Fore (Fixed) 3 4 1 - CP AP PD MN<br />
Torps<br />
(Starboard/Port)<br />
5 5 6 6 2 1 6 0<br />
- - - - - Cloaking Field<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 8”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
RELTHOZA DESTROYERS are deployed in SQUADRONS of 2 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
No more than HALF of the MEDIUM models in your fleet can be DESTROYERS<br />
MARS: Hidden Killer, Maneuverable, Stealth Systems<br />
Author: Rich<br />
Venom’s formed part of the Retholza battleline in the Storm Zone for several years before the<br />
introduction of the mark two. Though hailed by the Retholzian warleaders as a new design, it<br />
has been designated as a mark two Venom class by most other parties. <strong>The</strong> hull form<br />
remains the same, with minor exterior changes made to accommodate the replacement of<br />
the hydroxide cannon batteries with torpedo silos. Military analysts, particularly Directorate,<br />
have shown a keen interest in this development and are speculating why it has taken the<br />
Retholza so long to develop a long range torpedo vessel to tactically exploit their cloaking<br />
technology. Though not likely to shift the balance of power, this updated design is likely to<br />
frustrate admirals and may force a shift in tactical deployments.<br />
Design notes: With Retholza ships coming with cloaks and stealth systems as standard, why<br />
didn’t their destroyer make use of torpedoes? Torpedo starboard and port broadsides are a<br />
little odd, but hey….<br />
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RELTHOZA DR CR Mv HP<br />
Chitin Class Assault Carrier 5 8 7” 6<br />
Range Band 1 2 3 4 Cost: 85 Points<br />
Starboard/Port 6 7 - - CP AP PD MN<br />
Fore (Fixed) 3 6 2 - 3 5 5 0<br />
- - - - - Cloaking Field<br />
- - - - - Wings = 5<br />
Fleet Tactics = +2 Command Distance = 8”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 40% of your points can be spent on CARRIER models<br />
RELTHOZA CARRIERS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the CARRIER<br />
MARS: Bigger Batteries, Stealth Systems, Shunter<br />
Author: Rich<br />
<strong>The</strong> first combat sighting of the Chitin Class Assault Carrier occurred in the Chalkeria system.<br />
Emerging suddenly from fold space in orbit above a key military installation a squadron of<br />
Chitins managed to hold station whilst coming under heavy fire from surrounding gun<br />
platforms. Reltholza warriors were able to conduct orbital drop raids whilst under the<br />
protective umbrella of the squadron’s point defense. After sustaining catastrophic losses the<br />
local emergency response wings were forced to disengage, giving the Relthozan warships<br />
an opportunity to cloak and slip away before inbound reinforcements could enter weapons<br />
range.<br />
Blunt and brutal looking these Assault Carriers represent an escalation in the Storm Zone and<br />
surprisingly rapid innovation on the part of the Retholza in incorporating what were until<br />
recently cutting edge technologies.<br />
Design Notes: Intended to be close in and be fairly durable for its size class, and either deliver<br />
a wave of bombers or boarders, and then withdraw. <strong>The</strong> Chitin is intended as a ‘several<br />
years down the line’ ship where the technologies proven in the Bane R&D prototypes have<br />
been brought into front line units. <strong>The</strong> Chitin has a shunt move option like the Bane, but to a<br />
more modest degree. This allows it to rapidly close with the enemy before launching its<br />
wings, and to make a quick getaway if things get too rough. Likewise it incorporates the<br />
Apex’s bigger batteries design as a proven and ‘Reltholzaesque’ MAR. Having this MAR on a<br />
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squadron of ships with a decent PD is presumably pretty good. Hopefully this gives the<br />
Retholza a carrier that is an interesting ship that lends itself to various strategies.<br />
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RELTHOZA DR CR Mv HP<br />
Husk Class Carrier 5 8 7” 6<br />
Range Band 1 2 3 4 Cost: 70 Points<br />
Torps (Fore Arc) 5 6 7 7 CP AP PD MN<br />
- - - - - 5 0 4 0<br />
- - - - - Cloaking Field<br />
- - - - - Wings = 12<br />
Fleet Tactics = +2 Command Distance = 8”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 40% of your points can be spent on CARRIER models<br />
RELTHOZA CARRIERS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the CARRIER<br />
MARS: Hull Tearer Ammo (Port and Starboard), Stealth Systems<br />
Author: Alexmann<br />
<strong>The</strong> Husk class carrier is designed purely as a wing-delivery system. It shares a common hull<br />
design with the Hive, but production of the Husk deviates after fitment of the fore torpedo<br />
tubes. Whereas the Hive goes onto a full weapons fit with sophisticated targeting systems,<br />
the Husk has much simpler weapons tracking, the extra space being taken by further flight<br />
bays. This results in slightly poorer automated defense and close-range torpedo<br />
effectiveness, despite the same load out (longer ranges are not affected as the torpedoes<br />
own systems are fully in play by this time). With no boarding personnel, increased flight crew<br />
and bay operations compliment, the Husk is designed to lurk at the rear of an engagement,<br />
relying on its cloak and stealth systems to survive and torpedoes for long-range fire support.<br />
Whilst initially discounted by some, the Hive has a distinct advantage in the speed and cost<br />
of its production - a fully operational and wing-loaded Husk can deliver 150% of the wings at<br />
the front line for roughly the same cost in materiel as a bare Hive, and in two-thirds of the<br />
time.<br />
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RELTHOZA DR CR Mv HP<br />
Funnelweb Class Assault Cruiser 4 6 10” 4<br />
Range Band 1 2 3 4 Cost: 60 Points<br />
Starboard/Port 4 6 - - CP AP PD MN<br />
Torps (Aft Arc) 3 3 4 5 3 6 4 0<br />
Cloaking Field<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 8”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 70% of your points can be spent on MEDIUM models<br />
RELTHOZA CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
MARS: Assault Blitz, Fast FSD, Stealth Systems<br />
Author: Alexmann<br />
<strong>The</strong> Funnelweb is a deadly new implementation of the Relthozas skill with FSD technology. At<br />
first its introduction was only noticed as an increased loss of civilian shipping in the dangerous<br />
but busy FSD points between <strong>The</strong> Wyndham Cluster and Muishkin's Rift. On investigation,<br />
however, very little evidence of military intervention was discovered - ships had just vanished<br />
- and it was initially thought there may be some increased foldspace distortion or other<br />
natural phenomenon accounting for the ships disappearances. Increased military ship<br />
contingents in more important convoys, however, led to the discovery of the Funnelweb<br />
class.<br />
<strong>The</strong> standard tactic of the Funnelweb (and it's primary design philosophy), is to wait in<br />
nearby interstellar space with minimal systems active, cloaked and stealthed to avoid<br />
detection. On detection of its targets FSD energy signatures, the Funnelweb jumps into<br />
boarding distance and assaults the enemy ship without warning. Being assaulted under<br />
these conditions leads to ineffective PD fire and so the crew can quickly become<br />
overwhelmed and the ship captured - even before any distress transmissions are broadcast.<br />
<strong>The</strong> Funnelweb typically rapidly retreats after disgorging it's assault troops, using it's stealth<br />
systems and cloaking device to aid it, and rear-mounted torpedoes to deter pursuit. It also<br />
has close-range port/starboard HELL batteries should it need to defend itself whilst in the fray,<br />
these being favored over the the usual hydroxide cannons as a convenient means of<br />
dumping ship system heat.<br />
This "shock and awe" surprise attack tactic is made possible due to the rapid recharge FSD<br />
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units on the ships, allowing them to jump directly into theatre, immediately correcting FSD<br />
placement errors and being fully combat effective with no shunt-lag. Whilst their introduction<br />
was aimed at tapping primary shipping routes for valuable resources, reports have also been<br />
made about their use in military-only engagements to subjugate important vessels, or even<br />
smaller vessels to sap the overall strength of their enemy.<br />
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• Shunter: As per a Bane, but pick between 2 and 4 D6.<br />
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•<br />
<strong>The</strong> Directorate<br />
DIRECTORATE DR CR Mv HP<br />
Loki Class R&D Cruiser 4 7 8” 5<br />
Range Band 1 2 3 4 Cost: 70 Points<br />
Starboard/Port 5 6 4 2 CP AP PD MN<br />
Turrets 5 6 2 - 4 1 5 0<br />
- - - - - Cloaking Field<br />
- - - - - Wings = 0<br />
Fleet Tactics = +1 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 60% of your points can be spent on MEDIUM models<br />
DIRECTORATE R&D CRUISERS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
Only ONE Squadron of R&D CRUISERS may be taken<br />
MARS: ECM Shroud, Reinforced Fore<br />
Author: veritechc<br />
With the continued cooperation from the enigmatic Relthoza, the Directorate has begun an<br />
intensive program of resource and development. To maintain security this R&D program has<br />
been based on a small fleet that jumps from secret location to secret location. From this<br />
“<strong>Black</strong> Fleet” the Loki Class Cruiser was developed.<br />
Buy starting from a Tormentor’s hull the <strong>Black</strong> Fleet scions have managed to keep production<br />
costs to a minimum. <strong>The</strong> refit on each ship is quite an undertaking still as it requires removing<br />
the entire suite of torpedoes that are a Tormentor’s hallmark and replacing those with more<br />
conventional broadsides and turrets. <strong>The</strong>y did manage to repurpose the Tormentor’s ECM<br />
suite and kept the Reactors and engines intact.<br />
<strong>The</strong> crowning achievement of the <strong>Black</strong> Fleet R&D group is the Loki’s ECM suite. When<br />
activated the vast arrays scattered throughout the ship renders an area of space distorted<br />
and tortured to ships sensors and target systems. This shroud renders all within “invisible to<br />
those systems.<br />
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When the Shroud ECM is fully active the Loki Cruiser is unable to fire its weapons such is the<br />
power draw so it must rely on its shroud field for protection. From the Tormentor it does retain<br />
its cloaking field to give its captain the option between being hidden, or being obscured<br />
and able to fire.<br />
It should be noted that in tests with the Shroud Field activated that Fighter craft were able to<br />
still target the Loki Cruiser visually.<br />
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DIRECTORATE DR CR Mv HP<br />
Subjugation Class Carrier 5 9 6” 6<br />
Range Band 1 2 3 4 Cost: 70 Points<br />
Fore (Fixed) 7 11 5 - CP AP PD MN<br />
- - - - - 3 4 5 0<br />
- - - - - Shields = 0<br />
- - - - - Wings = 8<br />
Fleet Tactics = +1 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 30% of your points can be spent on CARRIER models<br />
DIRECTORATE CARRIERS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the CARRIER<br />
MARS: Espionage, Biohazard Ammo (Fore), Maneuverable<br />
Author: Alexmann<br />
<strong>The</strong> Subjugation Class is a refinement of the Overseer class that focuses on delivering wings<br />
to the front line whilst still retaining full combat effectiveness once that mission is achieved.<br />
Exchanging the extensive torpedo fitments of the Overseer with further flight capacity and<br />
port/starboard maneuvering drive outlets enables the Subjugation to bring it's substantial<br />
fixed armament to bear effectively in the heart of a battle (with only a slight loss of overall<br />
drive performance). With only a slightly diminished compliment of security/offensive crew<br />
"units", it remains flexible in all situations. <strong>The</strong> Subjugation conversion is even possible in<br />
forward field repair bays, making it an extremely cost-efficient prospect for any combat<br />
director.<br />
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o Joint Operations: This model has a Shroud Field that extends 4”around it in all<br />
directions. Any model, friend or foe, within this field cannot be targeted by<br />
Broadsides, Turret or Torpedo attacks. This does include the model generating the ECM<br />
Shroud. When a Ship with a ECM Shroud is Activated, declare whether the Shroud is<br />
turned on or off BEFORE it is moved. <strong>The</strong>n place a Shroud Token next to the Ship at the<br />
end of its movement. <strong>The</strong> Ship gains the benefits AND drawbacks of the ECM Shroud<br />
until it removes the token at the end of a subsequent Activation. While the shroud<br />
activated this model may not make any Broadsides, Turret or Torpedo attacks or<br />
launch Boarding Assaults. Models within the Shroud are able to fire out at HALF AD.<br />
<strong>The</strong> ECM Shroud does block line of sight.<br />
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Alliance of<br />
Kurak<br />
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Tarakian<br />
TARAKIAN DR CR Mv HP<br />
Sarmah Class Heavy Torpedo Cruiser 5 7 8” 6<br />
Range Band 1 2 3 4 Cost: 80 Points<br />
Torps<br />
(Fore Fixed)<br />
5 5 5 5 CP AP PD MN<br />
Torps (Fore Arc) 5 5 5 5 5 2 4 0<br />
Torps<br />
(Starboard/Port)<br />
5 5 5 5 Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +1 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 60% of your points (in a SUPPORT FLEET) can be spent on MEDIUM models<br />
TARAKIAN CRUISERS are deployed in SQUADRONS of 2 to 4 model<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
No more than HALF of the MEDIUM models in your fleet can be HEAVY CRUISERS<br />
You CAN mix CRUISERS, HEAVY CRUISERS and VARIANT CRUISERS in the same squadron<br />
You CANNOT mix R&D CRUISERS with CRUISERS in the same squadron<br />
MARS: Protected Systems, Firing Solution (Fore Fixed, Fore)<br />
Author: SPBTool<br />
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Xelocian Primate<br />
XELOCIAN PRIMATE DR CR Mv HP<br />
Bantri Class Carrier 6 8 7” 6<br />
Range Band 1 2 3 4 Cost: 150 Points<br />
Starboard/Port 4 6 2 - CP AP PD MN<br />
Fore (Fixed) 7 8 6 5 8 2 8 0<br />
Torps (Any Arc) 3 4 5 6 Shields = 2<br />
- - - - - Wings = *<br />
Fleet Tactics = +1 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 30% of your points (in a SUPPORT FLEET) can be spent on CARRIER models<br />
XELOCIAN PRIMATE CARRIERS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the CARRIER<br />
MARS: Ad Hoc Bays, Bigger Batteries, Disengage Freight, Experienced Engineers, Point<br />
Defense Barrage<br />
Author: SPBTool<br />
<strong>The</strong> Xelocian Bantri class Carrier is a prime example of Xelocian nomadic ways. <strong>The</strong> Bantri is<br />
primarily used as an HQ for the many scavenging and salvage operations the Xelocians do<br />
on a regular basis.<br />
<strong>The</strong> focus of the design was originally to be highly defensible against the smaller strike craft,<br />
corvettes and frigates used by raiders that would harass these harvesting missions away from<br />
the Imperial fleet. It was latter realized that the modular design and built in command and<br />
control would allow it to work as a carrier as well.<br />
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XELOCIAN PRIMATE DR CR Mv HP<br />
Gunship 4 7 9” 5<br />
Range Band 1 2 3 4 Cost: 85 Points<br />
Starboard/Port 5 7 3 1 CP AP PD MN<br />
Fore (Fixed) 7 8 6 4 4 4 4 0<br />
Torpedoes<br />
(Fore Arc)<br />
5 5 5 5 Shields = 2<br />
- - - - - Wings = 0<br />
Fleet Tactics = +1 Command Distance = 7”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 60% of your points (in a Support Fleet) can be spent on Medium models<br />
XELOCIAN PRIMATE GUNSHIPS are deployed in SQUADRONS of 2 to 3 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
No more than HALF of the MEDIUM models in your fleet can be GUNSHIPS<br />
MARS: Reinforced Fore<br />
Author: RageofAeons<br />
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XELOCIAN PRIMATE DR CR Mv HP<br />
Battleship 6 9 7” 8<br />
Range Band 1 2 3 4 Cost: 165 Points<br />
Starboard/Port 9 12 4 - CP AP PD MN<br />
Fore (Fixed) 10 15 8 6 6 5 5 0<br />
Torps (Fore) 6 6 7 7 Shields = 3<br />
- - - - - Wings = 0<br />
Fleet Tactics = +1 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 30% of your points (in a SUPPORT FLEET) can be spent on BATTLESHIPS<br />
XELOCIAN PRIMATE BATTLESHIPS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
MARS: Reinforced Fore<br />
Author: RageofAeons<br />
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XELOCIAN PRIMATE DR CR Mv HP<br />
Escort 3 4 10” 2<br />
Range Band 1 2 3 4 Cost: 25 Points<br />
- - - - - CP AP PD MN<br />
- - - - - 2 1 3 0<br />
- - - - - Shields = 1<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a SMALL CLASS model<br />
Up to 60% of your points (in a SUPPORT FLEET) can be spent on MEDIUM models<br />
XELOCIAN PRIMATE ESCORTS are deployed in SQUADRONS of 1 to 3 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
An Escort model can perform Combined Fire with its Parent model, and any other Escort<br />
models from the same Squadron, when using Point defense systems for an Attack, Defensive<br />
Fire or Anti-Boarding Point defense fire.<br />
MARS: Modulator, Shield Modulation, Systems Network<br />
Author: RageofAeons<br />
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XELOCIAN PRIMATE DR CR Mv HP<br />
Carradenri Class Leviathan 7 14 6” 11<br />
Range Band 1 2 3 4 Cost: 490 Points<br />
Starboard/Port 15 18 12 9 CP AP PD MN<br />
Fore (Fixed) 18 20 16 12 10 8 9 0<br />
Torps (Fore) 8 8 9 9 Shields = 5<br />
- - - - - Wings = 0<br />
Fleet Tactics = +1 Command Distance = 6”<br />
This is a MASSIVE CAPITAL CLASS model<br />
Up to 30% of your points (in a SUPPORT FLEET) can be spent on LEVIATHANS<br />
XELOCIAN PRIMATE LEVIATHANS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
MARS: Awesome, Dirty Secrets, Elite Crew, Impervious, Pride of the Fleet, Reinforced Fore,<br />
Strengthened Hull<br />
Author: RageofAeons<br />
<strong>The</strong> Carradenri is the primary flagship of the Xelocian Imperium, and widely regarded as one<br />
of the most powerful warship that has been seen. Able to unleash blistering waves of<br />
firepower at any range, and wrapped in multiple layers of shields make it nearly invulnerable<br />
to incoming fire. While the Carradenri is still with the majority of the Imperium fleets behind<br />
the lines, the increasing ferocity of the war has been forcing Xelocian admirals to consider<br />
deploying this engine of destruction to the front lines.<br />
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o Modulator: the parent ship can use the Shield Modulation MAR<br />
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Terquai Empire<br />
TERQUAI EMPIRE DR CR Mv HP<br />
Zenrai Class Battleship 6 10 7” 8<br />
Range Band 1 2 3 4 Cost: 220 Points<br />
Gun Rack 10 15 8 4 CP AP PD MN<br />
Fore 8 12 5 - 5 5 7 0<br />
Torps (Fore) 5 6 6 8 Shields = 2<br />
- - - - - Wings = 0<br />
Fleet Tactics = +1 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 30% of your points (in a SUPPORT FLEET) can be spent on BATTLESHIPS<br />
TERQUAI EMPIRE BATTLESHIPS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
MARS: Countermeasures, Reinforced Port/Starboard,<br />
Author: Shaun Sains<br />
<strong>The</strong> Terquai's Zenrai Battleship is becoming quickly a more common sight in Kurak Alliance<br />
and Support fleets as a bigger class of ship was required to rival stronger invading fleets<br />
following the outbreak of the current crisis and the increased threat from raiders. <strong>The</strong> Zenrai<br />
Class follows the familiar hull design of the Cruisers and Frigates with big central Gun Racks,<br />
Fore guns and Torps mounted in the Fore. Its large reinforced Port and Starboard armour<br />
adds to overall ships look as a bastion of defiance to invaders.<br />
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TERQUAI EMPIRE DR CR Mv HP<br />
Zaiku Class Frigate 3 5 10” 2<br />
Range Band 1 2 3 4 Cost: 35 Points<br />
Gun Rack 3 4 - - CP AP PD MN<br />
Fore 3 5 2 - 2 1 2 0<br />
Torps (Fore) 1 2 3 4 Shields = 1<br />
- - - - - Wings = 0<br />
Fleet Tactics = +1 Command Distance = 6”<br />
This is a SMALL CLASS model<br />
Up to 60% of your points (in a SUPPORT FLEET) can be spent on SMALL models<br />
TERQUAI EMPIRE FRIGATES are deployed in SQUADRONS of 2 to 4 model<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
MARS: Reinforced Port/Starboard,<br />
Author: Shaun Sains<br />
<strong>The</strong> Terquai are known for the defense of their home and the Zailku Frigate is no exception. It<br />
follows the same Hull design as its larger cousins with reinforced sides for protection, only<br />
scaled down and compact. <strong>The</strong> weapons it bares gives any invader pause for thought.<br />
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Ryushi<br />
RYUSHI DR CR Mv HP<br />
Dreadfleet Leviathan 8 13 4” 10<br />
Range Band 1 2 3 4 Cost: 350 Points<br />
Starboard/Port 12 16 10 6 CP AP PD MN<br />
Fore 12 16 10 6 12 6 10 0<br />
Torps (Fore) 9 9 9 9 Shields = 3<br />
- - - - - Wings = 18<br />
Fleet Tactics = +1 Command Distance = 6”<br />
This is a MASSIVE CAPITAL CLASS model<br />
Up to 30% of your points (in a SUPPORT FLEET) can be spent on LEVIATHANS<br />
RYUSHI LEVIATHANS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
MARS: Bigger Batteries, Elite Crew, Frigate Carrier, Impervious, Large Bays, Point Defense<br />
Barrage, Pride of the Fleet, Without Number<br />
Author: RageofAeons<br />
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RYUSHI DR CR Mv HP<br />
Light Carrier 4 8 7” 4<br />
Range Band 1 2 3 4 Cost: 60 Points<br />
Starboard/Port 4 6 2 - CP AP PD MN<br />
Fore 4 6 3 1 4 1 4 0<br />
Torps (Fore) 4 4 4 4 Shields = 0<br />
- - - - - Wings = 3<br />
Fleet Tactics = +1 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 60% of your points (in a SUPPORT FLEET) can be spent on MEDIUM models<br />
RYUSHI LIGHT CARRIERS are deployed in SQUADRONS of 2 to 4 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the CARRIER<br />
MARS: Combined Squadrons, Bigger Batteries, Deck Crews<br />
Author: RageofAeons<br />
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RYUSHI DR CR Mv HP<br />
Pocket Carrier 3 6 10” 3<br />
Range Band 1 2 3 4 Cost: 20 Points<br />
Starboard/Port 2 3 1 - CP AP PD MN<br />
- - - - - 2 0 2 0<br />
- - - - - Shields = 0<br />
- - - - - Wings = 1<br />
Fleet Tactics = +1 Command Distance = 6”<br />
This is a SMALL CLASS model<br />
Up to 60% of your points (in a SUPPORT FLEET) can be spent on SMALL models<br />
RYUSHI POCKET CARRIERS are deployed in SQUADRONS of 2 to 6 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the CARRIER<br />
MARS: Combined Squadrons, Deck Crews<br />
Author: RageofAeons<br />
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RYUSHI DR CR Mv HP<br />
Escort 3 4 8” 2<br />
Range Band 1 2 3 4 Cost: 20 Points<br />
Starboard/Port 2 3 1 - CP AP PD MN<br />
- - - - - 1 0 2 0<br />
- - - - - Shields = 0<br />
- - - - - Wings = 1<br />
Fleet Tactics = +1 Command Distance = 6”<br />
This is a SMALL CLASS model<br />
Up to 60% of your points (in a SUPPORT FLEET) can be spent on SMALL models<br />
RYUSHI ESCORTS are deployed in SQUADRONS of 1 to 3 models<br />
This model MUST move 0” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the CARRIER<br />
An Escort model can perform Combined Fire with its Parent model, and any other Escort<br />
models from the same Squadron, when using Point defense systems for an Attack, Defensive<br />
Fire or Anti-Boarding Point defense fire.<br />
MARS: Combined Squadrons<br />
Author: RageofAeons<br />
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o Combined Squadrons: Wings Launched from these ships may combine into single<br />
squadrons, and flights may add the FW rating of the ships in this squadron together for<br />
determining bay capacity for rearming<br />
o Frigate Carrier: This ship may start with up to six frigates docked, and launch them at<br />
the start of any activation, just like a wing flight. As long as the frigates are docked,<br />
they may not be targeted by enemy units.<br />
o Large Bays: Ships with this MAR may house up to 4 flights within themselves. Flights<br />
must still be divided evenly.<br />
o Without Number: When this squadron is activated, roll a d6 for each ship. On a roll of a<br />
5 or 6 you may deploy 1 additional wing on the ship. All wings gained in this manner<br />
must be of the same type, and must form a single flight (Unless they exceed 6 wings, in<br />
which case additional wings form a second flight, and can be of a different type)<br />
Zenian League<br />
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Ba’Kash<br />
BA’KASH DR CR Mv HP<br />
Carrier 6 8 8” 8<br />
Range Band 1 2 3 4 Cost: 145 Points<br />
Starboard/Port 9 8 5 - CP AP PD MN<br />
Fore 7 6 5 - 5 7 5 0<br />
Torps (Fore) 7 7 6 5 Shields = 0<br />
- - - - - Wings = 8<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
Up to 40% of your points (in a SUPPORT FLEET) can be spent on CARRIER models<br />
BA’KASH CARRIERS are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
Wings are paid for in addition to the CARRIER<br />
MARS: Assault Blitz, Launch Tubes<br />
Author: RageofAeons<br />
One of the largest ships that the Ba'Kash radiers are able to field. As large capital ships are<br />
difficult to extricate from engagements that turn against the raiders, the carrier has only<br />
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ecently been sighted emerging from the raider sectors in greater numbers. Able to provide<br />
impressive wing support for the raiding fleet, it still maintains reasonable firepower. It also<br />
carries launch tubes that allow it to fire boarding troops a much greater distance. Using<br />
crude, yet effective boarding torpedoes, the troops are able to better evade the defending<br />
ships defenses. This has earned it fearsome reputation throughout the region.<br />
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BA’KASH DR CR Mv HP<br />
Gunship 5 8 8” 5<br />
Range Band 1 2 3 4 Cost: 75 Points<br />
Starboard/Port 10 8 7 - CP AP PD MN<br />
Fore 6 5 4 - 3 5 3 4<br />
Torps (Fore) 6 6 6 - Shields = 0<br />
- - - - - Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a MEDIUM CAPITAL CLASS model<br />
Up to 50% of your points (in a SUPPORT FLEET) can be spent on MEDIUM models<br />
BA’KASH GUNSHIPS are deployed in SQUADRONS of 2 models<br />
This model MUST move 1” straight ahead before making each 45 degree turn<br />
No more than HALF of the MEDIUM models in your fleet can be GUNSHIPS<br />
MARS: Pack Hunters (Fore, Starboard/Port)<br />
Author: RageofAeons<br />
Feared by convoys everywhere, the Ba'kash gunships are a mobile platform of heavy guns<br />
that lay waste to ships within range. <strong>The</strong> very appearance of squadrons of these ships is often<br />
enough to cow small convoys into surrendering. As the conflict escaltes, these warships have<br />
been brought to bear on the Alliance of Kurak with deadly results. Carrying an impressive<br />
array of marines to act as boarding teams, these ships are able to bring down even<br />
opposing battleships, typically after presenting a devastating broadside.<br />
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Outsiders<br />
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<strong>The</strong> Goum<br />
<strong>The</strong> Goum Phenomena is an area bordering Sorylian space along Fathom's reach. <strong>The</strong><br />
Sorylians have studied the phenomenon for centuries but rarely attempt to send ships into it,<br />
after several disastrous attempts in the 3200s. At first the phenomenon appears to be nothing<br />
more than an especially dense cluster of stars. Closer inspection reveals a number of bizarre<br />
properties. Attempts to chart the star systems within the Phenomena via passive observation<br />
from without reveal a seemingly endless number of stars. Over a hundred billion unique<br />
stellar bodies have been recognized, despite the fact that the size of the Phenomenon<br />
could not possibly contain so many stars so closely without them collapsing together. <strong>The</strong>n to<br />
the distance measurements of the stars place them very far away, much longer distances<br />
than the size of the Phenomenon. It's as if you looked into a 10' square room and saw millions<br />
of people scattered across continents within it. What's more some of the charted stars<br />
exactly match characteristics of known stars throughout the galaxy.<br />
Attempts to explore the rift have resulted in disaster, in part because crossing the threshold<br />
that marks the edge of the Phenomenon exerts tremedous stresses upon any ship. <strong>The</strong> first<br />
exploration probes were literally ripped apart as they passed into the phenomenon.<br />
Eventually Sorylian physicists found ways to lessen the mysterious stresses, allowing for probes<br />
and ships to pass into the Phenomenon. Probes sent back limited telemetry, and that<br />
seemed delayed by years in it's passage back through the threshold. A few ships of living<br />
explorers have penetrated the Phenomenon. It is from them we get the only data on what<br />
we call the Goum. In 3277, transmissions were received of the Solar Sojourner that showed<br />
what can only be assumed to be a ship. <strong>The</strong> vessel was of utterly alien design of spinning<br />
rings and seemingly disconnected parts. It moved by contracting in on itself until gone and<br />
then expanding outward in a new location. <strong>The</strong> Sojourner attempted communication and<br />
the transmission abruptly ended. Over the centuries the Goum vessels have been spotted<br />
within the Phenomenon 3 other times. <strong>The</strong>y may in fact have all been the same vessel, for<br />
although it has at times appeared somewhat differently the nature of the ship hardly<br />
precludes this.<br />
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GOUM ENIGMA DR CR Mv HP<br />
Unique Large Capital Class 8 12 0” 10<br />
Range Band 1 2 3 4 Cost: * Points<br />
Starboard/Port 6 8 4 2 CP AP PD MN<br />
Fore (Fixed) 7 8 6 5 12 0 0 0<br />
Turrets 10 12 6 4 Shields = 0<br />
Torps (Any Arc) 5 6 7 8 Wings = 0<br />
Fleet Tactics = +2 Command Distance = 6”<br />
This is a LARGE CAPITAL CLASS model<br />
GOUM ENIGMA are deployed in SQUADRONS of 1 model<br />
This model MUST move 2” straight ahead before making each 45 degree turn<br />
MARS: All Belonging to Us, Elusive Target, Firing Solution, Impervious, Shunt Drive, Small<br />
Target, Strengthened Hull<br />
Author: 011121<br />
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o All Belonging to Us: all enemy ships are hit on a 4+ regardless of size/MARs,<br />
cloaks still work as normal.<br />
o Shunt Drive: identical to Relthoza Bane Cruiser but may choose 1-8 d6 to roll.<br />
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011121, 19, 91<br />
Ad Hoc Bays, 73<br />
Alexmann, 12, 13, 15, 20, 47, 51, 53, 54, 55, 63, 64, 69<br />
All Belonging to Us, 91, 92<br />
Arachne Class Gunship, 10<br />
Assault Blitz, 36, 64, 86<br />
Assault Cruiser, 36<br />
Awesome, 77<br />
Backsword Class Carrier, 47<br />
Bantri Class Carrier, 73<br />
Battleship, 75<br />
Bigger Batteries, 56, 61, 73, 81, 82<br />
Biohazard Ammo (Fore),, 69<br />
Broadsword Class Dreadnought, 34<br />
Carradenri Class Leviathan, 77<br />
Carrier, 86<br />
Challenger Class Battleship, 53<br />
Champion Class Battle Cruiser, 38<br />
Charybdis Class R&D Cruiser, 28<br />
Chitin Class Assault Carrier, 61<br />
Combined Squadrons, 27, 30, 82, 83, 84, 85<br />
Combined Squadrons,, 27, 82, 83<br />
Combustible Cargo, 51<br />
Commodore Jones, 6, 7, 8<br />
Conestoga Class Light Cruiser, 9<br />
Conqueror Class MKI Battleship, 51<br />
Countermeasures, 79<br />
Cudgel Class Frigate, 54<br />
Dark Excalibur 42, 9, 23, 48<br />
Deck Crews, 9, 27, 82, 83<br />
Demolition Class Cruiser, 22<br />
Dirty Secrets, 77<br />
Disengage Freight, 73<br />
Disruption Cannon, 46<br />
Double Mines, 19, 22, 28<br />
Dreadfleet Leviathan, 81<br />
Drone Mines,, 22, 23, 28<br />
ECM Shroud, 67, 70<br />
Elite Crew, 20, 21, 34, 77, 81<br />
Elusive Target, 91<br />
Index<br />
Endgame, 26<br />
Energy Transfer, 19, 20, 21, 30<br />
Escort, 76, 84<br />
Espionage, 69<br />
Excalibur Class R&D Cruiser, 57<br />
Experienced Engineers, 34, 73<br />
Fang Class Frigate, 33<br />
Fast FSD, 64<br />
Firing Solution, 72, 91<br />
Firing Solution (Fore Fixed), 57, 58<br />
Firing Solution (Fore Fixed, Fore), 72<br />
Frenzy Class Cruiser, 48<br />
Frigate Carrier, 81, 85<br />
Funnelweb Class Assault Cruiser, 64<br />
Gatekeeper Class Cruiser, 13<br />
Guardsman Class Cruiser, 13<br />
Gunship, 74, 88<br />
Hadhafang V2, 46<br />
Heat Seeking (Port & Starboard),, 23<br />
Hidden Killer, 60<br />
Hull Tearer Ammo (Port and Starboard),, 63<br />
Husk Class Carrier, 63<br />
Impervious, 20, 21, 34, 77, 81, 91<br />
Incinerator Ammo (Fore Fixed), 47, 49, 51<br />
Incinerator Ammo (Fore Fixed),, 47<br />
Isolated, 51<br />
Javelin Torpedo Destroyer Cruiser, 37<br />
Joint Operations, 9, 18, 70<br />
kaptyn_Krys, 35, 36, 37, 56<br />
Lancer Class Gunship, 7<br />
Large Bays, 81, 85<br />
Last Chance Saloon, 51, 59<br />
Launch Tubes, 32, 86<br />
Light Carrier, 82<br />
Light Cruiser, 35<br />
Linear Drive Enhancement, 32<br />
Liner Drive Enhancement, 22, 23<br />
Loki Class R&D Cruiser, 67<br />
Lots of Guns, 34<br />
Lucern Class Assault Cruiser, 32<br />
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Maneuverable, 6, 19, 20, 21, 22, 26, 27, 28, 60, 69<br />
Mine Launcher (Fore), 28, 29<br />
Minefields, 19, 23<br />
Missionary Class Frigate, 15<br />
Missionary II Class Frigate, 15<br />
Modulator, 76, 78<br />
Nautilis Class Battle Cruiser, 19<br />
Nautilus Class R&D Cruiser, 29<br />
No FSD, 13, 46, 51<br />
Oculus Class Heavy Support Cruiser, 26<br />
Pack Hunters, 88<br />
Pilum Class R&D Weapons Platform, 46<br />
Pioneer Class Frigate, 8<br />
Piranha Class MKII Frigate, 24<br />
Pocket Carrier, 83<br />
Point Defense Barrage, 73, 81<br />
Pok, 10, 17<br />
Pride of the Fleet, 20, 21, 34, 77, 81<br />
Protected Systems, 49, 72<br />
Pterois Class MKII Frigate, 25<br />
Rage Class Torpedo Cruiser, 40<br />
RageofAeons, 22, 27, 28, 32, 57, 58, 74, 75, 76, 77,<br />
81, 82, 83, 84, 86, 88<br />
Rapid Fire, 55, 56, 59<br />
Rapid Fire PD, 55<br />
Ravager, 33<br />
Rearm (Torpedo Spook), 17<br />
Reinforced Fore, 34, 42, 67, 74, 75, 77<br />
Reinforced Port/Starboard, 79, 80<br />
Remote Energy Transfer Arrays, 26<br />
Repair Shuttles, 17<br />
Rich, 60, 61<br />
Sarmah Class Heavy Torpedo Cruiser, 72<br />
Scutum Class Point Defense Cruiser, 55<br />
Scylla Class Escort, 23<br />
Sector Shielding, 6, 16, 17<br />
Secured Bulkheads, 35, 36, 38, 40, 46, 47, 48, 49,<br />
51, 55, 56, 57, 58<br />
Sentinel Class Cruiser, 6<br />
Shaun Sains, 79, 80<br />
Shield Modulation, 6, 7, 9, 10, 76, 78<br />
Shield Projector, 16<br />
Shunt Drive, 91, 92<br />
Shunter, 66<br />
Sickle Class Frigate, 42<br />
Sigil Class Battleship, 49<br />
Small Target, 91<br />
Solvok, 21<br />
Spartan Class R&D Cruiser, 16<br />
SPBTool, 72, 73<br />
Special Forces, 36<br />
Staggered Fire, 49, 59<br />
Stealth Systems, 60, 61, 63, 64<br />
Stiletto Corvette, 44<br />
Stormchaser, 34<br />
Strengthened Hull, 20, 77, 91<br />
Subjugation Class Carrier, 69<br />
Sysiphus Support Cruiser, 17<br />
Systems Network, 61, 63, 76<br />
Targe Class Support Cruiser, 56<br />
Thorn Class Battleship, 12<br />
Tigershark Class Leviathan, 21<br />
Torpedo Spook, 10, 37, 40<br />
Transmission Decoder, 38, 59<br />
Typhoon Class R&D Cruiser, 27<br />
Uncle_Biggins, 38, 40, 42, 44, 49<br />
Unique Large Capital Class, 91<br />
Vector Engines, 59<br />
Vectored Engines, 44<br />
Venom MkII Class Destroyer, 60<br />
veritechc, 24, 25, 31, 67<br />
Vulnerable, 51, 53, 57<br />
wanklesnavy, 16<br />
Whaleshark Class Dreadnought, 20<br />
Without Number, 27, 30, 81, 85<br />
Yumi Class Frigate, 31<br />
Zaiku Class Frigate, 80<br />
Zaknafn, 29<br />
Zenrai Class Battleship, 79<br />
Zweihander Battle Cruiser, 58<br />
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