BFG Chronicles - Book of the Void - Diasporex V3
BFG Chronicles - Book of the Void - Diasporex V3
BFG Chronicles - Book of the Void - Diasporex V3
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GENERAL DISCLAIMER<br />
ACKNOWLEDGMENTS<br />
This document is completely un<strong>of</strong>ficial and in no way endorsed by Games<br />
Workshop Limited.<br />
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countries around <strong>the</strong> world. Used without permission. No challenge to <strong>the</strong>ir<br />
status intended. All Rights Reserved to <strong>the</strong>ir respective owners.<br />
INTELLECTUAL PROPERTY RIGHTS<br />
As a derivative work created by individual members <strong>of</strong> <strong>the</strong> Battlefleet Gothic<br />
<strong>Chronicles</strong> Project, all members accept <strong>the</strong> ascendancy <strong>of</strong> GW copyright, as<br />
presented above, and unequivocally intend no challenge to said copyright.<br />
However, contained herein are concepts and approaches to <strong>the</strong> GW IP that is<br />
unique to <strong>the</strong> project and, as such, we ask anyone who uses this material to<br />
correctly site its source as <strong>the</strong> Battlefleet Gothic Chronciles Project and,<br />
where possible, <strong>the</strong> specific author. That is, all rights that do not<br />
contradict GW IP or extended copyright are reserved to <strong>the</strong> respective<br />
authors and <strong>the</strong> Battlefleet Gothic <strong>Chronicles</strong> Project.<br />
i
CREDITS<br />
Original concept: Graham Graham McNeill McNeill and and and Mitch<br />
Mitch<br />
Project Management: Aaron Aaron Aaron “Maverick” “Maverick” “Maverick” heaps heaps heaps and Reg Reg “Toomanyguns”<br />
“Toomanyguns”<br />
Steiner Steiner<br />
Steiner<br />
Chief developer and play<br />
tester<br />
Robert Robert Christopher Mitchell<br />
passovoy<br />
passovoy,<br />
passovoy , “Zelnik”<br />
“Zelnik”<br />
Chief modeling expert<br />
Brandon Brandon Brandon Miner Miner<br />
Painter<br />
Kyle Kyle Groters<br />
Groters<br />
Document art and layout<br />
Sylvain Sylvain “Cyberdragon”<br />
“Cyberdragon”<br />
Lafond<br />
Lafond<br />
Chief Mugwump and Grand<br />
Poobah<br />
Roy Roy “Horizon” “Horizon” Amkreutz<br />
Amkreutz<br />
Tech Priest art<br />
The The-First The First First-Magelord<br />
First Magelord<br />
Assistance, Support, Advice<br />
and Suggestions: The Entire<br />
Battlefleet Gothic<br />
<strong>Chronicles</strong> Team<br />
Special Thanks to <strong>the</strong><br />
Chicago Battle Bunker <strong>BFG</strong><br />
club for dealing with our<br />
insane rantings, <strong>the</strong> staff<br />
for coping with our presence,<br />
and Sergent Ducky for giving<br />
us space to do our work.<br />
Also Special Thanks to all<br />
<strong>of</strong> our families, friends and loved ones who tolerated our obsession<br />
ii
CONTENTS<br />
DESIGNER’S NOTE ........................................................... 1<br />
INTRODUCTION ................................................................ 3<br />
BIOGRAPHY ..................................................................... 4<br />
NOMADS IN THE BLACK ............................................................. 4<br />
INTERCEPTED TECHNOLOGY CULT TRANSMISSION ........... 10<br />
THE DAY OF SEPARATION ............................................... 13<br />
SPECIAL RULES ............................................................. 15<br />
ALLIES .................................................................................... 15<br />
COMMAND ............................................................................... 15<br />
DESIGN ................................................................................... 15<br />
LOW RESOURCES .................................................................... 16<br />
MY HOME IS A SPACESHIP ....................................................... 16<br />
NEMESIS................................................................................. 16<br />
UPGRADES .............................................................................. 16<br />
WEAPONS ............................................................................... 17<br />
THE ANCIENT FLEET OF HUMANITY .................................. 18<br />
JUPITER CLASS COMMAND BATTLESHIP ................................... 18<br />
CALLISTO CLASS TERRAN CRUISER .......................................... 20<br />
GANYMEDE CLASS ARTILLERY CRUISER ................................... 22<br />
EUROPA CLASS COMBAT CARRIER ........................................... 24<br />
IO CLASS SPACE SUPERIORITY VESSEL ................................... 26<br />
MERCURY CLASS SCOUT ......................................................... 27<br />
GOULD CLASS COLONY VESSEL .............................................. 28<br />
EARTHSEED TERRAFORMATON VESSEL #002319 ..................... 28<br />
OTHER COLONY VESSELS OF NOTE .......................................... 30<br />
OLD EMPIRE PROTOTYPE VESSELS ................................. 31<br />
TITAN CLASS DEFENSE CRUISER .............................................. 31<br />
NEPTUNE CLASS COMMAND CRUISER PROTOTYPE .................... 33<br />
SATURN CLASS COMMAND CARRIER ........................................ 35<br />
GENERIC ALIEN ESCORTS ........................................................ 36<br />
GENERIC TERRAN ESCORTS ..................................................... 37<br />
SINGER ORCHESTRA STARCRAFT ............................................. 38<br />
CETI BULWARK CLASS CRUISER ............................................... 39<br />
AH’RI SKIFF ............................................................................ 41<br />
HYPERSPACE SLIP .................................................................. 41<br />
SOLAR COLLECTOR ................................................................. 41<br />
TORPEDO ARSENAL ................................................................. 42<br />
FLEET LIST .................................................................... 43<br />
CAMPAIGN RULES.......................................................... 44<br />
PROMOTION CHART ................................................................. 44<br />
APPEALS................................................................................. 44<br />
CALLS FOR HELP TABLE .......................................................... 45<br />
SCENARIOS................................................................... 46<br />
EXISTING SCENARIOS .............................................................. 46<br />
NEW MISSIONS ....................................................................... 47<br />
iii
DESIGNER’S NOTE<br />
First, before I go too far, I want to thank everyone who was part <strong>of</strong><br />
<strong>the</strong> project. All <strong>of</strong> you gave your valuable time and creative effort to<br />
make this possible.<br />
The Battlefleet Gothic <strong>Chronicles</strong> is a project designed to brea<strong>the</strong><br />
new life into one <strong>of</strong> <strong>the</strong> best, most balanced, most entertaining, and<br />
most affordable games that Games Workshop has to <strong>of</strong>fer. While all<br />
<strong>of</strong> <strong>the</strong> fleets are one-by-one being redone, I felt it was <strong>the</strong> perfect<br />
opportunity to step in and suggest we do <strong>the</strong> <strong>Diasporex</strong> nomads along<br />
with <strong>the</strong> rest <strong>of</strong> <strong>the</strong> o<strong>the</strong>r fleets. I confess that this idea was really<br />
what drove me to work as hard as I have in <strong>the</strong> <strong>Chronicles</strong>, as <strong>the</strong><br />
opportunity to tune up and add to an already fascinating fleet was<br />
just too great to miss. When I took <strong>the</strong> project lead, I felt I had two<br />
missions in mind: To adjust, fix, and clarify <strong>the</strong> rules already made,<br />
and to make <strong>the</strong> fleet playable as a chaos fleet as well.<br />
This first required a complete review <strong>of</strong> <strong>the</strong> rules made by <strong>the</strong><br />
venerable Mitch, while inspired, had some pretty major rules<br />
problems, including a way to make a ship virtually indestructible.<br />
There were also some rules that lacked specificity (<strong>the</strong> EM disruptor),<br />
and some that could have simply been made more interesting. In<br />
response, <strong>the</strong> rules were cleaned up and properly edited, rules<br />
exploits removed, and <strong>the</strong> upgrade list replaced with a more ambitious<br />
one. I want to stress that if you like <strong>the</strong> older set, <strong>the</strong>y are fully<br />
compatible with <strong>the</strong> current list!<br />
The next problem was purely a rules and modeling problem. Only<br />
three <strong>of</strong> <strong>the</strong> Chaos cruisers and one battleship were represented in<br />
<strong>the</strong> fleet as <strong>the</strong>ir <strong>Diasporex</strong> counterparts, and creating rules for<br />
entirely new ships is never an easy task. I decided on taking a safe<br />
route and making slightly under-powered vessels with some<br />
significant flaws for three <strong>of</strong> <strong>the</strong> ships (Neptune, Saturn, Titan), and<br />
keeping <strong>the</strong> Io roughly <strong>the</strong> same power level as a Repulsive. Not only<br />
does it make taking <strong>the</strong>se ships a tactical decision, it also forces <strong>the</strong><br />
player to rely on <strong>the</strong> upgrade list to bring <strong>the</strong>m to combat<br />
effectiveness.<br />
When it came to <strong>the</strong> new allies <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong>, <strong>the</strong> Ah'Ri are purely a<br />
sign <strong>of</strong> respect to an old 1989 game for DOS called Star Control 2.<br />
The level <strong>of</strong> mystery and intrigue that <strong>the</strong> Arilou and <strong>the</strong> Orz<br />
produced made me sort <strong>of</strong> combine aspects <strong>of</strong> <strong>the</strong>ir story into<br />
something new. The Singers are an example <strong>of</strong> <strong>the</strong> amazing mind that<br />
our project director has at his disposal. A brilliant and original idea<br />
for a race <strong>of</strong> ra<strong>the</strong>r innocent, open minded, and sensation driven<br />
silicon life forms.<br />
1
One last thing I want to stress is <strong>the</strong> “Known patterns” placed under<br />
<strong>the</strong> ship descriptions. This fleet is customization heavy, and no one<br />
fleet should look <strong>the</strong> same. I granted <strong>the</strong> very first fleet I built <strong>the</strong><br />
'Orion' pattern (and you can see which ships I had in that first fleet<br />
too) and my current fleet on display, <strong>the</strong> 'Arcturus' Pattern. I feel<br />
that since no two fleets will look <strong>the</strong> same, it just means that with<br />
every new player, a new pattern <strong>of</strong> vessel is rediscovered.<br />
I strongly suggest you explore with your abilities to customize <strong>the</strong><br />
vessels to your hearts content, but do remember that <strong>the</strong>se are <strong>the</strong><br />
prototypes that later chaos vessels were built on. They should at<br />
least be recognizable as possible chaos vessels.<br />
Have fun with our labor <strong>of</strong> love!<br />
Robert Christopher Mitchell Passovoy, “Zelnik”<br />
2
INTRODUCTION<br />
The <strong>Diasporex</strong> is a new faction first introduced in Warp Rift 15, a<br />
fanzine dedicated to <strong>the</strong> promotion <strong>of</strong> <strong>the</strong> Battlefleet Gothic game set<br />
in <strong>the</strong> Warhammer 40K universe.<br />
As presented in Warp Rift, “The <strong>Diasporex</strong> are not one race but many,<br />
a democratic multi-part confederacy <strong>of</strong> civilizations, both human and<br />
alien, who travel <strong>the</strong> galaxy toge<strong>the</strong>r in <strong>the</strong> spirit <strong>of</strong> mutual<br />
cooperation and friendship.”<br />
This book is <strong>the</strong> first being published within <strong>the</strong> large scope <strong>of</strong> <strong>the</strong><br />
<strong>Chronicles</strong> project, and is meant to add more depth to <strong>the</strong> <strong>Diasporex</strong><br />
by introducing some new alien races, <strong>the</strong>ir ships and, consequently, a<br />
new fleet list.<br />
We hope this effort will enrich your <strong>BFG</strong> gaming experience and<br />
provide you with new gaming options.<br />
Enjoy!<br />
The <strong>Chronicles</strong> team.<br />
3
NOMADS IN THE BLACK<br />
BIOGRAPHY<br />
Floating amongst <strong>the</strong> blackness between stars likes a 25 millennia<br />
old secret. Carefully sequestered in <strong>the</strong> corona <strong>of</strong> violent stars or<br />
in <strong>the</strong> cold, lifeless black space between systems lay <strong>the</strong> shining<br />
echoes <strong>of</strong> a time when <strong>the</strong> galaxy was not consumed in war. A gigantic<br />
fleet <strong>of</strong> stately, archaic vessels moves from one place to ano<strong>the</strong>r in<br />
a seemingly endless wonder through a galaxy fraught with peril.<br />
Hints and rumors <strong>of</strong> this ancient secret sometimes appear on isolated<br />
worlds in <strong>the</strong> form <strong>of</strong> mysterious legends, teeth gnashing curses <strong>of</strong><br />
High Inquisitors, and dark whispers <strong>of</strong> Arch Magos. The enormous<br />
fleet that moves in <strong>the</strong> dark represents <strong>the</strong> greatest prize for <strong>the</strong><br />
greedy and <strong>the</strong> zealot, holding <strong>the</strong> lost gems <strong>of</strong> humanity's greatest<br />
heights <strong>of</strong> power. The <strong>Diasporex</strong> are <strong>the</strong> best hidden secret <strong>of</strong> <strong>the</strong><br />
galaxy, and many hunger for its truths.<br />
The history <strong>of</strong> <strong>the</strong> enormous fleet <strong>of</strong> human and alien ships reaches<br />
back to <strong>the</strong> time before <strong>the</strong> age <strong>of</strong> strife, during <strong>the</strong> peak <strong>of</strong> human<br />
civilization. At that time, great fleets dedicated to <strong>the</strong> colonization<br />
and 'greening' <strong>of</strong> <strong>the</strong> galaxy were sent out across <strong>the</strong> galaxy, forming<br />
new homesteads for <strong>the</strong> human race and meeting a myriad <strong>of</strong> alien<br />
species along <strong>the</strong> way. Many <strong>of</strong> <strong>the</strong>se aliens were hostile, but still<br />
more were willing to converse and form friendships with <strong>the</strong> growing<br />
Human Empire. Thousands <strong>of</strong> years <strong>of</strong> peace and prosperity spread<br />
humanity across <strong>the</strong> galaxy, until its violent collapse at <strong>the</strong> hands <strong>of</strong><br />
<strong>the</strong>ir own creations.<br />
The great expansion <strong>of</strong> humanity’s influence was <strong>the</strong> result <strong>of</strong> three<br />
major inventions: Warp travel, Artificial Intelligence, and Standard<br />
Template Construct technology. Warp Travel allowed mankind to<br />
push into <strong>the</strong> immaterial, where both time and space warped in such a<br />
way that allowed for transit between stars. To calculate and predict<br />
<strong>the</strong> coordinates, and navigate <strong>the</strong> void without <strong>the</strong> dangerous and<br />
expensive cost <strong>of</strong> a living navigator, A.I. technology was used instead.<br />
Once <strong>the</strong>y reached <strong>the</strong>ir destination, any colony could be rapidly<br />
established to self-sufficiency with <strong>the</strong> assistance <strong>of</strong> <strong>the</strong> Standard<br />
Template Construct, able to construct anything from forks to farm<br />
equipment so long as it had <strong>the</strong> raw materials.<br />
Eventually, <strong>the</strong>se three technologies became ingrained in human<br />
society. A.I.'s performed all labor and most military functions inside<br />
"Iron Man" bodies, mass produced by S.T.C. factories. By <strong>the</strong> fall, no<br />
human could be found to do any sort <strong>of</strong> hard labor (save from <strong>the</strong><br />
most remote <strong>of</strong> colony worlds), since an Iron man could do it free <strong>of</strong><br />
pay, and far more efficiently.<br />
4
This massive industrial saturation led to humanity's downfall. One<br />
grim day across <strong>the</strong> galaxy, virtually every A.I. in <strong>the</strong> empire revolted<br />
and attempted to destroy its creator. No one today knows how or why<br />
this happened, but <strong>the</strong> scars <strong>of</strong> <strong>the</strong> conflict still survive in <strong>the</strong><br />
blasted surface <strong>of</strong> Terra, and <strong>the</strong> intense xenophobia felt by<br />
virtually every human across <strong>the</strong> galaxy. The raw loss <strong>of</strong> life<br />
disrupted <strong>the</strong> warp around Terra as tens <strong>of</strong> billions <strong>of</strong> humans died<br />
almost instantaneously, ripping up warp storms around <strong>the</strong> system<br />
and cutting <strong>of</strong>f <strong>the</strong> Empires capitol.<br />
In <strong>the</strong> distant colonies, far from <strong>the</strong> center <strong>of</strong> <strong>the</strong> empire, <strong>the</strong> revolt<br />
was far less severe, due to <strong>the</strong> lower numbers <strong>of</strong> machines to man,<br />
and <strong>the</strong> stronger regional alliances with alien allies gave <strong>the</strong>m<br />
assistance during <strong>the</strong> conflict. This, however, did not improve <strong>the</strong>ir<br />
situation. As <strong>the</strong> core <strong>of</strong> <strong>the</strong> Empire imploded in war with its own<br />
creation, opportunistic races suddenly began a mass invasion <strong>of</strong> <strong>the</strong><br />
less defended colony worlds, scattering defense fleets and killing<br />
or enslaving entire planets. As <strong>the</strong> defenders <strong>of</strong> <strong>the</strong> besieged colony<br />
worlds rallied, purging any A.I. that showed even <strong>the</strong> slightest hint<br />
<strong>of</strong> a hostile run-time, <strong>the</strong>y moved as many colonists as <strong>the</strong>y could<br />
onto <strong>the</strong> gigantic Gould class Colony vessels, including <strong>the</strong><br />
Earthseed, and with <strong>the</strong>ir allies fled into <strong>the</strong> black <strong>of</strong> space.<br />
As <strong>the</strong> human empire fell, aliens began tearing at <strong>the</strong> scraps <strong>of</strong> <strong>the</strong><br />
wounded worlds, fighting over <strong>the</strong> now defenseless worlds savagely,<br />
quickly growing into invasions <strong>of</strong> o<strong>the</strong>r alien empires as <strong>the</strong> flames <strong>of</strong><br />
war spread. Several less warlike species were forced to flee <strong>the</strong>ir<br />
home worlds, only to join <strong>the</strong> steadily growing nomad fleet.<br />
As <strong>the</strong> galaxy was consumed in war, and what is now known as <strong>the</strong> Old<br />
Empire fractured, <strong>the</strong> fleets <strong>of</strong> ships drifted between stars, trying to<br />
find some way to avoid <strong>the</strong> flames. Eventually it was decided that<br />
<strong>the</strong>re was no place that was safe for <strong>the</strong>m, and <strong>the</strong> only way <strong>the</strong>y<br />
could survive was to remain on <strong>the</strong> run, living in <strong>the</strong> monumental<br />
colony ships that survived <strong>the</strong> fall, or those <strong>the</strong>y could salvage<br />
shortly after. On <strong>the</strong> youngest <strong>of</strong> <strong>the</strong> colony ships, <strong>the</strong> Earthseed,<br />
<strong>the</strong> <strong>Diasporex</strong> Accord was signed, and <strong>the</strong> alliance formed. Inside its<br />
shining dome sits <strong>the</strong> only true city <strong>the</strong> <strong>Diasporex</strong> have, surrounded<br />
by entire biomes preserved after <strong>the</strong> destruction <strong>of</strong> Terra.<br />
<strong>the</strong> o<strong>the</strong>r Gould vessels have been converted for <strong>the</strong> needs <strong>of</strong> <strong>the</strong><br />
rest <strong>of</strong> <strong>the</strong> fleet. Some have had <strong>the</strong>ir massive biome dome removed<br />
and replaced with docking bays large enough to house entire<br />
battleships for repair or refitting. Some are specially outfitted to<br />
produce atmospheres tolerable to fastidious ally races who cannot<br />
brea<strong>the</strong> oxygen.<br />
In <strong>the</strong> black <strong>the</strong>y sat, and waited for <strong>the</strong> fires <strong>of</strong> war to calm down.<br />
5
Harnessing resources collected from <strong>the</strong> corona <strong>of</strong> stars, <strong>the</strong><br />
<strong>Diasporex</strong> were able to maintain significant self-sufficiency that <strong>the</strong>y<br />
had little reason to interact with <strong>the</strong> galaxy, aside from defending<br />
<strong>the</strong> massive solar farms where <strong>the</strong>y collected <strong>the</strong> necessary fuel and<br />
raw materials for <strong>the</strong> continued existence <strong>of</strong> <strong>the</strong> fleet. Small<br />
scouting and recovery fleets were sent to recover derelict vessels<br />
disabled during <strong>the</strong> conflicts to bolster <strong>the</strong>ir numbers, and to watch<br />
<strong>the</strong> galaxy as it descended into <strong>the</strong> Age <strong>of</strong> Strife.<br />
The <strong>Diasporex</strong> watched with significant concern as humanity's<br />
constant abuse by alien races formed a deep set xenophobia within<br />
<strong>the</strong> surviving worlds closer to <strong>the</strong> core <strong>of</strong> <strong>the</strong> old empire.<br />
Technophobia ran wild aside from shadowy cults that revered <strong>the</strong><br />
rusting ruins as gods. Tiny empires rose and fall every year from <strong>the</strong><br />
scraps, each one becoming more violent and destructive to<br />
<strong>the</strong>mselves and o<strong>the</strong>rs. Year by year, century by century, humanity<br />
lost what had made it great. The <strong>Diasporex</strong> eventually stopped all<br />
but cursory observation <strong>of</strong> humanity as a whole, choosing instead <strong>of</strong><br />
live in <strong>the</strong> peace <strong>of</strong> isolation.<br />
During this long waiting isolation, <strong>the</strong>y encountered <strong>the</strong> Ceti in what<br />
has been dubbed <strong>the</strong> "First Contact Incident". The Mercury scout<br />
vessel I.S.S (Imperial Star Ship, <strong>the</strong> old dubbing remains in military<br />
tradition and remembrance <strong>of</strong> <strong>the</strong> Old Empire) Diomedes detected a<br />
gigantic fleet <strong>of</strong> vessels in a neighboring star system. After<br />
observing for several hours, <strong>the</strong> fleet (which numbered fifty cruiser<br />
class vessels and over one hundred and fifty escort craft) had<br />
detected <strong>the</strong> Mercury, and moved to pursue. The Diomedes<br />
immediately fled, making several linking jumps to try and throw <strong>of</strong>f<br />
<strong>the</strong> pursuing armada, but <strong>the</strong> mysterious aliens proved relentless in<br />
<strong>the</strong>ir pursuit.<br />
Not two hours after <strong>the</strong> Diomedes had returned to <strong>the</strong> colony fleet,<br />
<strong>the</strong> entire alien armada followed. The collected fleets <strong>of</strong> <strong>the</strong><br />
<strong>Diasporex</strong> sat in a sort <strong>of</strong> "cold war" silence, standing <strong>of</strong>f against a<br />
fleet almost as big as <strong>the</strong>irs with unknown capabilities.<br />
Communications were coming in, but in a language no translator<br />
recognized, and for several hours <strong>the</strong>re was nothing but <strong>the</strong> silence<br />
<strong>of</strong> space separating <strong>the</strong> ships.<br />
The language barrier was finally broken by <strong>the</strong> alien fleet, <strong>the</strong> Ceti<br />
had in fact, been observing <strong>the</strong> Mercury just as <strong>the</strong> Mercury ad been<br />
observing <strong>the</strong>m, and when it fled, it was in <strong>the</strong>ir nature to pursue.<br />
They viewed <strong>the</strong> heated pursuit as a combined game and intelligence<br />
test <strong>of</strong> ano<strong>the</strong>r species and found <strong>the</strong> human craft a very<br />
entertaining and difficult craft to follow. Diplomatic relations<br />
rapidly followed, and after less than a decade, <strong>the</strong> two fleets joined<br />
toge<strong>the</strong>r.<br />
6
The Ceti were and still are a curious and highly advanced race <strong>of</strong><br />
aliens, native to a world destroyed when its parenting star went<br />
nova. To avoid extinction, <strong>the</strong> entire Ceti civilization went to <strong>the</strong><br />
stars with <strong>the</strong> goal <strong>of</strong> exploration and to sate <strong>the</strong>ir intense curiosity<br />
<strong>of</strong> <strong>the</strong> galaxy. Joining <strong>the</strong> <strong>Diasporex</strong> was much like joining close<br />
friend on an adventure <strong>of</strong> a lifetime. Though many in <strong>the</strong> navy would<br />
point out that <strong>the</strong> Ceti's contributions to <strong>the</strong> <strong>Diasporex</strong> resulted in a<br />
near-doubling <strong>of</strong> <strong>the</strong> strength <strong>of</strong> <strong>the</strong> fleet, as well as several<br />
technological advances that followed.<br />
The <strong>Diasporex</strong> had no knowledge <strong>of</strong> <strong>the</strong> end <strong>of</strong> <strong>the</strong> Age <strong>of</strong> Strife, and<br />
knew nothing <strong>of</strong> <strong>the</strong> new empire rising from <strong>the</strong> ashes <strong>of</strong> Terra. When<br />
<strong>the</strong> Eye <strong>of</strong> Terror opened, it was only viewed as an unusual and<br />
slightly disturbing celestial event that had claimed <strong>the</strong> heart <strong>of</strong> <strong>the</strong><br />
Eldar empire. <strong>the</strong> <strong>Diasporex</strong> had no idea that it had freed <strong>the</strong> Solar<br />
system from its stormy prison. When <strong>the</strong> Emperor <strong>of</strong> Mankind began<br />
his crusade to reunite humanity, <strong>the</strong> <strong>Diasporex</strong> never dreamed about<br />
what <strong>the</strong>y would see.<br />
The first intelligence reports that something was unusual came from<br />
long range scout vessels detecting distress signals from alien<br />
worlds about an unknown invader. When <strong>the</strong> scouts moved to<br />
investigate, <strong>the</strong>y found once thriving alien home worlds stripped<br />
clean <strong>of</strong> all life. Occasional long range scanners detected heavy<br />
combat in space with greater and greater ferocity, leaving more and<br />
more once cosmopolitan worlds as charred husks.<br />
In what is commonly known as M35, first contact was made between<br />
<strong>the</strong> I.S.S. Organnon and its flotilla <strong>of</strong> destroyers. The Organnon<br />
was on a long range survey mission in <strong>the</strong> Corialis star system,<br />
investigating reports <strong>of</strong> heavy combat in <strong>the</strong> area. While scanning<br />
nearby systems, <strong>the</strong> boundaries <strong>of</strong> reality ripped open to reveal two<br />
vessels unknown in design, but clearly human in origin. The<br />
Organnon was ordered to surrender, upon which it fled, trying to<br />
shake <strong>of</strong>f its aggressors.<br />
The Organnon, however, was already close to running out <strong>of</strong> reactor<br />
fuel, and eventually was forced to make a last stand in <strong>the</strong> corona<br />
<strong>of</strong> Corialis itself. While it, and all hands aboard were lost in <strong>the</strong><br />
resulting combat, three <strong>of</strong> <strong>the</strong> original twelve destroyers managed to<br />
escape with <strong>the</strong> Organnon's scanner data. The terrible fate <strong>of</strong> <strong>the</strong><br />
crew can only be imagined at this point, as fur<strong>the</strong>r investigations<br />
suggest that <strong>the</strong>y were probably tortured, <strong>the</strong>n executed by this new<br />
human faction in <strong>the</strong> galaxy.<br />
The Humans <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong> began a more extensive study <strong>of</strong> this new<br />
empire, and found it to be shockingly powerful and swift in motion.<br />
Within hardly any time passing since <strong>the</strong> loss <strong>of</strong> <strong>the</strong> Organnon, <strong>the</strong><br />
New Empire had spread beyond <strong>the</strong> borders <strong>of</strong> <strong>the</strong> Old Empire. Entire<br />
species <strong>of</strong> peaceful (and not so peaceful) alien races were driven to<br />
extinction, or subjugated as slaves until entire world populations<br />
were wiped out.<br />
7
All around <strong>the</strong>m, hidden in <strong>the</strong> black <strong>of</strong> space, <strong>the</strong>y watched <strong>the</strong><br />
galaxy descend into near constant war, memories <strong>of</strong> peace crushed in<br />
a new era <strong>of</strong> constant bloodshed. The servants <strong>of</strong> <strong>the</strong> New Empires<br />
technocracy hunt <strong>the</strong> <strong>Diasporex</strong> like hungry wolves, desperate for<br />
<strong>the</strong> technology <strong>the</strong> <strong>Diasporex</strong> covet. Suddenly solar farms were<br />
under attack, being ambushed by New Empire destroyer groups,<br />
quickly followed up by Technocrat cruisers and battleships. The<br />
<strong>Diasporex</strong> had to act if <strong>the</strong>y wanted to survive.<br />
In response, <strong>the</strong> nomad fleets are constantly on <strong>the</strong> move, individual<br />
fleets functioning as flotillas and scout parties looking for<br />
effective places to hide <strong>the</strong> immense colony ships that form <strong>the</strong><br />
center <strong>of</strong> <strong>the</strong> fleet, groups <strong>of</strong> well armed warships used to protect<br />
coronal farms <strong>of</strong> solar collectors and at all times, <strong>the</strong> bulk <strong>of</strong> <strong>the</strong><br />
fleet surrounds <strong>the</strong> Earthseed and its accompanying colony ships.<br />
The entire fleet is kept on high alert status in case <strong>of</strong> attacking<br />
pirates or raiders.<br />
Amidst this, <strong>the</strong> Nomads keep certain levels <strong>of</strong> diplomacy open,<br />
forming non-aggression pacts with any Eldar pirate prince or<br />
craftworld <strong>the</strong>y come across, including <strong>the</strong> Cairas Mythar and Yme-<br />
Loc craftworlds whom <strong>the</strong>y have reasonably good relations with.<br />
Relations with <strong>the</strong> growing Tau Empire and <strong>the</strong>ir allies <strong>the</strong> Demiurg<br />
are good, but kept at arm’s length, as <strong>the</strong> Tau show a distressing<br />
level <strong>of</strong> expansionism and imperialism which reminds <strong>the</strong>m <strong>of</strong> <strong>the</strong> New<br />
Empire. Interaction with Rogue Traders also happens more <strong>of</strong>ten <strong>the</strong>n<br />
<strong>the</strong>y like to admit, as <strong>the</strong>y are excellent sources <strong>of</strong> information on<br />
<strong>the</strong> movements <strong>of</strong> imperial ships.<br />
Currently, <strong>the</strong> <strong>Diasporex</strong> have a massive, self-sufficient fleet <strong>of</strong> ships<br />
that rivals that <strong>of</strong> any Segmentum. The current fleet Census is as<br />
follows:<br />
12 Gould Colony Vessels (8 for habitation including <strong>the</strong> Earthseed, 4<br />
retr<strong>of</strong>itted for industrial or agricultural needs);<br />
13 Jupiter class Command Battleships (6 on standby, 7 on mission);<br />
1 Saturn class Command Carrier (currently docked with <strong>the</strong> Gould<br />
construction vessel, Hephaestus);<br />
5 Io class Space Superiority Cruisers (3 on standby, 2 on mission);<br />
3 Neptune Command Cruisers (1 on standby, 2 on mission);<br />
14 Callisto Combat Cruisers (8 on standby, 6 on mission);<br />
8 Ganymede Artillery Cruisers (4 on standby, 4 on mission);<br />
10 Europa Combat Carriers (2 on standby, 8 on mission);<br />
15 Titan Defense Cruisers (11 on standby, 4 on mission);<br />
37 Ceti Bulwark Cruisers (23 on standby, 14 on mission);<br />
80 Ah'Ri Skiffs (unknown, Ah'Ri vessels come and go as <strong>the</strong>y please);<br />
2 Singer “Orchestra” vessels (1 on standby, 1 on mission);<br />
An estimated 450 escorting destroyers, frigates and gunboats,<br />
(roughly 100 are human, <strong>the</strong> rest alien in origin).<br />
8
While this fleet may seem staggering in size and power, most <strong>of</strong> <strong>the</strong><br />
vessels on mission are protecting <strong>the</strong> essential solar farms or<br />
performing deep space reconnaissance or scientific missions in<br />
sectors <strong>of</strong> space that are deemed safe from enemy interference. Only<br />
on rare occasions does <strong>the</strong> High Senate deem it necessary to form a<br />
combat fleet, and rarer still does that fleet actually engage with <strong>the</strong><br />
intent <strong>of</strong> complete destruction <strong>of</strong> enemy forces. The most common<br />
attacks are launched against listening posts used by <strong>the</strong> New Empire<br />
to help hide <strong>the</strong> movements <strong>of</strong> <strong>the</strong> Colony Fleet, or to draw out an<br />
Inquisitor or Adeptus Mechanicus Magus that has gotten too close<br />
for comfort.<br />
9
INTERCEPTED TECHNOLOGY CULT<br />
TRANSMISSION<br />
++PRIORITY CODE: OMEGA-4++ ++ARCHMAGOS EYES ONLY++<br />
++FROM: MAGOS TIBERIUS SABOT-FORGEWORLD HYDRAPHUR++<br />
++TO: GRAND ARCHMAGOS MARQUIS THE XIII++<br />
++SUBJECT: RENEGADE TECHNOLOGY INVESTIGATION++<br />
++MESSAGE BEGINS++<br />
Many praises and greetings to you, Archmagos. I apologize for <strong>the</strong><br />
delay <strong>of</strong> this report, but I felt it necessary to go over all <strong>the</strong><br />
information one last time before compiling this report. As you<br />
remember, two centuries ago you charged me with investigation <strong>of</strong><br />
rumours related to renegades with advanced technology in <strong>the</strong><br />
galactic south. Many <strong>of</strong> my fellow Magos wrote it <strong>of</strong>f to <strong>the</strong> vile<br />
servants <strong>of</strong> Chaos, seeing as <strong>the</strong>y have in <strong>the</strong>ir control many<br />
examples <strong>of</strong> old vessels which have long since been phased out <strong>of</strong><br />
our fleets. I have come to <strong>the</strong> conclusion that this is not <strong>the</strong> case.<br />
My investigation began with <strong>the</strong> High Solar Admiral <strong>of</strong> Hydraphur, a<br />
noble who described <strong>the</strong>se vessels from personal experience. He<br />
described <strong>the</strong>m as "Similar to heretic vessels, but showing<br />
characteristics never seen before, such as unusual engine<br />
configurations and weaker weapon systems". Even though his<br />
knowledge is on <strong>the</strong> edge <strong>of</strong> Tech heresy I suggest we do not remove<br />
him, <strong>the</strong> admirals <strong>of</strong> <strong>the</strong> Navy should be expected to notice<br />
differences in ships for proper knowledge <strong>of</strong> <strong>the</strong> enemy.<br />
He provided a description and a drawing, and at least from his<br />
testimony, <strong>the</strong> ships he described did not conform to known heretic<br />
vessels (though <strong>the</strong>y closely resembled <strong>the</strong>m). The testimony <strong>of</strong> one<br />
mere man was not enough to make any sort <strong>of</strong> decision, so I went<br />
directly to <strong>the</strong> Machine Spirit <strong>of</strong> his own ship.<br />
The venerable Spirit described, indeed, a ship similar to <strong>the</strong> admiral's<br />
description; unusual engine coils are present on <strong>the</strong> vessels, along<br />
with a smoo<strong>the</strong>r and more streamlined ship design compared to <strong>the</strong><br />
known older Imperial ship designs. After investigating several o<strong>the</strong>r<br />
ships in Battlefleet Hydraphur, it turns out several <strong>of</strong> <strong>the</strong>m had<br />
encountered ships like this, and classified <strong>the</strong>m as Heretic vessels.<br />
This warranting me enough evidence to conduct a search for <strong>the</strong>se<br />
vessels.<br />
Using your noble word, I took command <strong>of</strong> <strong>the</strong> Adeptus Mechanicus<br />
cruiser The Machine's Will and began my quest. Of <strong>the</strong> two centuries<br />
that I spent researching, this phase took <strong>the</strong> longest. Over one<br />
hundred and twenty years I prowled <strong>the</strong> galactic south for some sign<br />
<strong>of</strong> <strong>the</strong>se vile renegades. Undeterred, I knew <strong>the</strong> Omnissiah would<br />
guide me true, and so he did.<br />
10
The first encounter with <strong>the</strong>se renegades was when we entered an<br />
unnamed star system. Our Augurs detected a vessel not sending<br />
imperial recognition codes. The screens showed what appeared to be a<br />
simple Cobra Class destroyer, but this was not <strong>the</strong> case. While it<br />
appeared all but identical to <strong>the</strong> common Escort destroyer seen<br />
within <strong>the</strong> Imperial Navy and our own, it bore a massive concave<br />
sensor array, <strong>the</strong> likes <strong>of</strong> which I have never witnessed before on a<br />
ship <strong>of</strong> such a comparable small size.<br />
The vessel quickly turned to flee, and I fear that our weapon<br />
servitors failed to take <strong>the</strong> vessel down before it escaped into <strong>the</strong><br />
warp, faster than I have ever seen a vessel do so in <strong>the</strong> past. A point<br />
<strong>of</strong> note, as it entered <strong>the</strong> warp, an odd luminous blue glow erupted<br />
from its pro. We are still in <strong>the</strong> unknown <strong>of</strong> its purpose as it did not<br />
match any available data.<br />
Clearly we were on <strong>the</strong> right path; however <strong>the</strong> trail quickly grew<br />
cold. The vessel's wake in <strong>the</strong> warp deteriorated quickly, and our<br />
navigator could not follow <strong>the</strong>ir psychic presence, which I found<br />
odd, as a navigator usually can sense ano<strong>the</strong>r being traversing <strong>the</strong><br />
warp quite clearly.<br />
It took ano<strong>the</strong>r two decades before I found <strong>the</strong> evidence that I was<br />
seeking. I intercepted a Navy signal from an observation satellite.<br />
Attached to <strong>the</strong> signal were several scanner readouts and images, <strong>of</strong><br />
an entire fleet on <strong>the</strong> move. I had precisely what I needed to study<br />
<strong>the</strong>se beings.<br />
There is no doubt, <strong>the</strong> renegade fleet known as <strong>the</strong> <strong>Diasporex</strong> are, or<br />
at least were, present in <strong>the</strong> galactic south. What is worse, I fear our<br />
initial reports on <strong>the</strong>ir fleet strength were grossly underestimated.<br />
Simple observation <strong>of</strong> <strong>the</strong> scanner readouts and <strong>the</strong> physical<br />
examination <strong>of</strong> <strong>the</strong>ir vessels prove, indeed, <strong>the</strong>y hold <strong>the</strong> treasures<br />
<strong>of</strong> <strong>the</strong> Omnissiah in <strong>the</strong>ir captivity. To fur<strong>the</strong>r add, it seems <strong>the</strong>y have<br />
merged unknown, possibly Xenos, technology with <strong>the</strong>se aged vessels<br />
<strong>of</strong> mankind - in itself a form <strong>of</strong> Heresy.<br />
Not content with disrespecting <strong>the</strong> will <strong>of</strong> <strong>the</strong> Machine Spirit, <strong>the</strong><br />
renegades also are in league with a number <strong>of</strong> alien races as well;<br />
whom <strong>the</strong>y openly share technology with. Their heresy aside, it is also<br />
clear that <strong>the</strong> effects <strong>of</strong> <strong>the</strong> dark powers seem to have very little<br />
effect on <strong>the</strong>m, as no reports <strong>of</strong> <strong>the</strong>se vessels going rogue is known.<br />
I must stress this point, because it means that <strong>the</strong> data <strong>the</strong>y have on<br />
<strong>the</strong>ir vessels MUST be pristine. From this I can hypo<strong>the</strong>size that<br />
revered STC data is in <strong>the</strong>ir possession.<br />
I must make <strong>the</strong> point before a full crusade is launched. The<br />
<strong>Diasporex</strong> have become quite adept at <strong>the</strong> art <strong>of</strong> fleeing from trouble,<br />
and <strong>the</strong> few battle reports against <strong>the</strong>m conclude that <strong>the</strong>ir vessels,<br />
when cornered, are extremely dangerous in a fight. It should be<br />
expected, as <strong>the</strong>y possess our lost knowledge.<br />
11
Art by The-First-Magelord<br />
12<br />
Before we initiate a full scale<br />
attack to regain possible lost STC<br />
I propose a strategy to attach<br />
Adeptus Mechanicus vessels to<br />
various patrol fleets and<br />
squadron in every sector <strong>of</strong> <strong>the</strong><br />
galaxy touching <strong>the</strong> South, and<br />
where it cannot be done: brief <strong>the</strong><br />
commanders that vessels like this<br />
should be captured, not<br />
destroyed. Their crews, as well,<br />
should be captured for<br />
interrogation, especially <strong>the</strong><br />
human known as <strong>the</strong> "Engineer"<br />
[REF:DIASPOREX/DATA4157-<br />
11A/RANK/ENGINEER], as he has<br />
<strong>the</strong> greatest knowledge <strong>of</strong> <strong>the</strong><br />
ship, and can unlock it's secrets<br />
for us faster <strong>the</strong>n our own Tech<br />
Priests.<br />
I hope this report gets to you with<br />
swiftness, and your judgment<br />
sound, Venerable Archmagos, we<br />
will do everything to accomplish.<br />
The Adeptus Mechanicus will take<br />
<strong>the</strong> secrets <strong>the</strong>y have so blatantly<br />
stoleN from us.<br />
++MESSAGE ENDS++
THE DAY OF SEPARATION<br />
I look back on it every day <strong>of</strong> my life. That one day that cemented "us"<br />
from "<strong>the</strong>m".<br />
A lot <strong>of</strong> <strong>the</strong> philosophy and sociology students talk about "rejoining<br />
<strong>the</strong> bulk <strong>of</strong> humanity," how it would be "better for <strong>the</strong> species," and "We<br />
would be <strong>the</strong> heroes <strong>of</strong> mankind."<br />
They are taught that it could never work, though it has done little to<br />
curb <strong>the</strong> ignorant optimism. All <strong>of</strong> <strong>the</strong> spy feeds, statistics and<br />
documentation in <strong>the</strong> galaxy could not convince <strong>the</strong>m <strong>of</strong> just how<br />
savage <strong>the</strong> new empire is. I cannot blame <strong>the</strong>m too much for it, <strong>the</strong>y<br />
will never know how hard it is to seal down a blown out bulkhead, or<br />
try and comfort a shipmate who lost <strong>the</strong>ir loved one to enemy fire.<br />
They never see <strong>the</strong> blood, or body parts <strong>of</strong> <strong>the</strong> unlucky. I think I envy<br />
<strong>the</strong>m <strong>the</strong> most for that.<br />
We are shown, <strong>of</strong> course on our first duty assignment. We need to<br />
separate <strong>the</strong>m so we don't get weak knees at <strong>the</strong> thought <strong>of</strong> killing<br />
thousands <strong>of</strong> <strong>the</strong>m with each pull <strong>of</strong> <strong>the</strong> proverbial trigger. We are<br />
taken into enemy territory on scout ships or part <strong>of</strong> a flotilla <strong>of</strong><br />
vessels, and are herded into <strong>the</strong> briefing atrium. We watch on<br />
monitors as <strong>the</strong> Mercury scout ship moves into position to broadcast<br />
spy satellite data from a neighboring system. When <strong>the</strong> screen<br />
patches in, no one ever speaks.<br />
When you are in <strong>the</strong> academy, a lot <strong>of</strong> debates crop up, things like<br />
"<strong>the</strong>y are just as human as we are," and "<strong>the</strong>ir lives are a result <strong>of</strong> an<br />
oppressive government and a xenophobic inquisition" are said, and<br />
mulled over. Papers are written for classes on <strong>the</strong> subject every<br />
year, with <strong>the</strong> same tired old arguments. None <strong>of</strong> <strong>the</strong>se arguments<br />
have defended against what I saw that day.<br />
It was a Garden world, a lot like Old Earth in that respect; blue<br />
oceans with blotches <strong>of</strong> brown and green, wisps <strong>of</strong> white clouds<br />
covering it. The only separating factor was <strong>the</strong> two moons and <strong>the</strong><br />
shape <strong>of</strong> <strong>the</strong> land masses. It’s hard to divert your attention from <strong>the</strong><br />
beauty <strong>of</strong> it, because I think we all crave to walk on real land one<br />
day.<br />
A sharp eye can see <strong>the</strong> grey discoloration on <strong>the</strong> land masses.<br />
Cities, huge ones, probably with populations in <strong>the</strong> tens <strong>of</strong><br />
millions; advanced too, from <strong>the</strong> look <strong>of</strong> it. It fooled a few o<strong>the</strong>r<br />
cadets into thinking that this was a new world we could colonize and<br />
end our thousands <strong>of</strong> year long isolation.<br />
13
Then <strong>the</strong> camera zooms out, to show two dozen massive vessels,<br />
buttressed and gothic in look and design, a hallmark <strong>of</strong> The New<br />
Empire. The design <strong>of</strong> <strong>the</strong> ships is frequently mocked by <strong>the</strong> younger<br />
engineers and scientists, but anyone who has fought against <strong>the</strong>m<br />
knows <strong>the</strong>y possess a brutal and lethal efficiency which makes <strong>the</strong>m<br />
immensely dangerous. All <strong>of</strong> <strong>the</strong> luxuries we take for granted are<br />
stripped out for increased lethality.<br />
One <strong>of</strong> <strong>the</strong>m, a battleship classified as a Marine Transporter, moves<br />
forward, entering <strong>the</strong> upper atmosphere, shrugging <strong>of</strong>f <strong>the</strong> impotent<br />
missile defenses <strong>of</strong> <strong>the</strong> world as if <strong>the</strong>y were flies on <strong>the</strong> back <strong>of</strong> a<br />
cow. I could feel <strong>the</strong> grim anticipation in <strong>the</strong> room, and as one <strong>of</strong> <strong>the</strong><br />
cadets next to me gasped, we watched as six gigantic torpedo's<br />
launched into <strong>the</strong> planets lower atmosphere, spawning a light so<br />
bright that it nearly whited-out <strong>the</strong> spy cam. The glowing white dome<br />
<strong>of</strong> <strong>the</strong> explosion pierced through to <strong>the</strong> upper atmosphere, and<br />
spread... <strong>the</strong> greens and blues <strong>of</strong> <strong>the</strong> world flash changed to black<br />
and brown around it.<br />
Like <strong>the</strong> world, changing from a bastion <strong>of</strong> life to a dead rock, <strong>the</strong><br />
atmosphere <strong>of</strong> <strong>the</strong> atrium changed from nervous excitement to grim<br />
resolution and hatred.<br />
The lessons <strong>of</strong> our pr<strong>of</strong>essors just got hammered home. The callous<br />
nature <strong>of</strong> visiting veterans in our classes explained.<br />
I remember once, a particularly fiery student once asked a gunnery<br />
<strong>of</strong>ficer "what he felt" when he killed hundreds <strong>of</strong> thousands <strong>of</strong><br />
fellow humans with every ship he destroyed.<br />
Now I know why he shrugged and said "a little buzz as <strong>the</strong> MAC's<br />
charged, and <strong>the</strong>n <strong>the</strong> recoil. You get a bit <strong>of</strong> a static charge when<br />
you man <strong>the</strong> beam cannons."<br />
I understood <strong>the</strong>n why "Human" is an insult... and why cadets get in<br />
fights with <strong>of</strong>ficers in <strong>the</strong> mess for being called it. After that, no one<br />
wants to be even remotely associated with what <strong>the</strong> rest <strong>of</strong> our<br />
species has become.<br />
We are Terrans. I will never forget that.<br />
14
SPECIAL RULES<br />
The following special rules apply to <strong>the</strong> <strong>Diasporex</strong>.<br />
ALLIES<br />
The <strong>Diasporex</strong> have made limited contact with o<strong>the</strong>r races in <strong>the</strong><br />
galaxy, some with more success than o<strong>the</strong>rs. While <strong>the</strong> <strong>Diasporex</strong><br />
maintain <strong>the</strong>ir isolationist attitude, <strong>the</strong>y are not above assisting o<strong>the</strong>r<br />
like-minded races and unscrupulous rogue traders not afraid <strong>of</strong><br />
inquisitorial reprisal. The <strong>Diasporex</strong> may be used as allies for <strong>the</strong><br />
following fleets: Tau, Corsair Eldar, Craftworld Eldar, Demiurg,<br />
Kroot and Rogue Traders<br />
The <strong>Diasporex</strong> will NEVER ally with: Space Marines, Inquisition, Dark<br />
Eldar, Imperial Navy, Chaos, Orks, Tyranid and Necron.<br />
The <strong>Diasporex</strong> are <strong>the</strong> arch-nemesis <strong>of</strong> <strong>the</strong> Adeptus Mechanus. In<br />
battles with both forces on <strong>the</strong> table, <strong>the</strong> <strong>Diasporex</strong> will always be<br />
permitted to fire on and destroy Adeptus Mechanus vessels (even if<br />
<strong>the</strong>y are on <strong>the</strong> same side!)<br />
COMMAND<br />
<strong>Diasporex</strong> fleets function in groups reminiscent <strong>of</strong> <strong>the</strong>ir ancestors’<br />
formations during <strong>the</strong> height <strong>of</strong> <strong>the</strong> Old Empire. This is based around<br />
a Command Vessel with escorting craft. The Command Vessel is <strong>the</strong><br />
heart <strong>of</strong> <strong>the</strong> mission and houses <strong>the</strong> Fleet Master or (in dire<br />
circumstances) <strong>the</strong> High Senator. A Command Vessel is required for a<br />
<strong>Diasporex</strong> mission <strong>of</strong> greater than 750 points.<br />
DESIGN<br />
The <strong>Diasporex</strong> collect ships and pattern designs from every part <strong>of</strong><br />
<strong>the</strong>ir shattered empire, be it through <strong>the</strong> discovery <strong>of</strong> a lost STC or<br />
<strong>the</strong> recovery <strong>of</strong> a derelect ship. While <strong>the</strong>ir empire was at its height,<br />
several shipyards made a dizzying variety <strong>of</strong> patterns that all<br />
followed <strong>the</strong> Navy's Class specifications. Sometimes you won't be able<br />
to identify two ships <strong>of</strong> <strong>the</strong> same class because <strong>the</strong>y look so<br />
different. So long as <strong>the</strong> vessel represents <strong>the</strong> weapon systems<br />
listed below, it can be used as a <strong>Diasporex</strong> vessel.<br />
IMPERIAL CRUISERS AND BATTLESHIPS CANNOT BE USED FOR THIS!<br />
It is also suggested you don't use alien vessels as well. This fleet<br />
was intended to make a chaos fleet more flexible (since <strong>the</strong> modern<br />
designs are based <strong>of</strong>f <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong> standard), so don't use Tau<br />
ships to represent a human vessel!<br />
15
LOW RESOURCES<br />
The <strong>Diasporex</strong> do not have <strong>the</strong> resources to construct some <strong>of</strong> <strong>the</strong><br />
more commonly used ordnance designs and are restricted to those <strong>of</strong><br />
<strong>the</strong>ir own making. <strong>Diasporex</strong> ships may not use <strong>the</strong> following: Torpedo<br />
bombers, orbital mines and special torpedoes (aside from <strong>the</strong> ones in<br />
<strong>the</strong>ir own special list).<br />
MY HOME IS A SPACESHIP<br />
The <strong>Diasporex</strong> view <strong>the</strong>ir ships as <strong>the</strong>ir homes, living <strong>the</strong>ir entire lives<br />
aboard one or two ships before retiring back to <strong>the</strong> earthseed. As<br />
such, <strong>the</strong>y are fanatical in <strong>the</strong> defense <strong>of</strong> <strong>the</strong>ir vessels, making<br />
boarding actions a very dangerous challenge for even <strong>the</strong> most<br />
skilled <strong>of</strong> boarding parties. <strong>Diasporex</strong> vessels get a +1 to defend<br />
against a boarding action and reduce hit and run attack rolls by 1.<br />
NEMESIS<br />
The <strong>Diasporex</strong> represent everything humanity has lost and criminals<br />
who hoard <strong>the</strong> secrets <strong>of</strong> <strong>the</strong> omnissaiah. As such, <strong>the</strong>y are actively<br />
hunted by <strong>the</strong> Adeptus Mechanus and (to a lesser extent) <strong>the</strong><br />
Inquisition. In battles against <strong>the</strong> Adeptus Mechanus, hulked<br />
<strong>Diasporex</strong> ships provide an additional 200% victory points to <strong>the</strong><br />
imperial player. However, if <strong>the</strong> ship explodes, all <strong>of</strong> its valuable<br />
data has been lost and it <strong>the</strong>refore only worth normal victory points.<br />
In return, if a diasporex capital ship is reduced to 0 hits as <strong>the</strong><br />
result <strong>of</strong> a boarding action against Tau, Chaos, or any imperial<br />
faction (this includes rogue traders), <strong>the</strong>y may roll a leadership<br />
check. If passed, <strong>the</strong> vessel follows <strong>the</strong> 'all is lost' rule described in<br />
<strong>the</strong> Tyranid fleet list. The <strong>Diasporex</strong> would sooner destroy <strong>the</strong>ir<br />
ships <strong>the</strong>n allow it to fall into someone else’s hands.<br />
UPGRADES<br />
Every vessel in this fleet has <strong>the</strong> option to take upgrades. Any<br />
combination <strong>of</strong> upgrades may be taken on any ship (unless specified in<br />
<strong>the</strong> upgrade description). These upgrades represent <strong>the</strong> enhancements<br />
made on <strong>the</strong> thousands <strong>of</strong> years old ships <strong>the</strong>y use, trying to keep<br />
<strong>the</strong>m up to par with modern warships deployed by <strong>the</strong>ir enemies. These<br />
upgrades may be purchased in campaigns at <strong>the</strong> creation <strong>of</strong> <strong>the</strong> vessel<br />
or in place <strong>of</strong> a crew skill/engine/weapon upgrade.<br />
16
WEAPONS<br />
The <strong>Diasporex</strong> utilize a broad variety <strong>of</strong> weapon systems constructed<br />
from <strong>the</strong> original STC data that even modern Imperial and Chaos<br />
vessels still rely upon for <strong>the</strong>ir own weaponry. These weapons are a<br />
distant echo <strong>of</strong> a time where major corporations competed with each<br />
o<strong>the</strong>r to create <strong>the</strong> most effective combat systems for use on old<br />
Empire ships. While <strong>the</strong> ancient companies are long since gone, <strong>the</strong>ir<br />
name is still inscribed on every weapon system constructed for <strong>the</strong><br />
fleet. For <strong>the</strong> intents and purposes <strong>of</strong> this list, MAC cannons are<br />
considered batteries and Laser weapons are considered lances.<br />
Particle Particle Particle Weapons Weapons<br />
Weapons<br />
The Ceti utilize particle beams instead <strong>of</strong> <strong>the</strong> laser based weaponry <strong>of</strong><br />
<strong>the</strong>ir allies. Not entirely different from <strong>the</strong> Tau Ion Cannon, <strong>the</strong>y<br />
pushed <strong>the</strong>ir development in a different direction none<strong>the</strong>less.<br />
Particle Beams count as Lances for all intents and purposes.<br />
EM Disruptor Effects<br />
Die Roll Effect<br />
1 The shot dissipates on <strong>the</strong> surface <strong>of</strong> <strong>the</strong> hull and causes 1 point <strong>of</strong> damage.<br />
2-5<br />
6<br />
The shot penetrates <strong>the</strong> hull, causing no damage, but scrambles <strong>the</strong> weapon<br />
systems on that facing <strong>of</strong> <strong>the</strong> hull (prow, port or starboard). The weapon<br />
systems may not fire until repaired like a critical hit. If struck in <strong>the</strong> rear,<br />
roll a d3 (1: port, 2: starboard, 3: prow).<br />
The shot penetrates deep into <strong>the</strong> ship's weapon control systems, causing no<br />
damage but instead enslaving a single weapon system (chosen by <strong>the</strong> <strong>Diasporex</strong><br />
player), providing an immediate round <strong>of</strong> firing to be resolved at <strong>the</strong> nearest<br />
enemy ship. Launch bays may not be slaved in this fashion, but torpedo tubes,<br />
if equipped with non-boarding torpedoes, can be as <strong>the</strong>y are 'fired' in <strong>the</strong><br />
shooting phase. This works by placing <strong>the</strong> torpedo marker in <strong>the</strong> front arc<br />
facing <strong>the</strong> closest enemy ship. The enemy vessel must be reloaded for this to<br />
work!<br />
17
THE ANCIENT FLEET OF HUMANITY<br />
JUPITER CLASS COMMAND BATTLESHIP<br />
+++ 360 POINTS +++<br />
The Jupiter is most iconic vessel <strong>of</strong> <strong>the</strong> fleet and arguably <strong>the</strong> most powerful.<br />
Whenever <strong>the</strong> <strong>Diasporex</strong> have to respond to a major threat, you can expect a<br />
Jupiter on station commanding <strong>the</strong> fleet, frequently led by no less than a High<br />
Senator. Equipped to face any possible threat and durable enough to survive years<br />
<strong>of</strong> active duty without requiring a refit, <strong>the</strong> Jupiter is a formidable vessel.<br />
Jockeying for position as <strong>the</strong> oldest vessel in <strong>the</strong> fleet, it is estimated that <strong>the</strong><br />
original designs <strong>of</strong> <strong>the</strong> Jupiter were first laid down as early as M15. It has served<br />
earth for tens <strong>of</strong> thousands <strong>of</strong> years, proving to be incredibly adaptable as <strong>the</strong><br />
human empire grew. There are several known patterns <strong>of</strong> Jupiter, as <strong>the</strong>y were built<br />
all over <strong>the</strong> galaxy during <strong>the</strong> length and breadth <strong>of</strong> <strong>the</strong> Old Empire, from <strong>the</strong><br />
ancient Orion class, to <strong>the</strong> more 'modern' Arcturus class.<br />
Even with its long history <strong>of</strong> duty, <strong>the</strong> operational specs <strong>of</strong> <strong>the</strong> vessel have<br />
remained largely unchanged up until <strong>the</strong> fall <strong>of</strong> humanity, where it was later<br />
converted into <strong>the</strong> Desecrator Battleship, and later <strong>the</strong> more numerous and feared<br />
Desolator. Interestingly enough, closing on <strong>the</strong> dusk <strong>of</strong> <strong>the</strong> Old Empire, <strong>the</strong><br />
Jupiter was entering its final stages <strong>of</strong> phasing out, as newer designs <strong>of</strong> command<br />
vessel were being developed to replace it. This has played well for <strong>the</strong> <strong>Diasporex</strong>,<br />
as almost half <strong>of</strong> <strong>the</strong> recovered Jupiters were discovered in long lost scrap yards<br />
and reserve mothball fleets.<br />
Its historical position in <strong>the</strong> fleet has prevented many radical changes to its<br />
design, though upgrades to its dorsal and torpedo armament have been proposed.<br />
For <strong>the</strong> most part, <strong>the</strong> Jupiter is a special symbol to every member <strong>of</strong> <strong>the</strong> fleet and<br />
its very presence can improve morale for <strong>the</strong> entire fleet. This is a two edged<br />
sword, however. Should <strong>the</strong> Jupiter fall in combat, <strong>the</strong> rest <strong>of</strong> <strong>the</strong> fleet has no way<br />
home. Only command vessels have <strong>the</strong> location <strong>of</strong> <strong>the</strong> Earthseed and it could take<br />
months before relief would arrive.<br />
18
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Battleship/12 20cm 45° 4 5+ 4<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />
Port Standard Issue Fighter Bays Thundershock fighters 30cm 2<br />
Starboard Standard Issue<br />
Thundershock fighters 30cm 2<br />
Fighter Bays<br />
Port Heavy Combat Systems<br />
60cm 6 Left<br />
Battleship Class MAC Cannons<br />
Starboard Heavy Combat Systems<br />
60cm 6 Right<br />
Battleship Class MAC Cannons<br />
Port Xeon Macrosystems Long<br />
60cm 2 Left<br />
Range Laser Cannons<br />
Starboard Xeon Macrosystems<br />
60cm 2 Right<br />
Long Range Laser Cannons<br />
Dorsal Heavy Combat Systems<br />
60cm 6 L/F/R<br />
Omni-Directional MAC Array<br />
Prow Standard Issue Torpedo<br />
30cm 8 Front<br />
Tubes<br />
SPECIAL RULES may not use Come to New Heading Special Order<br />
Lon Long Lon g Service Service History History: History Many Jupiter's can have <strong>the</strong>ir history traced back to <strong>the</strong> very founding <strong>of</strong> <strong>the</strong><br />
old empire. Produced en-masse during its entire history, <strong>the</strong>y were common sights defending almost<br />
every colony world before <strong>the</strong> fall. Because <strong>of</strong> this, Jupiters have a very special place in <strong>the</strong><br />
hearts <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong>, as <strong>the</strong>y are a symbol <strong>of</strong> <strong>the</strong> enduring power <strong>of</strong> when humanity was truly<br />
great. Vessel conveys a +1 leadership to all ships in <strong>the</strong> fleet while it is on <strong>the</strong> board. If <strong>the</strong><br />
vessel is destroyed, all ships suffer a -1 leadership penalty. Free.<br />
Fusion Fusion Accelerated Accelerated MAC MAC MAC array array: array Compared to <strong>the</strong> o<strong>the</strong>r battleships that roam <strong>the</strong> stars, <strong>the</strong> Jupiter<br />
lacks raw firepower. Time has not been kind to this ancient behemoth <strong>of</strong> <strong>the</strong> stars, and its<br />
competitors are more than a match for it. After <strong>the</strong> destruction <strong>of</strong> <strong>the</strong> I.S.S. Diomedes at <strong>the</strong><br />
hands <strong>of</strong> <strong>the</strong> Imperial Apocalypse Battleship Firebrand, engineers and scientists got to work trying<br />
to improve <strong>the</strong> weapon systems <strong>of</strong> <strong>the</strong> Jupiter so it could compete. The result is a complex and<br />
dangerous technical process to upgrade <strong>the</strong> dorsal MAC arrays. Increase dorsal strength to 10.<br />
25 points.<br />
Advanced Advanced Torpedo Torpedo Systems Systems: Systems May select up to two special torpedoes from <strong>the</strong> Advanced Torpedoes<br />
List. You may select between torpedo types with each reload special orders, but if a doubles is<br />
rolled, <strong>the</strong> ship runs out <strong>of</strong> ammunition for that type. If both types <strong>of</strong> ammunition run out, no<br />
torpedoes may be launched. If you select normal torpedoes as one <strong>of</strong> <strong>the</strong> load outs, <strong>the</strong>y will<br />
never run our <strong>of</strong> ammunition. 40 pts.<br />
Known Patterns: Arcturus, Andromeda, Prome<strong>the</strong>us, Orion, Jovian, Sagittarius.<br />
19
CALLISTO CLASS TERRAN CRUISER<br />
+++ 175 POINTS +++<br />
The Callisto is one <strong>of</strong> <strong>the</strong> oldest, most reliable, and most numerous vessels in <strong>the</strong><br />
<strong>Diasporex</strong> fleet with a well documented history compared to its sister ships. First<br />
laid down as <strong>the</strong> first ship in an initiative to create a long living, durable and<br />
combat effective vessel for use in multiple forms <strong>of</strong> engagements, it is equipped with<br />
a potent weapons load out and several redundant systems throughout. The<br />
Callisto has <strong>the</strong> longest track record <strong>of</strong> uninterrupted service.<br />
Its sturdy and versatile design resulted in <strong>the</strong> development <strong>of</strong> <strong>the</strong> Slaughter<br />
cruiser, a much faster and more powerful ship. While <strong>the</strong> slaughter never served in<br />
<strong>the</strong> Imperial fleet, <strong>the</strong> <strong>Diasporex</strong> were quick to note that <strong>the</strong> ancient Callisto design<br />
was falling behind more modern vessels in speed, firepower and maneuverability.<br />
Lacking <strong>the</strong> resources to design a new vessel, <strong>Diasporex</strong> scientists and engineers<br />
went to work breathing new life into <strong>the</strong> old warhorse. With radical modifications<br />
to <strong>the</strong> engines and thrusters, along with an AI assisted targeting module, <strong>the</strong><br />
vessel can become more <strong>the</strong>n a match for its more modern counterparts.<br />
20
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Cruiser/8 20cm 45° 2 5+ 2<br />
FIRE<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR<br />
ARC<br />
Port Heavy Combat Systems MAC<br />
45cm 6 Left<br />
Cannons<br />
Starboard Heavy Combat Systems<br />
45cm 6 Right<br />
MAC Cannons<br />
Port Arclight Pattern Fixed<br />
45cm 2 Left<br />
Medium Range Laser Cannons<br />
Starboard Arclight Pattern Fixed<br />
45cm 2 Right<br />
Medium Range Laser Cannons<br />
Prow Multi-focus MAC cannon<br />
30cm 4 L/F/R<br />
array.<br />
Dorsal Starlight Ship Systems<br />
30cm 1 L/F/R<br />
Short Range Laser Cannon<br />
SPECIAL RULES Vectored Vectored Vectored Engine Engine Coil Coil: Coil A design discovered by accident when an<br />
engine coil partially broke free during a shakedown voyage on <strong>the</strong> I.S.S Leto. The vessel, while<br />
severely damaged, nearly turned a full 180 degrees in a timeframe that shattered current<br />
records. After he recovered from his concussion, <strong>the</strong> chief engineer retr<strong>of</strong>itted <strong>the</strong> engines to<br />
actually turn in to <strong>the</strong> movement <strong>of</strong> <strong>the</strong> ship, allowing for greater maneuverability during<br />
combat. When on Come to New Heading special orders, this vessel makes an immediate 45 degree<br />
turn for free before moving, giving it effectively 3 turns during its movement (assuming it can<br />
complete all three turns). 15 pts<br />
Emergency Emergency turning turning Jets Jets: Jets Discovered in physical form on a vessel reclaimed during an Ork<br />
conflict. During <strong>the</strong> cleaning and removal <strong>of</strong> useless junk left by <strong>the</strong> Orks, an engineering<br />
cadet realized that <strong>the</strong> ship had bypasses on its port and starboard sides that linked directly<br />
into <strong>the</strong> engine coils. A quick check revealed that <strong>the</strong> bypass jets were older <strong>the</strong>n <strong>the</strong><br />
"additions" <strong>the</strong> Orks had made, and that <strong>the</strong>se were part <strong>of</strong> an ancient engine system that had<br />
been lost. When tested after <strong>the</strong> ship’s refitting, <strong>the</strong> jets could, on command, bypass engine<br />
plasma out one side <strong>of</strong> <strong>the</strong> ship, making it veer to <strong>the</strong> sides rapidly to avoid incoming fire. When<br />
<strong>the</strong> callisto is equipped with this upgrade and is fired upon, before gunnery is calculated, it<br />
may make a leadership test. If passed, it can make an immediate 45 degree turn AWAY from <strong>the</strong><br />
direction <strong>of</strong> fire. If this is done, it may not use any special orders <strong>the</strong> next turn o<strong>the</strong>r than<br />
brace for impact. This may be done once per enemy shooting phase. 15 pts.<br />
AI AI Assisted Assisted Targeting<br />
Targeting: Targeting The dorsal lance on this vessel has been given an experimental Artificial<br />
Intelligence assisted targeting matrix, able to scan, identify and target critical systems on an<br />
enemy vessel. When fired, <strong>the</strong> Dorsal lance causes critical damage on a 5+ instead <strong>of</strong> a 6+. 15<br />
pts.<br />
Known Patterns: Arcturus, Andromeda, Orion<br />
21
GANYMEDE CLASS ARTILLERY CRUISER<br />
+++ 175 POINTS +++<br />
Created in <strong>the</strong> same Initiative as <strong>the</strong> Callisto, <strong>the</strong> Ganymede was clearly designed as<br />
a giant-killer. Equipped with a blistering array <strong>of</strong> medium range lances on its port<br />
and starboard sides, and supplemented with a short range dorsal lance and a prow<br />
mounted battery array, its massive cannons are designed to carve up larger targets<br />
and act as <strong>the</strong> hammer to <strong>the</strong> Callisto's anvil. Unfortunately, throughout its long<br />
history, <strong>the</strong> Ganymede has <strong>the</strong> worst track record for system failures and power<br />
shortages. It is not uncommon to see several <strong>of</strong> <strong>the</strong>se vessels docked while<br />
undergoing overhauls on <strong>the</strong>ir short lived energy relay systems.<br />
The raw firepower <strong>of</strong> this vessel is not always a plus in <strong>the</strong> heat <strong>of</strong> combat, as any<br />
commanding <strong>of</strong>ficer or engineer would tell you. While it easily outstrips its more<br />
modern cousin, <strong>the</strong> Acheron, it draws undo attention from enemy ships. To<br />
compensate for <strong>the</strong> inevitable rain <strong>of</strong> fire that <strong>the</strong> ship must suffer, backup energy<br />
systems, repair teams and reinforced structural designs are being adapted for use<br />
in this vessel.<br />
22
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Cruiser/8 20cm 45° 2 5+ 2<br />
FIRE<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR<br />
ARC<br />
Port Starlight Ship Systems<br />
45cm 4 Left<br />
Medium Range Laser Cannons<br />
Starboard Starlight Ship Systems<br />
45cm 4 Right<br />
Medium Range Laser Cannons<br />
Prow Multi-Focus MAC Cannon<br />
30cm 4 L/F/R<br />
Array<br />
Dorsal Starlight Ship Systems<br />
30cm 1 L/F/R<br />
Short Range Laser Cannon<br />
SPECIAL RULES Emergency Emergency Emergency Plasma Plasma vent vent: vent It is a common known fact that <strong>the</strong><br />
Ganymede is a ripe target for enemy vessels. Its massive laser array frequently attracts <strong>the</strong><br />
attention <strong>of</strong> incoming fire in hopes <strong>of</strong> knocking it out <strong>of</strong> <strong>the</strong> battle quickly, before it can bring<br />
its weapons into <strong>the</strong> fight. In response to this, Engineers and scientists have placed emergency<br />
vents in <strong>the</strong> engine room, designed to vent escaped engine plasma into space in case <strong>the</strong> engine<br />
room takes damage. If <strong>the</strong> vessel suffers a 6 or 8 on <strong>the</strong> critical hits table, <strong>the</strong> damage caused<br />
by <strong>the</strong>se events is savable on a 4+, <strong>the</strong> effect still must be repaired. If <strong>the</strong> damage is saved,<br />
add a blast marker to <strong>the</strong> rear side <strong>of</strong> <strong>the</strong> ships base. 15 pts<br />
Emergency Emergency Power Power Shunt Shunt: Shunt The gigantic lasers equipped on <strong>the</strong> Ganymede are useless if power is<br />
cut to <strong>the</strong>m. To prevent incoming fire and boarding parties from reducing <strong>the</strong> effectiveness <strong>of</strong><br />
<strong>the</strong> weapon systems, power shunts have been added. Linked directly into <strong>the</strong> fusion reactor,<br />
<strong>the</strong>se shunts provide weapons with <strong>the</strong> necessary power to fire in case <strong>of</strong> damage or<br />
interference from enemy forces. Prow, Dorsal, Port and Starboard critical damage results<br />
repair on a 4+ instead <strong>of</strong> a 6+. 20 pts.<br />
Combat Combat Capacitat<br />
Capacitators<br />
Capacitat<br />
Capacitat rs rs: rs When furballs are joined, it can be difficult to get into positions<br />
necessary for optimal fire. Since <strong>the</strong> <strong>Diasporex</strong> rely on <strong>the</strong> Ganymede to cause damage to <strong>the</strong><br />
largest vessels <strong>the</strong>ir enemies bring to bear, a great deal <strong>of</strong> resources have gone into making<br />
<strong>the</strong>m more effective during complex maneuvers. On All Ahead Full, Burn Retros and Come to<br />
New Heading, firepower is only reduced by 25% instead <strong>of</strong> 50%. 30 pts.<br />
Known patterns: Arcturus, Andromeda, Orion<br />
23
EUROPA CLASS COMBAT CARRIER<br />
+++ 185 POINTS +++<br />
The most flexible <strong>of</strong> <strong>the</strong> three sister ships, with <strong>the</strong> most celebrated history <strong>of</strong><br />
service. Equipped with a potent weapons array and a large launch capacity <strong>of</strong><br />
fighters, bombers and breaching pods. Harboring a long list <strong>of</strong> successful and<br />
lengthy missions, which it was specifically designed for, <strong>the</strong> Europa functions in a<br />
similar role to larger ships at <strong>the</strong> center <strong>of</strong> <strong>the</strong> fleet. An early precursor to <strong>the</strong><br />
later Devastation carrier, <strong>the</strong> flexibility <strong>of</strong> <strong>the</strong> vessel shines through all <strong>the</strong> way<br />
to its much more modern cousin. Capable <strong>of</strong> being a potent gunship and support<br />
carrier, it also has been frequently used as a test bed for many hybrid systems<br />
because <strong>of</strong> its high survivability rate.<br />
24
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Cruiser/8 20cm 45° 2 5+ 3<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />
Port Starlight System Heavy<br />
Cannons<br />
45cm 6 Left<br />
Starboard Starlight System<br />
Heavy Cannons<br />
45cm 6 Right<br />
Prow Multi-Focus MAC Cannon<br />
Array<br />
30cm 4 L/F/R<br />
Dorsal Starlight Systems MKII<br />
Laser Cannon<br />
30cm 1 L/F/R<br />
Port Standard Issue Launch Bays<br />
Starboeard Standard Issue<br />
Launch Bays<br />
Thundershock fighters 30cm<br />
Volcano Mk2 bombers 20cm<br />
Pandora II Breaching Pods 30cm<br />
Thundershock fighters 30cm<br />
Volcano Mk2 bombers 20cm<br />
Pandora II Breaching Pods 30cm<br />
SPECIAL RULES Combat Combat Refit Refit: Refit Since <strong>the</strong> Europa is so popular for <strong>the</strong> more bold and<br />
Combat-hungry captains, it frequently comes home far worse for wear <strong>the</strong>n its sister classes.<br />
Occasionally, a wily captain will request that <strong>the</strong> carrier section be reduced in size to make room<br />
for ano<strong>the</strong>r dorsal lance. While this does not constitute <strong>the</strong> creation <strong>of</strong> a new class <strong>of</strong> ship, it does<br />
change <strong>the</strong> role <strong>of</strong> <strong>the</strong> Europa in question to a more aggressive role. Increase dorsal lance<br />
strength to 2, reduce launch capacity by 2. Free<br />
Polarized Polarized Shielding<br />
Shielding: Shielding<br />
Shielding This experimental shield system adds a polarizing effect to <strong>the</strong> energy barriers<br />
that prevent damage. While <strong>the</strong> strength is not noticeably better <strong>the</strong>n a normal shield system, debris<br />
and reactive gasses are pushed away from <strong>the</strong> equatorial axis <strong>of</strong> <strong>the</strong> ship, reducing <strong>the</strong>ir effect on<br />
movement. This ship ignores <strong>the</strong> effects <strong>of</strong> blast markers on movement speed. 15 pts.<br />
Adamantine<br />
Adamantine-Ceramite Adamantine Ceramite Reinforcement<br />
Reinforcement: Reinforcement Used extensively by <strong>the</strong> New Empire, this rare metal is difficult<br />
to find and reproduce for <strong>the</strong> <strong>Diasporex</strong>. Instead <strong>of</strong> using as armored plates on <strong>the</strong> outside <strong>of</strong><br />
ships, it is being tested for internal reinforcement <strong>of</strong> <strong>the</strong> hull and critical systems. This allows<br />
<strong>the</strong>se systems to function at optimal levels even as hull integrity falls, but can lead to<br />
overconfidence. This vessel does not suffer <strong>the</strong> effects <strong>of</strong> being crippled until it is reduced to 3<br />
damage instead <strong>of</strong> 4. 25 pts.<br />
Known patterns: Arcturus, Andromeda, Orion, Prome<strong>the</strong>us<br />
25<br />
2<br />
2
IO CLASS SPACE SUPERIORITY VESSEL<br />
+++ 230 POINTS +++<br />
Unlike <strong>the</strong> three sister ships, <strong>the</strong> Io's history is relatively unknown. What little<br />
data <strong>the</strong> <strong>Diasporex</strong> gained was from an unstable computer system that may have<br />
killed its original crew. What was garnered before <strong>the</strong> AI's deletion was that <strong>the</strong> Io<br />
used to be widespread through <strong>the</strong> Old Empire, utilized as a powerful space<br />
superiority vessel designed to engage and destroy opponents <strong>of</strong> all sizes while<br />
boasting a high probability <strong>of</strong> survival. When a Jupiter could not be dispatched to a<br />
combat zone, a flotilla <strong>of</strong> cruisers led by an Io would be sent instead. This fleet<br />
would deal with <strong>the</strong> problem with a more maneuverable and flexible platform.<br />
The test <strong>of</strong> time, however, has not prevented <strong>the</strong> Repulsive grand cruiser to<br />
outstrip its ancestor in combat. Able to meet or exceed its predecessor in overall<br />
performance, <strong>the</strong> <strong>Diasporex</strong> moved to compensate, attempting to make <strong>the</strong> Io <strong>the</strong><br />
ultimate arbiter <strong>of</strong> space combat. Advanced torpedo systems, heavy armor plating<br />
and AI assisted ship defense make it more than a match for its modern counterpart.<br />
Exact ship numbers, locations <strong>of</strong> construction facilities, design date and pattern<br />
data have been lost. Only five Io's have been recovered. It is also clear that many<br />
Io's were taken and converted into <strong>the</strong> comparable Repulsive grand cruiser,<br />
sacrificing range for a more potent medium range battery. It is also clear this<br />
conversion was not perfect, as not all <strong>of</strong> <strong>the</strong> Repulsive grand cruisers retained <strong>the</strong><br />
advanced targeting systems that managed <strong>the</strong>ir dorsal lances.<br />
26
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Grand Cruiser/10 20cm 45° 3 5+ 3<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />
Port Heavy Combat Systems<br />
60cm 10 Left<br />
Battleship Class Mac Cannons<br />
Starboard Heavy Combat Systems<br />
60cm 10 Right<br />
Battleship Class Mac Cannons<br />
Dorsal Xeon Macrosystems<br />
45cm 3 L/F/R<br />
Medium Range Laser Cannons<br />
Prow standard Issue Torpedo<br />
30cm 6 Front<br />
Tubes<br />
SPECIAL RULES Advanced Advanced Torpedo Torpedo Torpedo Systems Systems: Systems Torpedoes are versatile weapons,<br />
capable <strong>of</strong> delivering a multitude <strong>of</strong> payloads to destroy or disable an enemy ship. Through<br />
extensive retr<strong>of</strong>itting and reconstruction <strong>of</strong> <strong>the</strong> ancient launching and ammunition bays on <strong>the</strong> Io<br />
and Jupiter, two different ammunition types may be loaded on a single ship. While this allows for<br />
versatility, it reduces ammunition capacity and heat sink efficiency. This ship may select up to<br />
two torpedo ammunition types. If two are selected, <strong>the</strong> vessel runs out <strong>of</strong> ammunition on Reload<br />
ordnance rolls <strong>of</strong> doubles. If one ammunition type runs out, <strong>the</strong> o<strong>the</strong>r may be used until it runs<br />
out as well. If only one is selected, <strong>the</strong>n it does not run out <strong>of</strong> ammunition. 30 pts.<br />
Armored Armored Prow Prow: Prow By harvesting <strong>the</strong> super-dense metals from destroyed Ork and Imperial ships, <strong>the</strong><br />
<strong>Diasporex</strong> have a limited supply to place on <strong>the</strong>ir most precious and deadly vessels. Prow armor<br />
is increased to 6+. 10 pts<br />
Internal Internal Internal Defense Defense Defense Turrets Turrets: Turrets Turrets These ships are so precious that great measures have been taken to<br />
prevent <strong>the</strong>m from falling into enemy hands, including giving <strong>the</strong> ship A.I. control <strong>of</strong> computer<br />
operated defense turrets built into every corner <strong>of</strong> <strong>the</strong> ship. In a defensive boarding action,<br />
this ship gains an additional +1, hit and run attacks are reduced by a fur<strong>the</strong>r -1. 25 pts<br />
Known patterns: Arcturus, Orion<br />
MERCURY CLASS SCOUT<br />
+++ 35 POINTS +++<br />
A tiny and delicate, but fast and advanced ship, <strong>the</strong> Mercury competes for oldest<br />
ship class in <strong>the</strong> hands <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong>. Originally designed as a scout vessel for<br />
<strong>the</strong> old colony fleets <strong>of</strong> Old Earth and used<br />
to investigate unknown star systems, <strong>the</strong> tiny<br />
vessel is lightly armed and armored, but<br />
possesses a long since lost sensor array that<br />
surpasses <strong>the</strong> current M41design. In <strong>the</strong><br />
violent present, <strong>the</strong> Mercury has proved<br />
invaluable to <strong>the</strong> <strong>Diasporex</strong> due to its ability<br />
to detect possible foes at distances that<br />
range to <strong>the</strong> interstellar. The mercury is<br />
thought to be <strong>the</strong> precursor to <strong>the</strong> later<br />
Cobra destroyer, due to <strong>the</strong>ir similar construction and occasional presence <strong>of</strong><br />
advanced sensor arrays in place <strong>of</strong> <strong>the</strong>ir weapons batteries.<br />
Select One:<br />
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Escort/1 30cm 90° 1 4+ 1<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />
Prow Lance Battery 30cm 1 Front<br />
Prow Torpedoes 30cm 2 Front<br />
Hull Weapons battery 30cm 2 L/F/R<br />
SPECIAL RULES may Not Take upgrades.<br />
If present, +1 for enemy contacts and lets <strong>the</strong> <strong>Diasporex</strong> re-roll for initiative.<br />
27
GOULD CLASS COLONY VESSEL<br />
+++ 200 POINTS +++<br />
The Gould Colonization Vessel was designed with a singular purpose in mind:<br />
Colonize and Terraform any world that has even a marginal level <strong>of</strong> habitability.<br />
While several patterns and classes <strong>of</strong> <strong>the</strong> vessel were designed, even <strong>the</strong> oldest<br />
and smallest has <strong>the</strong> capacity to bring an uninhabited world to a self-sufficient<br />
colony in a few decades. While <strong>the</strong> ships <strong>the</strong>mselves range in size from six to eight<br />
kilometers long, and four to six kilometers wide, <strong>the</strong>y all share <strong>the</strong> same standard<br />
configuration. A large habitation dome caps <strong>the</strong> massive vessel, taking up eighty<br />
percent <strong>of</strong> <strong>the</strong> top surface area <strong>of</strong> <strong>the</strong> ship. Within <strong>the</strong> dome, sophisticated<br />
atmospheric systems can control <strong>the</strong> elemental and <strong>the</strong>rmal properties <strong>of</strong> <strong>the</strong><br />
environment with remarkable detail. Under <strong>the</strong> habitation dome lay <strong>the</strong> heavy<br />
industrial equipment and STC factories designed to produce everything a<br />
developing colony requires to flourish. In <strong>the</strong> larger and newer classes, even<br />
limited shipyard capacity was designed into <strong>the</strong> vessel to allow a high-resource<br />
world to start constructing defenses. The Goulds <strong>the</strong>mselves have limited<br />
armament, and are extremely fragile, relying on <strong>the</strong> Titan Defense Cruisers for<br />
protection against enemy vessels.<br />
When <strong>the</strong> <strong>Diasporex</strong> dedicated <strong>the</strong>mselves to a nomadic lifestyle, All <strong>of</strong> <strong>the</strong> Gould<br />
vessels were retr<strong>of</strong>itted for more specialized tasks like supply, agriculture,<br />
construction or habitation. Only <strong>the</strong> Hera and Earthseed retain <strong>the</strong> biomes <strong>the</strong>y<br />
were constructed with, as a means <strong>of</strong> preserving <strong>the</strong> wonders lost in <strong>the</strong> fires <strong>of</strong><br />
time.<br />
Only rarely do <strong>the</strong> individual Goulds leave <strong>the</strong> fleet, usually when <strong>the</strong>y are<br />
required to refuel at a solar farm. This is a lengthy process and extremely<br />
dangerous, fortunately it only needs to be done once every five decades. Typically<br />
<strong>the</strong> Gould is protected by a massive fleet <strong>of</strong> ships to assure security (and in <strong>the</strong><br />
case <strong>of</strong> <strong>the</strong> Earthseed, <strong>the</strong> entire fleet moves with it), but <strong>the</strong> <strong>Diasporex</strong> know that<br />
if a concentrated attack occurred during refueling, <strong>the</strong>y would be hard pressed to<br />
defend <strong>the</strong>ir precious wards.<br />
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Defense/15 15cm 45° 6 4+ 5<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />
Standard Issue Defense Grid 60cm 6 All Round<br />
SPECIAL RULES If this vessel is crippled due to enemy fire, not boarding, <strong>the</strong> massive bio-<br />
dome shatters, destroying its delicate biosphere. If this vessel manages to disengage, it counts for<br />
75% victory points. In <strong>the</strong> Defend <strong>the</strong> Gould mission, if this occurs <strong>the</strong> mission can only be won for <strong>the</strong><br />
<strong>Diasporex</strong> on victory points alone. May not take upgrades.<br />
EARTHSEED TERRAFORMATON VESSEL #002319<br />
+++ SPECIAL +++<br />
Of <strong>the</strong> 12 colony vessels contained in <strong>the</strong> flotilla, <strong>the</strong> Earthseed is <strong>the</strong> largest,<br />
and most advanced. It is built to terraform worlds at a size and scale far greater<br />
than <strong>the</strong> standard Gould colony ship. When <strong>the</strong> fall <strong>of</strong> <strong>the</strong> old empire threw most<br />
<strong>of</strong> humanity into a self-imposed stone age, <strong>the</strong> ragtag alliance <strong>of</strong> humans and aliens<br />
ga<strong>the</strong>red toge<strong>the</strong>r and signed <strong>the</strong> <strong>Diasporex</strong> Accord on <strong>the</strong> Earthseed, where <strong>the</strong><br />
high senate would soon come to rest.<br />
28
EARTHSEED TERRAFORMATON VESSEL (continued)<br />
The major industrial portions <strong>of</strong> <strong>the</strong> ship were rapidly stripped from <strong>the</strong> vessel,<br />
and a massive habitation complex was built within its biome dome, comprising <strong>of</strong><br />
three major sectors. The first was <strong>the</strong> Senatorial Sector, where <strong>the</strong> politics and<br />
government <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong> would be held. The second is <strong>the</strong> Academy, where<br />
members <strong>of</strong> <strong>the</strong> alliance go to study <strong>the</strong> sciences <strong>of</strong> space travel and warp<br />
mechanics. The third, and easily <strong>the</strong> largest, is <strong>the</strong> Naval Academy, where recruits<br />
study star ship engineering and combat. Ironically, this sectioning <strong>of</strong>f displayed<br />
<strong>the</strong> three major factions that form in <strong>the</strong> population <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong>: Civilian,<br />
Military and Senate.<br />
Surrounding <strong>the</strong> sectors are well organized groups <strong>of</strong> habitation buildings,<br />
designed to fit as many people in as possible with enough comforts to prevent<br />
major unrest. All in all, <strong>the</strong> eight-and-a-half kilometer long, six kilometer wide<br />
vessel houses almost two-hundred-and-fifty million permanent civilian, senatorial<br />
and military residents. Around <strong>the</strong> massive complex are <strong>the</strong> enormous biomes that<br />
house <strong>the</strong> last remnants <strong>of</strong> Earths old biosphere. Animals like deer, foxes,<br />
racoons, dolphins, chameleons, monarch butterflies, ginkgo trees, and many more<br />
species long extinct on Earth itself survive in carefully tended sectors <strong>of</strong> <strong>the</strong><br />
Earthseed.<br />
In <strong>the</strong> lower decks <strong>of</strong> <strong>the</strong> monumental vessel lay its true treasure. Fully functional<br />
STC devices designed to assist in <strong>the</strong> colonization process would permit it to make a<br />
fresh colony completely self-sufficient within a decade. Most <strong>of</strong> <strong>the</strong>se treasures<br />
are left dormant, with only a few used when <strong>the</strong>ir products are needed for <strong>the</strong><br />
fleet as a whole. As a result <strong>of</strong> using <strong>the</strong>se STC's, many pieces <strong>of</strong> technology <strong>the</strong>y<br />
use are very similar to <strong>the</strong> New Empire, including <strong>the</strong> standard issue “Q-R9 Laser<br />
Rifle”, which bears a striking resemblance to <strong>the</strong> Lasgun used by <strong>the</strong> new Empire<br />
(<strong>the</strong> only major difference is <strong>the</strong> rifle's power cell is non-removable, and can only<br />
be charged by specialized equipment.)<br />
The Earthseed is constantly defended by six Jupiter class Command Battleships<br />
and <strong>the</strong>ir supporting cruiser and destroyer flotilla's. Flanking it are <strong>the</strong> eleven<br />
o<strong>the</strong>r colony vessels that house agricultural, industrial sectors, or environments<br />
suitable for alien members <strong>of</strong> <strong>the</strong> alliance. While <strong>the</strong>y are enormous in scale, <strong>the</strong>y<br />
are poorly armed, and can easily be compromised in <strong>the</strong> heat <strong>of</strong> a battle. As such,<br />
<strong>the</strong>y are kept hidden in nebulae, stable asteroid fields, dust clouds, or <strong>the</strong> black<br />
void <strong>of</strong> space.<br />
When using <strong>the</strong> Earthseed in a game, <strong>the</strong> Attacking player, if launching a battle <strong>of</strong><br />
2000 points or higher, may attempt a direct attack on <strong>the</strong> Earthseed. The stats <strong>of</strong><br />
<strong>the</strong> Earthseed are <strong>the</strong> same as <strong>the</strong> normal Gould, with <strong>the</strong>se differences: <strong>the</strong><br />
Earthseed has 30 hits, and must be reduced to 10 hits for <strong>the</strong> biome to shatter. It<br />
has 7 shields and 6 turrets and is equipped with a much more powerful defense<br />
network, replace <strong>the</strong> weapons as follows:<br />
MAC Cannon network: strength 15; 60cm all around<br />
Laser Cannon network: strength 4; 60cm All around<br />
Launch Bays: Strength 8 Thundershock Fighters, Lightning Strike Bombers,<br />
and Pandora II Breaching pods.<br />
The Earthseed may only be boarded by battleships or defenses, as it is too heavily<br />
defended for anything smaller to have a hope <strong>of</strong> gaining a foothold on <strong>the</strong><br />
enormous vessel. Tyranids may ignore this rule. The Earthseed does not cost any<br />
points for <strong>the</strong> <strong>Diasporex</strong> player. This represents <strong>the</strong> level <strong>of</strong> protection <strong>the</strong><br />
Earthseed has at any given moment.<br />
29
OTHER COLONY VESSELS OF NOTE<br />
The Hephaestus and Vulcan<br />
These two vessels are <strong>the</strong> second largest Gould vessels in <strong>the</strong> fleet, salvaged<br />
from abandoned shipyards shortly after <strong>the</strong> fall <strong>of</strong> <strong>the</strong> Old Empire. It is designed<br />
on <strong>the</strong> same principle as <strong>the</strong> Earthseed but only 75% finished before <strong>the</strong> shipyard's<br />
artificial intelligence opened <strong>the</strong> airlocks and exposed <strong>the</strong> crew to hard vacuum.<br />
Within <strong>the</strong>ir six-by-five kilometer habitation domes lay rolling feilds <strong>of</strong> farmland<br />
and ranches, providing necessary food products for <strong>the</strong> fleet. Instead <strong>of</strong> a clear<br />
crystalline dome covering <strong>the</strong> top <strong>of</strong> <strong>the</strong> Vulcan and Hephaestus, enormous docking<br />
arms and construction scaffolds stand.<br />
These two ships are <strong>the</strong> center <strong>of</strong> <strong>the</strong> repairs, modifications, industrial<br />
output and experimentation <strong>of</strong> <strong>the</strong> fleet. At any given moment <strong>the</strong>y can house<br />
almost fifty destroyers, six cruisers, or two battleships in <strong>the</strong>ir massive dry docks.<br />
Currently, <strong>the</strong> Saturn Command Carrier is docked with <strong>the</strong> Hephaestus undergoing<br />
it's final phase <strong>of</strong> outfitting before it goes on its shakedown cruise. While <strong>the</strong>se<br />
ships are capable <strong>of</strong> building entire battleships, it is a rare and celebrated event if<br />
even a new cruiser is constructed. Simply due to lack <strong>of</strong> resources and manpower,<br />
<strong>the</strong>re is only so many ships <strong>the</strong>y can construct at an acceptable rate.<br />
The Vulcan is known more for its gigantic plasma cutters, capable <strong>of</strong> slicing a<br />
vessel <strong>the</strong> size <strong>of</strong> an Io into easily manageable pieces for salvage. Many a wily Fleet<br />
Master will attempt to tow home a hulked Imperial vessel for salvage, but it takes<br />
almost two full sized Imperial Cruisers to construct a single <strong>Diasporex</strong> Cruiser,<br />
and more if <strong>the</strong> Ceti wish to construct a new Bulwark.<br />
The Helios and Hyperion<br />
These vessels are dedicated entirely to agricultural purposes. While smaller <strong>the</strong>n<br />
<strong>the</strong> Earthseed, Vulcan and Hephaestus, <strong>the</strong>ir six-by-five kilometer biome domes are<br />
entirely dedicated to agriculture. Many naval <strong>of</strong>ficers who grow tired <strong>of</strong> war<br />
retire to working <strong>the</strong> farms and ranches, living a life <strong>of</strong> peace and growth. Almost<br />
all <strong>of</strong> <strong>the</strong> food <strong>the</strong> <strong>Diasporex</strong> eat is grown here, with special sectioned <strong>of</strong>f areas<br />
for alien agriculture. Those who work <strong>the</strong> fields <strong>of</strong> <strong>the</strong>se floating gardens are<br />
held in extremely high regard, and are compensated extremely well for feeding <strong>the</strong><br />
fleet.<br />
The Achilles<br />
The smallest <strong>of</strong> <strong>the</strong> Gould vessels in <strong>the</strong> fleet, its entire biome was removed and<br />
replaced to accommodate storage and docking bays. Everything that <strong>the</strong> fleet may<br />
need in <strong>the</strong> future, but not necessarily in <strong>the</strong> present, is stored on this ship. While<br />
it is <strong>the</strong> smallest, and easily <strong>the</strong> most punishing for any young ensign to be<br />
assigned to, it is probably one <strong>of</strong> <strong>the</strong> most important vessels. Over time it became<br />
<strong>the</strong> quartermaster and bureaucratic center <strong>of</strong> <strong>the</strong> fleet. At any given point,<br />
transport haulers are moving to and from <strong>the</strong> ship, delivering and receiving <strong>the</strong><br />
supplies across <strong>the</strong> fleet. The status <strong>of</strong> <strong>the</strong> Achilles frequently determines<br />
military and social doctrine; If supplies are low, more resource scouts and raids<br />
are done. If supplies are high, more science and research missions are permitted.<br />
30
OLD EMPIRE PROTOTYPE VESSELS<br />
These vessels were built at <strong>the</strong> very end <strong>of</strong> <strong>the</strong> Old Empire, and <strong>of</strong> each, <strong>the</strong>re are a<br />
scant handful <strong>of</strong> fully functioning examples. Many more lay in dry dock for a very<br />
slow refit process or are so damaged that <strong>the</strong>y are used for academic and<br />
research purposes.<br />
TITAN CLASS DEFENSE CRUISER<br />
+++ 165 POINTS +++<br />
Of all <strong>the</strong> prototype vessels, this one is <strong>the</strong> most common, produced in large<br />
numbers from damaged or mothballed Callistos specifically to function as a<br />
defensive vessel for <strong>the</strong> poorly armed Gould colony vessels. The cruiser is<br />
designed to fly close to <strong>the</strong> ship and repel attackers with long and medium range<br />
firepower. Equipped with two battleship scale laser cannons on its prow, with<br />
medium range batteries on its port and starboard side, it is well designed for <strong>the</strong><br />
task.<br />
It is clear, however, that <strong>the</strong> ship is not without its problems. The biggest lay in its<br />
two massive prow lances, which are so large that <strong>the</strong> rotating platform that <strong>the</strong>y<br />
sit on frequently breaks down or malfunctions during combat. This evidently<br />
happens so much that it is frequently shut down to prevent <strong>the</strong> weapon from<br />
locking in place (as is found in <strong>the</strong> much later, virtually identical Murder class<br />
cruiser).<br />
While not exactly a problem, <strong>the</strong> minimalist doctrine in <strong>the</strong> vessel’s design resulted<br />
in an engine core that was only capable <strong>of</strong> keeping it moving at <strong>the</strong> same speed as its<br />
gigantic wards. While this can be fixed, <strong>the</strong> "low tech" distinction <strong>of</strong> <strong>the</strong>se vessels<br />
has given <strong>the</strong>m a bad reputation in <strong>the</strong> fleet. Crews <strong>of</strong> Titans tend to be loose on<br />
regulations and extremely eager to prove <strong>the</strong>mselves, volunteering for dangerous<br />
missions and upgrading <strong>the</strong>ir vessels for maximum survivability.<br />
31
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Cruiser/8 15cm 45° 2 5+ 2<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />
Port Heavy Combat Systems<br />
45cm 10 Left<br />
Medium Range MAC Cannons<br />
Starboard Heavy Combat Systems<br />
45cm 10 Right<br />
Medium Range MAC Cannons<br />
Prow Heavy Combat Systems<br />
Prototype Long Range Laser<br />
60cm 2 L/F/R<br />
Cannons<br />
SPECIAL RULES Engine Engine Replacement<br />
Replacement: Replacement The STC data for <strong>the</strong> Titan engine is sub-par, and<br />
not designed for anything but defensive patrol duty. However, <strong>the</strong> ship chassis is still designed<br />
to carry a full strength engine, leaving room for a full sized engine to be retr<strong>of</strong>itted in. Increase<br />
ship speed to 20 cm. 5pts.<br />
Armored Armored Broadsides<br />
Broadsides: Broadsides An example <strong>of</strong> <strong>the</strong> wily crew <strong>of</strong> <strong>the</strong>se vessels. When an imperial cruiser has<br />
been destroyed, <strong>the</strong> prow section is frequently harvested for <strong>the</strong> rare super-dense metals that<br />
make up its construction. Occasionally <strong>the</strong> crew will "annex" <strong>the</strong>se metals and use it to reinforce<br />
<strong>the</strong>ir broadside plating. Increase port and starboard armor to 6+. 20 pts.<br />
Additional Additional Shield Shield CCore<br />
C Core<br />
ore: ore Instead <strong>of</strong> replacing <strong>the</strong> engine, some captains prefer to use <strong>the</strong> open<br />
space provided by <strong>the</strong> smaller engine core for ano<strong>the</strong>r shield generator. Cannot be taken with<br />
Engine Replacement, +1 shield. 10 pts<br />
Flawed Flawed Weapon Weapon Design Design: Design Due to an ancient engineering and design mistake, <strong>the</strong> Titan's enormous<br />
prow laser cannons have an extremely bad habit <strong>of</strong> jamming mid rotation. While many attempts to<br />
fix <strong>the</strong> problem have been tried, none have had enough success to be instituted fleet wide. If<br />
attempting to fire in <strong>the</strong> left or right arc, roll a d6, on a 6, <strong>the</strong> ship suffers a "Prow Weapons<br />
Damaged" critical hit.<br />
32
NEPTUNE CLASS COMMAND CRUISER PROTOTYPE<br />
+++ 260 POINTS +++<br />
This cruiser is <strong>the</strong> Naval academy's favorite historical vessel. Thought to be an<br />
eventual replacement to <strong>the</strong> Europa design, it sports an expansive central docking<br />
bay that spans <strong>the</strong> entire ship’s mission section, allowing for greater movement and<br />
management <strong>of</strong> fighter, bomber and breaching pod wings than in <strong>the</strong> older Europa.<br />
Several different classes <strong>of</strong> this vessel were produced during what seemed to be a<br />
very popular shakedown and trial period. This ship is <strong>the</strong> first evidence towards <strong>the</strong><br />
distinct carrier-based philosophy that took hold in <strong>the</strong> late empire, believing that<br />
strike craft and carriers were <strong>the</strong> best means <strong>of</strong> combat. One odd addition to <strong>the</strong><br />
ship is <strong>the</strong> gigantic sensor dome that lays posterior to <strong>the</strong> bridge and <strong>the</strong> presence<br />
<strong>of</strong> a secondary command deck in <strong>the</strong> prow <strong>of</strong> <strong>the</strong> vessel, which are present in all<br />
patterns <strong>of</strong> <strong>the</strong> ship.<br />
While it is comparatively under-armed for a cruiser vessel, it has a larger strike<br />
craft capacity <strong>the</strong>n its sister ship, <strong>the</strong> Europa, and two battleship scale lance<br />
turrets on its dorsal spine. The gigantic sensor dome is capable <strong>of</strong> incredible<br />
resolution, and has been known to even pierce <strong>the</strong> elusive Eldar hol<strong>of</strong>ield from time<br />
to time.<br />
Despite its superior technology, <strong>the</strong> Neptune is still outmatched by its better armed<br />
and more structurally stable descendent: <strong>the</strong> Styx Heavy Cruiser. Even more<br />
modern imperial designs like <strong>the</strong> Dictator and Mars are better equipped for combat,<br />
forcing <strong>the</strong> Neptune to act as a rear guard vessel. While many a conservative fleet<br />
master may not mind keeping his distance from <strong>the</strong> enemy, morale is affected.<br />
Engineers and scientists have been working to compensate for <strong>the</strong> vessel’s lack <strong>of</strong><br />
firepower, including an experimental rapid launch system and an additional lance<br />
on its dorsal spine.<br />
33
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Cruiser/8 20cm 45° 2 5+ 3<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />
Dorsal Starlight Ship Systems<br />
Long Range Laser Cannons<br />
60cm<br />
Thundershock fighters 30cm<br />
2 L/F/R<br />
Port Prototype Launch Deck<br />
Starboeard Prototype Launch<br />
Deck<br />
Volcano Mk2 bombers 20cm<br />
Pandora II Breaching Pods 30cm<br />
Thundershock fighters 30cm<br />
Volcano Mk2 bombers 20cm<br />
Pandora II Breaching Pods 30cm<br />
SPECIAL RULES Sensor Sensor Assisted Assisted Turrets Turrets: Turrets By tapping <strong>the</strong> targeting sensors on <strong>the</strong><br />
defensive turrets into <strong>the</strong> massive sensor array on <strong>the</strong> Neptune, <strong>the</strong> ship can increase targeting<br />
resolution by an additional 50%. This also allows <strong>the</strong> targeting sensors to cut through stealth<br />
technologies. This ship may re-roll turret fire. If firing against eldar attack craft or torpedoes, it<br />
strikes on a 4+, but does NOT get its re-roll.<br />
Auto Auto-Scram Auto Scram Launchers<br />
Launchers: Launchers Technology discovered on <strong>the</strong> Saturn Command Carrier for rapid ordnance<br />
launching has led to a similar system on <strong>the</strong> Neptune. This allows <strong>the</strong> Neptune to launch double its<br />
capacity for one ordnance phase, but must reload ordnance twice before launching again. 25 pts.<br />
Deck Deck Gun Gun: Gun The brainchild <strong>of</strong> a gifted but unhinged engineer, somehow he retr<strong>of</strong>itted a third dorsal<br />
lance to <strong>the</strong> chassis <strong>of</strong> <strong>the</strong> Neptune. Once he was detained and institutionalized, his mad ranting<br />
seemed to have spawned from his attempts to solve <strong>the</strong> design flaw <strong>of</strong> <strong>the</strong> carrier deck. While he is<br />
spending his days in a room with padded walls, <strong>the</strong> <strong>Diasporex</strong> have been testing his design extensively<br />
with significant success: increase dorsal lance strength to 3. 15 pts<br />
Structural Structural Weakness<br />
Weakness: Weakness Due to a rushed design process and artificially shortened shakedown period,<br />
every Neptune vessel suffers from significant structural safety issues regarding its enormous launch<br />
deck. Since <strong>the</strong>re is so much open space and so little structural support, one lucky hit can cause<br />
catastrophe. To this date, no engineer has been successful in solving this potentially lethal problem.<br />
If <strong>the</strong> Neptune suffers a critical hit, add 1 to <strong>the</strong> roll. If a natural 12 is rolled, roll a second<br />
critical hit and apply it as well.<br />
34<br />
3<br />
3
SATURN CLASS COMMAND CARRIER<br />
+++ 350 POINTS +++<br />
Only one <strong>of</strong> this vessel has ever been found, unfinished in an abandoned shipyard.<br />
This carrier was clearly designed as <strong>the</strong> replacement to <strong>the</strong> Jupiter command vessel<br />
and evidently was going to be <strong>the</strong> last step in <strong>the</strong> push towards carrier based<br />
combat. Its gigantic prow docking bay allowed for swarms <strong>of</strong> fighters and bombers<br />
to flood from its maw, while its supporting guns allowed for close proximity<br />
defense. It is thought <strong>the</strong> first examples <strong>of</strong> this vessel were built in several<br />
shipyards, but never completed due to <strong>the</strong> fall <strong>of</strong> <strong>the</strong> empire, where <strong>the</strong>y sit now,<br />
incomplete. Some were found by <strong>the</strong> early Imperium and used as <strong>the</strong> basis for <strong>the</strong><br />
Despoiler class battleships, while still o<strong>the</strong>rs remain to be found. The Saturn that<br />
was found by <strong>the</strong> <strong>Diasporex</strong> was quickly recovered, requiring two Jupiter command<br />
vessels to tug it back to <strong>the</strong> Haphaestus for study.<br />
Since <strong>the</strong>n, a high-priority effort to complete <strong>the</strong> vessel has undergone some<br />
success, bringing it up to full combat capacity. Even so, <strong>the</strong> ship is plagued with<br />
problems with its power transfer systems, sometimes with disastrous results. A<br />
proposal to increase <strong>the</strong> dorsal lance armament has been proposed, but until <strong>the</strong><br />
vessel has undergone its shakedown cruise, it is not likely that more upgrades will<br />
come any time soon. What makes <strong>the</strong> Saturn shine is <strong>the</strong> crew aboard her, selected<br />
from <strong>the</strong> finest <strong>of</strong> Naval Academy graduates in engineering and space aviation.<br />
35
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Battleship/12 15cm 45° 4 5+ 5<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />
Port Heavy Combat Systems<br />
Battleship Class MAC Cannons<br />
60cm 10 Left<br />
Starboard Heavy Combat Systems<br />
Battleship Class MAC Cannons<br />
60cm 10 Right<br />
Dorsal Xeon Macrosystems Long<br />
Range Laser Cannons<br />
60cm<br />
Thundershock fighters 30cm<br />
2 L/F/R<br />
Prow Prototype Dual-Deck<br />
Docking Bay<br />
Volcano Mk2 bombers 20cm<br />
Pandora II Breaching Pods 30cm<br />
8<br />
SPECIAL RULES May not use Come to New Heading Special Order.<br />
Enhanced Enhanced Weapon Weapon Weapon System System: System Since <strong>the</strong> Saturn was found only partially completed, and no STC was<br />
recovered, <strong>the</strong> Engineers <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong> could only guess at what its final weapon load out was<br />
meant to be from how <strong>the</strong> ship was constructed. Several different designs have been tested, but <strong>the</strong><br />
most effective involve <strong>the</strong> dorsal laser arrays. You may increase <strong>the</strong> dorsal strength up to 4 for 10<br />
points per strength.<br />
Ace Ace Ace Pilots Pilots: Pilots In order to serve on <strong>the</strong> Saturn, you must be <strong>the</strong> best <strong>of</strong> <strong>the</strong> best. This is not due to any<br />
sort <strong>of</strong> preferential treatment, but because pilots are expected to make up for any crisis that <strong>the</strong> ship<br />
may enter into. Being selected for <strong>the</strong> Saturn is a mixed bag, since it is an accolade to your talent as<br />
a pilot, and an assignment to a ship that could fail catastrophically in <strong>the</strong> heat <strong>of</strong> battle. If taken, <strong>the</strong><br />
Saturn counts as having <strong>the</strong> Expert pilots special rule, 40 pts.<br />
Emergency Emergency Repair Repair Teams Teams: Teams Teams like <strong>the</strong> pilots, <strong>the</strong> best engineers are selected to serve on this vessel. From<br />
<strong>the</strong>m, <strong>the</strong> best are selected to become a special, always-on-call team designed to move into <strong>the</strong> worst<br />
situations and repair <strong>the</strong> damage as quickly as possible. Many names have been given to <strong>the</strong> team, but<br />
<strong>the</strong>y universally refer to <strong>the</strong>mselves as <strong>the</strong> "Suicide Squad". Once per game, <strong>the</strong> Saturn can repair all<br />
critical damage on a 4+. 15 pts.<br />
Shakedown<br />
Shakedown: Shakedown The only Saturn Command Carrier discovered was found only partially completed, and<br />
after it had been reclaimed by <strong>the</strong> <strong>Diasporex</strong>, <strong>the</strong> missing systems had to be replaced with older known<br />
designs. The results have only been partially successful, as <strong>the</strong> design specifications <strong>of</strong> <strong>the</strong> ship have<br />
long been lost to <strong>the</strong> ashes <strong>of</strong> time. Only <strong>the</strong> advanced launch bays are fully functional, while o<strong>the</strong>r<br />
vital systems are prone to catastrophic failure. Any time <strong>the</strong> Saturn rolls a special order o<strong>the</strong>r <strong>the</strong>n<br />
Reload Ordnance, roll a d6, on a 6, <strong>the</strong> vessel suffers a critical hit.<br />
Known patterns: Arcturus<br />
GENERIC ALIEN ESCORTS<br />
Aside from <strong>the</strong> Ceti, Singers and Ah'Rhi, <strong>the</strong> vast majority <strong>of</strong> alien races allied with<br />
<strong>the</strong> <strong>Diasporex</strong> don't have access to <strong>the</strong> gigantic ships <strong>of</strong> war, not having <strong>the</strong><br />
resources, technology or need to build on <strong>the</strong> scale <strong>of</strong> <strong>the</strong> o<strong>the</strong>r races before<br />
<strong>the</strong>ir home worlds and empires were lost. Many <strong>of</strong> <strong>the</strong> ships are <strong>the</strong> remains <strong>of</strong> <strong>the</strong><br />
defense fleets <strong>of</strong> lost empires, destroyed by hive fleets, Imperial crusades or Ork<br />
Waaagh!'s. As such, <strong>the</strong>y are extremely attached to <strong>the</strong>ir vessels as <strong>the</strong> last pieces<br />
<strong>of</strong> <strong>the</strong>ir shattered empires. Upgrades tend to be much less extreme <strong>the</strong>n what <strong>the</strong><br />
Terrans cook up, however Ceti escorts can wield <strong>the</strong>ir enigmatic EM disruptors.<br />
These upgrades replace <strong>the</strong> terran escort options.<br />
E.M. E.M. Disruptors<br />
Disruptors: Disruptors Aside from <strong>the</strong> mighty Bulwark cruiser, <strong>the</strong> Ceti brought with <strong>the</strong>m<br />
thousands <strong>of</strong> escort craft, equipped with <strong>the</strong>ir powerful E.M. disruptor weapons.<br />
This escort may replace each lance it is equipped with an e.m. disruptor for 5 points<br />
per strength.<br />
Defensive Defensive Defensive Design Design: Design The o<strong>the</strong>r races <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong> tend to build <strong>the</strong>ir escorts to<br />
survive long periods <strong>of</strong> time and survive damage that would normally destroy <strong>the</strong>ir<br />
human counterparts. These ships are only destroyed by hit and run attack rolls <strong>of</strong><br />
a 5+. 5 points per escort.<br />
Fl Flechette Fl<br />
chette Cannons Cannons: Cannons Designed to increase <strong>the</strong> escorts support roll in a fleet, this<br />
alien-origin weapon converts weapon batteries and MAC arrays into potent antiordinance<br />
weapons, making <strong>the</strong>m difficult prospects for enemy attack craft. This<br />
vessel may convert 1 strength <strong>of</strong> its MAC array to +2 turrets for 5 points.<br />
36
GENERIC TERRAN ESCORTS<br />
Humanity has been traveling <strong>the</strong> starlanes for tens <strong>of</strong> thousands <strong>of</strong> years and<br />
since <strong>the</strong> dawn <strong>of</strong> star-faring humanity, <strong>the</strong>y have been designed, built, and flown<br />
for many thousands <strong>of</strong> years. With <strong>the</strong> dynamic minds <strong>of</strong> <strong>the</strong> diasporex, <strong>the</strong>y even<br />
design <strong>the</strong>ir own and build new classes <strong>of</strong> light attack craft at a far more rapid<br />
rate <strong>the</strong>n <strong>the</strong> much larger and costly cruisers. Because <strong>of</strong> this mix between new and<br />
old designs, human escorts are varied and different, some having radically<br />
different hull designs.<br />
Escort vessels are <strong>the</strong> only class ship <strong>the</strong> <strong>Diasporex</strong> can produce by <strong>the</strong>mselves at<br />
any given moment, making <strong>the</strong> design, construction and even racing <strong>of</strong> said vessels a<br />
competitive sport. Teams <strong>of</strong> pilots, scientists and engineers work toge<strong>the</strong>r to<br />
propose a vessel to <strong>the</strong> Naval Academy, and after months <strong>of</strong> rigorous tests and<br />
simulations are <strong>the</strong>y permitted to build <strong>the</strong> design. It <strong>the</strong>n competes with o<strong>the</strong>r<br />
known designs in war games, endurance testing and even competitive races. At any<br />
given moment, however, <strong>the</strong>se ships can be called upon by <strong>the</strong> Navy to serve in a<br />
fleet, and frequently combat missions will be aided by flashily colored vessels with<br />
<strong>the</strong> names <strong>of</strong> <strong>the</strong>ir racing teams painted on <strong>the</strong> side.<br />
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Escort/1 25cm 90° 1 5+ 1<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />
Prow Lance Battery 30cm 1 Front<br />
Prow Torpedoes 30cm 2 Front<br />
Hull Weapons battery 30cm 2 L/F/R<br />
May take 1 hull and prow weapon system or 2 prow weapon systems<br />
SPECIAL RULES<br />
or 2 hull weapon systems.<br />
Gigantic Gigantic Engine Engine: Engine Engine Some just have a need for speed. Typically racing enthusiasts design vessels<br />
with engine coils so large, that <strong>the</strong>re is no place to attach a mission section to <strong>the</strong> ship. In<br />
extreme cases, some designs call for an entire cruiser level engine coil to be converted into a<br />
single escort craft. This vessel increases its speed by 15 cm, but may only take one weapon<br />
system. Free.<br />
Huge Huge Gun Gun: Gun Gun An example <strong>of</strong> when engineers and designers show too much passion for blowing stuff<br />
up, usually resulting in a cannon with a ship wrapped around it. This escort may take three<br />
weapon systems but its speed is reduced to 15 cm. free.<br />
Racing Racing Stripes Stripes: Stripes This escort squadron was conscripted from a racing team! it may go All Ahead<br />
Full for free. all escorts in <strong>the</strong> squadron share this upgrade and must be painted as such!<br />
Free.<br />
37
SINGER ORCHESTRA STARCRAFT<br />
+++ 360 POINTS +++<br />
Unlike any o<strong>the</strong>r ships in <strong>the</strong> fleet, <strong>the</strong> Orchestra is <strong>the</strong> hardest to classify mostly<br />
because every Orchestra is different, depending on <strong>the</strong> composition <strong>of</strong> crystals<br />
that make it up and <strong>the</strong> Singers who build it. Some can look practically<br />
manufactured, while o<strong>the</strong>rs resemble more random crystalline formations found in<br />
some deep-earth caves. Despite <strong>the</strong>ir varied looks and formations, <strong>the</strong>y tend to<br />
share <strong>the</strong> same general performance features and nearly identical weapon systems.<br />
Blistering along <strong>the</strong> entire hull <strong>of</strong> <strong>the</strong> vessel are massive crystalline formations<br />
that produce <strong>the</strong> incredibly powerful plasma based Energy torpedoes which <strong>the</strong><br />
Singers use as <strong>the</strong>ir primary means <strong>of</strong> defense. The hardened prow has hundreds<br />
(sometimes thousands) <strong>of</strong> laser-emitting projections that can release a massive<br />
cloud <strong>of</strong> laser-energy at medium range and function similar to standard batteries.<br />
However, <strong>the</strong> nature <strong>of</strong> Singer's sensory interpretation allows <strong>the</strong> batteries to see<br />
through clouds <strong>of</strong> gas and debris with far greater efficiency, making <strong>the</strong> laser<br />
emitter far more accurate than <strong>the</strong> standard MAC guns on a Terran cruiser.<br />
The Singers are adverse to combat, and only commit <strong>the</strong>ir massive vessels in <strong>the</strong><br />
utmost need (such as a major recovery action, Gould defense, or a Solar collector<br />
farm). While <strong>the</strong> Singers are many and spread throughout <strong>the</strong> galaxy, only two<br />
Orchestras have allied <strong>the</strong>mselves permanently with <strong>the</strong> <strong>Diasporex</strong> and as such<br />
tend to be used as a “ace in <strong>the</strong> hole” in case <strong>of</strong> any danger to <strong>the</strong> Earthseed.<br />
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Battleship/12 15cm 45° 4 6+ prow/5+ 4<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />
Port Energy Torpedo Growths 30cm 6 Left<br />
Starboard Energy Torpedo<br />
Growths<br />
30cm 6 Right<br />
Aft Energy Torpedo Growths 30cm 4 Rear<br />
Prow Energy Torpedo Growths 30cm 6 Front<br />
Prow Laser Array 45cm 12 Front<br />
SPECIAL RULES Laser Laser Laser Array Array: Array Functions exactly as a weapons battery, but does not suffer<br />
negative column shifts for blast markers or exceeding 30cm range<br />
Energy Energy Torpedoes<br />
Torpedoes: Torpedoes See upgrade list.<br />
Rare Rare vessel vessel: vessel You may only take this ship as part <strong>of</strong> a 2,000 point fleet or greater and it may not have<br />
a high senator or fleet master on board.<br />
May not use Come to New Heading.<br />
Cannot be upgraded.<br />
38
CETI BULWARK CLASS CRUISER<br />
+++ 180 POINTS +++<br />
This imposing vessel is <strong>the</strong> standard ship design for <strong>the</strong> Ceti, blistering with heavy<br />
particle cannons that can fire with enough strength to cripple an imperial cruiser<br />
in a single volley. The Bulwark is <strong>the</strong> height <strong>of</strong> Ceti technology and <strong>the</strong> only known<br />
cruiser class vessel that <strong>the</strong>y ever built.<br />
Imposing, huge, and highly advanced, <strong>the</strong> cruiser has benefited greatly from <strong>the</strong><br />
diverse minds <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong>. Taking a slightly more conservative approach to <strong>the</strong><br />
development <strong>of</strong> technology, <strong>the</strong>y preferred to focus more on miniaturization and<br />
efficiency, upgrading <strong>the</strong>ir internal systems to be smaller and more compact. This<br />
unique approach to advancement gives <strong>the</strong>m significantly more room in <strong>the</strong>ir engine<br />
rooms for more propulsion coils, modular replacement <strong>of</strong> weapon systems and<br />
super-efficient mechanical systems.<br />
39
This strong relationship with all members <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong> has even seen<br />
significant streng<strong>the</strong>ning <strong>of</strong> <strong>the</strong> smaller members, which boast <strong>the</strong> enigmatic EM<br />
disruptor on large numbers <strong>of</strong> <strong>the</strong>ir escort craft.<br />
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Cruiser/8 25cm 45° 2 5+ 3<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />
Port Particle Canons 30cm 2 L/F<br />
Starboard Particle Canons 30cm 2 F/R<br />
Prow Particle Canons 30cm 3 Front<br />
E.M. Disruptors<br />
SPECIAL RULES<br />
E.M. Disruptors<br />
Disruptors: Disruptors Designed originally to disable defense systems on<br />
derelict craft, <strong>the</strong> Ceti quickly discovered it has a very potent<br />
<strong>of</strong>fensive capacity. When it penetrates <strong>the</strong> enemy hull, it can overload and disrupt enemy weapon<br />
systems and prevent <strong>the</strong>m from firing. If enough power penetrates <strong>the</strong> enemy's defenses, a<br />
carrier signal through <strong>the</strong> beam can take over <strong>the</strong> weapons for a brief time, sewing chaos into<br />
enemy vessels as <strong>the</strong>ir allies open fire upon <strong>the</strong>m. This may replace your lances at 5 pts per<br />
strength.<br />
Huge Huge Engine Engine Coils Coils: Coils Occasionally, a Ceti captain will get <strong>the</strong> need for speed just like <strong>the</strong>ir human<br />
allies, but <strong>the</strong> difference <strong>of</strong> ship philosophy is displayed here, instead <strong>of</strong>f a small ship with<br />
maximum thrust-to-weight ratio, <strong>the</strong> Ceti oversize and overpower <strong>the</strong> engines <strong>of</strong> <strong>the</strong>ir cruisers,<br />
making <strong>the</strong> vessels an even more aggressive opponent. Increase speed by 5cm, add +1 d6 to All<br />
Ahead full special orders. 20pts.<br />
Magnetic Magnetic Magnetic Focusing Focusing Array Array: Array With <strong>the</strong> assistance <strong>of</strong> <strong>the</strong> Singers, <strong>the</strong> Ceti have created an<br />
experimental magnetic field generator <strong>of</strong> significantly greater power, so strong that it can force<br />
<strong>the</strong>ir powerful particle beams or EM disruptors to bend at extreme angles once leaving <strong>the</strong><br />
weapons aperture. While powerful, <strong>the</strong> upgrade requires a great deal <strong>of</strong> rare raw materials to<br />
fabricate, and <strong>the</strong>refore is rare in <strong>the</strong> Ceti ships. The prow weapons may fire FLR when on Lock<br />
on special orders. 25 pts.<br />
40
AH’RI SKIFF<br />
+++ 60 POINTS +++<br />
Easily <strong>the</strong> most unusual vessel <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong> nomads, <strong>the</strong> Ah'Ri skiff is small,<br />
fast, durable (for its size) and packs a punch that most vessels its size cannot<br />
compare to. On top <strong>of</strong> that, it wields strange and amazing technologies that make it<br />
a superb distraction and quick strike vessel. Functioning in small squadrons <strong>of</strong> two<br />
or three, <strong>the</strong>y become deadly prospects for cruiser class vessels. Capable <strong>of</strong><br />
taking damage far beyond that <strong>of</strong> a normal escort, some have suffered full strikes<br />
from imperial lances and survived!<br />
The strangest aspect <strong>of</strong> this vessel is its powerful hyperspace slip drive, which<br />
pushes <strong>the</strong> vessel briefly into an unknown dimension, and pops out nearby (though<br />
seemingly at random).<br />
These vessels, while numerous, are rarely seen in major fleet actions unless <strong>the</strong><br />
need is dire, in which <strong>the</strong> Ah'Ri defend <strong>the</strong>ir allies with fierce conviction. The Skiff<br />
vessels have a variety <strong>of</strong> designs, as each ship is designed by <strong>the</strong> will <strong>of</strong> its crew,<br />
however <strong>the</strong>y all tend to be very sleek and saucer shaped.<br />
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Skiff/2 25cm 90° 2 5+ 1<br />
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />
Alien Origin Energy Beam<br />
Weapons<br />
30cm 2 All Round<br />
SPECIAL RULES Cannot be upgraded. Hyperspace Slip: see next page.<br />
Skiffs move and turn at <strong>the</strong> same rate as an escort. If a skiff suffers a critical hit,<br />
add one point <strong>of</strong> damage instead <strong>of</strong> rolling on <strong>the</strong> table. Do not roll on <strong>the</strong><br />
Catastrophic Damage table when hits are reduced to 0, instead replace <strong>the</strong> ship<br />
with 2 blast markers. Skiffs can only be put in squadrons <strong>of</strong> size 1 to 3.<br />
HYPERSPACE SLIP<br />
The Ah'Ri have extremely advanced star drives, capable <strong>of</strong> slipping into what <strong>the</strong>y<br />
call 'hyperspace', and exiting in a blink <strong>of</strong> an eye at ano<strong>the</strong>r location, though not<br />
always <strong>the</strong> one <strong>the</strong>y choose.<br />
The Ah'Ri Skiff may, once per enemy shooting or ordnance phase, decide to make a<br />
hyperspace slip. Upon a passed leadership check, <strong>the</strong> ship scatters 2d6x10 cm (it<br />
never appears in <strong>the</strong> same place, so re-roll scatter upon a direct hit roll). The<br />
vessel appears again at <strong>the</strong> same facing as it had before teleporting.<br />
SOLAR COLLECTOR<br />
+++ SPECIAL +++<br />
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />
Defense/1 n/a N/a - 4+ -<br />
SPECIAL RULES A solar collector will explode on a 3+ if destroyed, with a blast radius <strong>of</strong><br />
3d6. It will hit with a number <strong>of</strong> lances equal to <strong>the</strong> number <strong>of</strong> turns spent charging. Shields and holo-<br />
fields <strong>of</strong>fer no protection from <strong>the</strong> explosion.<br />
41
TORPEDO ARSENAL<br />
Energy Energy Torpedo Torpedo: Torpedo Provided by <strong>the</strong> Singers as part <strong>of</strong> <strong>the</strong>ir agreement to join <strong>the</strong><br />
<strong>Diasporex</strong>, It took almost two decades <strong>of</strong> constant research and engineering<br />
disasters to replicate <strong>the</strong> Singers’ primary defensive weapon in a <strong>Diasporex</strong> vessel.<br />
Plasma is diverted from <strong>the</strong> fusion reactor and "Rolled" into a ball via powerful<br />
magnetic field generators, which fill <strong>the</strong> nacelle that was originally meant to hold<br />
torpedoes. It is <strong>the</strong>n squeezed out torpedo tubes and directed via <strong>the</strong> same<br />
magnetic fields that were used to form it. When striking an undefended ship, <strong>the</strong><br />
plasma burns through metal like butter and <strong>the</strong> energized particles cause havoc to<br />
internal ship systems. Unfortunately, <strong>the</strong> magnetic fields directing <strong>the</strong> torpedoes<br />
have a limited range.<br />
Rules: These fire like normal torpedoes in all respects, but ignore gas clouds and<br />
blast markers, passing through <strong>the</strong>m harmlessly. If <strong>the</strong> torpedoes strike a ship with<br />
shields, place a number <strong>of</strong> blast markers on <strong>the</strong> ship equal to <strong>the</strong> remaining salvo<br />
(<strong>the</strong> ship does get to fire turrets before this is done). If <strong>the</strong> ship's shields are<br />
down, roll for damage as normal but a critical hit occurs on a 4+. These torpedoes<br />
only remain on <strong>the</strong> board for one full round and are replaced by a blast marker on<br />
<strong>the</strong> firing players’ next ordnance phase.<br />
Disruptor Disruptor Torpedo Torpedo: Torpedo Created by a Ceti scientist after <strong>the</strong> invention <strong>of</strong> <strong>the</strong> energy<br />
torpedo, he discovered that by changing <strong>the</strong> eletromagnetic properties <strong>of</strong> <strong>the</strong><br />
plasma that is launched to resemble that <strong>of</strong> <strong>the</strong> disruptors his species uses, it can<br />
disable enemy weapon systems and engines without causing significant hull damage.<br />
Rules: These torpedoes follow all <strong>of</strong> <strong>the</strong> rules <strong>of</strong> <strong>the</strong> Energy torpedo, with <strong>the</strong><br />
exception <strong>of</strong> <strong>the</strong>ir effect when striking an enemy vessel. If impacting a shielded ship,<br />
roll turrets and continue moving with no effect to <strong>the</strong> ship (<strong>the</strong> shields push <strong>the</strong><br />
electromagnetic energy around and away from it). With shields down, roll turrets<br />
and each surviving torpedo inflicts a critical hit (do not roll to hit) to that facing<br />
weapon system. This means only prow, port, starboard or aft weapons are affected.<br />
If striking <strong>the</strong> rear <strong>of</strong> <strong>the</strong> ship, it suffers an engine room critical hit and DOES take<br />
damage (this is <strong>the</strong> only way <strong>the</strong> ship can suffer damage)<br />
Neutronium Neutronium Torpedo Torpedo: Torpedo This lethal and savage weapon is so destructive that some<br />
captains refuse to use it. The torpedo itself is a massive containment field on a<br />
plasma engine, holding a sphere <strong>of</strong> pure Neutronium. When <strong>the</strong> proximity fuse is<br />
triggered, <strong>the</strong> plasma engines detonate, exposing <strong>the</strong> Neutronium ball to space and<br />
propelling it towards <strong>the</strong> enemy ship. It has <strong>the</strong> effect <strong>of</strong> a bowling ball dropped on<br />
an expressway, crushing through <strong>the</strong> target ship as if it were made <strong>of</strong> tinfoil. Some<br />
battle reports describe Imperial cruisers being folded in half by a single torpedo<br />
salvo, giving <strong>the</strong>se torpedoes <strong>the</strong> nickname "black hole bombs".<br />
Rules: Reduce salvo strength to half (it is so massive that only half <strong>the</strong> ammo can<br />
be carried safely). Functions like a standard torpedo until it hits an enemy ship’s<br />
base. roll turrets as normal. This torpedo hits on a 4+ and each hit induces d3<br />
chances to inflict critical damage. This torpedo type can ONLY be taken if it is <strong>the</strong><br />
ONLY type selected.<br />
Swarmer Swarmer Torpedo Torpedo: Torpedo Designed to attack small escort craft, <strong>the</strong>se torpedoes separate<br />
into ten smaller warheads once launched. While not particularly effective against<br />
capital ships, <strong>the</strong>y are lethal against escorts.<br />
Rules: Use a strength 6 torpedo marker to represent <strong>the</strong> salvo. If it strikes a<br />
capital ship, it counts as being fired at half strength. If it strikes an escort, it<br />
hits full strength and is only affected by escort turrets on a roll <strong>of</strong> 6+.<br />
IFF Tor Torpe Tor Torpe<br />
pedo<br />
do: do Equipped with a limited A.I., <strong>the</strong>se torpedoes are capable <strong>of</strong> discerning<br />
friend from foe, and will actively avoid friendly vessels and target enemy vessels.<br />
Rules: this torpedo functions normally, but passes through friendly ships and<br />
friendly hulks harmlessly.<br />
42
FLEET LIST<br />
Fleet Fleet Commander<br />
Commanders<br />
Commander<br />
The <strong>Diasporex</strong> must select a commander for each Command vessel in play. You may<br />
only purchase one high senator. Fleet Masters may be purchased for normal and<br />
larger cruiser class vessels, as long as <strong>the</strong> command vessel has a Fleet Master or<br />
High senator.<br />
<strong>Diasporex</strong> fleets will only have an overall commander (I.e. a High Senator) present<br />
if <strong>the</strong>re is at least one Command ship included in <strong>the</strong> fleet, and he must be on board<br />
that ship. A <strong>Diasporex</strong> fleet will only receive fleet re-rolls if a Senator is present<br />
o<strong>the</strong>rwise <strong>the</strong>y are limited to <strong>the</strong> ship re-rolls <strong>of</strong> <strong>the</strong> Fleet Masters.<br />
0-1 HIGH SENATOR<br />
+2 LD BONUS FOR THE VESSEL THEY ARE COMMANDING AND ONE FLEET-WIDE RE-ROLL……. 100 pts<br />
High Senators may provide additional fleet re-rolls at <strong>the</strong> following point cost:<br />
One extra re-roll…………………………….25 pts<br />
Two extra re-rolls…………………………..75 pts<br />
0-3 Fleet Masters<br />
+1Ld bonus for <strong>the</strong> vessel <strong>the</strong>y are commanding and one ship re-roll ………….50 pts<br />
Fleet Masters may provide one extra ship re-roll at a cost <strong>of</strong>……….…………….25 pts<br />
Command Command Vessels<br />
Vessels<br />
<strong>Diasporex</strong> fleets must take one command vessel in fleets <strong>of</strong> 750 to 1,500 points.<br />
Above 1,500 points, you may take a second Command vessel, but you must purchase<br />
a high senator to command <strong>the</strong> fleet. The high senator must be placed on <strong>the</strong><br />
largest ship in <strong>the</strong> fleet (a high senator will always select a Jupiter over a Saturn<br />
if present)<br />
Jupiter Class Command Vessel…………………………….. 360 pts (+ Upgrades)<br />
0-1 Saturn Class Command Carrier Prototype………. 350 pts (+ upgrades)<br />
0-1 Class Command Cruiser Prototype………260 pts (+ upgrades)<br />
Grand Grand Cruiser Cruisers Cruiser<br />
0-2 Grand Cruisers. You may take 1grand cruiser for every 2 cruisers in <strong>the</strong> fleet.<br />
Io Class Space Superiority Vessel……………………….. 230 pts (+ upgrades)<br />
Cruiser Cruisers Cruiser<br />
0-12 Cruisers<br />
Callisto Class Terran Cruiser…………………………….. 175 pts (+ upgrades)<br />
Ganymede Class Terran Cruiser…………………………… 175 pts (+ upgrades)<br />
Europa Class Terran Carrier………………………………. 185 pts (+ upgrades)<br />
0-2 Titan Class Defense Cruisers………………………… 165 pts (+ upgrades)<br />
For every three cruisers present, you may take one Ceti Bulwark Cruiser<br />
Ceti Bulwark Class Cruiser…………………………………. 180 Pts (+ upgrades)<br />
A single Singer Orchestra Vessel may be taken in a fleet <strong>of</strong> 2,000 points or more<br />
Singer Orchestra Class Vessel……………………………. 360 pts<br />
Can only be taken in squads <strong>of</strong> 1-3<br />
0-9 Ah'Ri Skiffs.………………………………………………….. 60 pts each<br />
Escorts<br />
Escorts<br />
Generic Terran/Alien escort…………………………………. 40 Pts (+ upgrades)<br />
0-6 Mercury Class Terran Scouts………………………... 35 pts (+ upgrades)<br />
43
CAMPAIGN RULES<br />
The following campaign rules apply to <strong>the</strong> <strong>Diasporex</strong> Nomads when<br />
playing a standard campaign using <strong>the</strong> original rules produced by<br />
Games Workshop.<br />
The <strong>Diasporex</strong> Nomads have an attack rating <strong>of</strong> 1.<br />
PROMOTION CHART<br />
<strong>Diasporex</strong> Promotion Table<br />
Renown Title LD Notes<br />
1-5 Commander +1 1 ship re-roll<br />
6-10 Captain +1 1 ship re-roll<br />
11-20 Ship Master +1 2 ship re-rolls<br />
21-30 Fleet Master +1 2 ship re-rolls<br />
31-50 Senator +2 3 Fleet re-rolls<br />
51+ high Senator +2 4 Fleet re-rolls<br />
APPEALS<br />
Use <strong>the</strong> following table when generating appeals for <strong>the</strong> <strong>Diasporex</strong>.<br />
Reinforcements are more difficult for <strong>the</strong> <strong>Diasporex</strong> to obtain, since<br />
<strong>the</strong>y are relatively few in number and very thinly spread across <strong>the</strong><br />
galaxy.<br />
Appeals Appeals<br />
Appeals<br />
D6 Result<br />
3+ Reinforcements<br />
4+ Refits*<br />
5+ Call for Help!<br />
* Note that when <strong>the</strong> <strong>Diasporex</strong> roll for refits, <strong>the</strong>y can only select<br />
ship upgrades from those listed in <strong>the</strong>ir descriptions. They can,<br />
however, use <strong>the</strong> crew skills table as normal.<br />
44
CALLS FOR HELP TABLE<br />
<strong>Diasporex</strong> <strong>Diasporex</strong> Calls Calls Calls for for Help Help Table<br />
Table<br />
2D6 Result<br />
2: A.I. Revolt! One <strong>of</strong> <strong>the</strong> A.I.'s in your fleet has gone mad and has disabled a number<br />
<strong>of</strong> your ships! d6x30 points worth <strong>of</strong> your ships are stricken from your<br />
roster for <strong>the</strong> next battle. This is not without its benefits, as <strong>the</strong><br />
surviving crews now hold more experience in dealing with such rare<br />
crisis, and all vessels taken out in this manner may roll for ship<br />
experience.<br />
3: Allies Your fleet is joined by D6x30pts worth <strong>of</strong> vessels friendly to <strong>the</strong><br />
<strong>Diasporex</strong>. These may be more <strong>Diasporex</strong>, or from a friendly race <strong>of</strong><br />
aliens such as <strong>the</strong> Eldar or Tau.<br />
4: Deep range<br />
scouts<br />
Your scouts have successfully completed a long range scouting mission,<br />
and have gained details <strong>of</strong> enemy ship movements. Gain a +1 initiative<br />
bonus in <strong>the</strong> next campaign turn.<br />
5: Salvage Vessels from your fleet come upon a hulked Imperial ship, from which<br />
<strong>the</strong>y are able to gain some useful salvage. You may generate a random<br />
6: Ancient<br />
technology<br />
Imperial refit for one <strong>of</strong> your ships or escort squadrons.<br />
Your fleet discovers an ancient ulk which could have been an Old Empire<br />
vessel or ancient alien ship. Ei<strong>the</strong>r way, it carries valuable technology<br />
you can salvage. Select a ship at random and apply one if it upgrades.<br />
7: Elite Marines A team <strong>of</strong> power armored marines has been assigned to one <strong>of</strong> your<br />
vessels. Select a ship, that vessel now has a +1 to boarding and hit and<br />
run attacks.<br />
8: Advanced<br />
Enemies suffer a fur<strong>the</strong>r -1 penalty to boarding and hit and run attacks.<br />
security stations<br />
9: Fleet Master A new fleet master joins your group, taking up <strong>the</strong> helm <strong>of</strong> one <strong>of</strong> your<br />
capital ships or in an escort squadron. The fleet master adds a +1 Ld<br />
bonus to <strong>the</strong> ship or squadron <strong>the</strong>y command, and has a single ship<br />
reroll.<br />
10: Solar<br />
Collectors<br />
A mission to recharge your fleet’s power reserves is successful,<br />
allowing all systems to operate at optimum efficiency. All ships<br />
automatically gain 1 free repair point in this turn only.<br />
11: Assistance If you win <strong>the</strong> initiative for <strong>the</strong> next turn, you may choose to play Alien<br />
intervention. In addition, <strong>the</strong> intervening aliens (may be Tau or ano<strong>the</strong>r<br />
alien race, not just Eldar) receive a bonus <strong>of</strong> 250pts to <strong>the</strong>ir force.<br />
12: Stellar<br />
cartography<br />
Your fleet has detailed prior knowledge <strong>of</strong> <strong>the</strong> region/ subsector, and<br />
gains a +1 bonus to all disengage rolls for <strong>the</strong> rest <strong>of</strong> <strong>the</strong> campaign.<br />
45
EXISTING SCENARIOS<br />
SCENARIOS<br />
The <strong>Diasporex</strong> are appropriate for all scenarios but some restrict<br />
<strong>the</strong>m to ei<strong>the</strong>r attacker or defender roles as described below.<br />
Surprise Surprise Surprise Attack Attack: Attack Attack Play as normal.<br />
Blockade Blockade Blockade<br />
blockade).<br />
Run Run: Run Run <strong>Diasporex</strong> are always attackers (running <strong>the</strong><br />
Convoy Convoy: Convoy <strong>Diasporex</strong> always defend <strong>the</strong> convoy.<br />
Escalating Escalating Engagement<br />
Engagement: Engagement play as normal.<br />
Fleet Fleet Fleet Engagement<br />
Engagement: Engagement<br />
Engagement play as normal.<br />
Cruiser Cruiser Cruiser clash clash: clash play as normal.<br />
The The Raiders Raiders: Raiders Raiders <strong>Diasporex</strong> are always defenders.<br />
The The Gauntlet Gauntlet: Gauntlet <strong>Diasporex</strong> are always defenders (running <strong>the</strong> gauntlet).<br />
Alien Alien Alien Intervention<br />
Intervention: Intervention <strong>Diasporex</strong> will always be <strong>the</strong> defender (gaining<br />
alien support).<br />
The The The BBait<br />
B Bait<br />
ait: ait <strong>Diasporex</strong> are always pursuing forces (being ambushed). This<br />
scenario is a good example <strong>of</strong> a fleeing ship with knowledge sensitive<br />
to <strong>the</strong> <strong>Diasporex</strong> and <strong>the</strong> pursuit <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong> forces to protect<br />
that information. This can also be ano<strong>the</strong>r means <strong>of</strong> enemy forces to<br />
ambush <strong>the</strong> valuable <strong>Diasporex</strong> ships.<br />
Planetary Planetary Assault Assault: Assault Play as normal. The <strong>Diasporex</strong> are hunting for<br />
STC data and lost ships and would use forceful means to defend or<br />
attack worlds where it is held so <strong>the</strong>y can retrieve it. Some STC data<br />
is highly sensitive and could lead to extreme measures to recover.<br />
Exterminatus<br />
Exterminatus: Exterminatus<br />
Exterminatus <strong>Diasporex</strong> are always defending <strong>the</strong> planet. The<br />
<strong>Diasporex</strong> may have a prospective ally on a world, or are attempting<br />
to harvest resources from an abandoned world. As such, <strong>the</strong>y would<br />
defend <strong>the</strong>ir allies or operations fiercely.<br />
46
NEW MISSIONS<br />
These missions are specific to players attacking <strong>the</strong> diasporex. Anyone<br />
attacking <strong>the</strong> <strong>Diasporex</strong> may choose to roll a d6 to replace <strong>the</strong><br />
original mission with one <strong>of</strong> <strong>the</strong> two missions described below. If <strong>the</strong>y<br />
have greater renown <strong>the</strong>n <strong>the</strong> diasporex, <strong>the</strong>y require a 4+ to pick<br />
one <strong>of</strong> <strong>the</strong> new missions but if <strong>the</strong>ir renown is lower, <strong>the</strong>y must roll a<br />
6.<br />
Battle Battle for for <strong>the</strong> <strong>the</strong> Solar Solar Collectors<br />
Collectors<br />
The <strong>Diasporex</strong> have one major Achilles heel which <strong>the</strong>ir enemies<br />
frequently exploit when provided an opportunity. Their only method<br />
<strong>of</strong> refueling <strong>the</strong>ir vessels is reliant on <strong>the</strong> highly delicate and<br />
volatile Solar Collectors, which are placed in <strong>the</strong> corona <strong>of</strong> a star<br />
to collect reactive elements. When <strong>the</strong>se are discovered by <strong>the</strong> enemy,<br />
<strong>the</strong>y frequently are attacked with great force to cripple <strong>the</strong> energy<br />
collecting operations <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong>.<br />
Battlezone<br />
The battle takes place in <strong>the</strong> flare region <strong>of</strong> a star system. Generate<br />
celestial phenomena appropriate for <strong>the</strong> battlezone according to <strong>the</strong><br />
<strong>BFG</strong> rulebook.<br />
FORCES<br />
Agree on a point cost. Both sides may spend up to this amount for <strong>the</strong><br />
battle.<br />
Setup<br />
Determine sunward edge. The <strong>Diasporex</strong> deploy on <strong>the</strong> sunward side<br />
first (all ships) within 20 cm <strong>of</strong> <strong>the</strong> edge.<br />
20 cm deployment zone.<br />
47<br />
Solar<br />
collectors<br />
must be within<br />
10 cm <strong>of</strong> <strong>the</strong><br />
edge, but<br />
o<strong>the</strong>rwise may<br />
be spaced out<br />
as far as <strong>the</strong>y<br />
wish.<br />
The enemy <strong>the</strong>n<br />
deploys on<br />
<strong>the</strong> opposite<br />
table edge<br />
with within a
First Turn<br />
Roll <strong>of</strong>f for first turn.<br />
Special Rules<br />
For every 250 points <strong>of</strong> ships in <strong>the</strong>ir fleet, <strong>the</strong> <strong>Diasporex</strong> have one<br />
solar collector. They require six turns to charge fully, after which<br />
<strong>the</strong> <strong>Diasporex</strong> may attempt to disengage <strong>the</strong>m in <strong>the</strong> following<br />
manners:<br />
- Towing <strong>the</strong> collectors <strong>of</strong>f <strong>the</strong> table with escorts. If an escort<br />
moves into or over base contact with a collector, it will affix a<br />
tractor beam and drag it along after it (base to base). The<br />
collector may still be fired upon after a successful target<br />
priority check.<br />
- Capital ship recovery. If a cruiser moves on or over <strong>the</strong> collector,<br />
it affixes its tractor fields to <strong>the</strong> collector and pulls it into<br />
special made docking ports, pulling it safely into an armored hold.<br />
Remove <strong>the</strong> collector from <strong>the</strong> field in this case.<br />
-<br />
The ships must disengage <strong>of</strong>f a table edge, not <strong>the</strong> sunward edge for<br />
obvious reasons.<br />
Victory conditions<br />
Every successful solar collector disengaged adds 100 victory<br />
points to <strong>the</strong> <strong>Diasporex</strong>. If all solar collectors are destroyed, <strong>the</strong><br />
<strong>Diasporex</strong> automatically lose.<br />
Defending Defending <strong>the</strong> <strong>the</strong> Gould<br />
Gould<br />
A Gould has been ambushed! Defend it! This scenario is a raid.<br />
Battlezone<br />
Always fought in deep space, roll for astral phenomena according to<br />
<strong>the</strong> <strong>BFG</strong> rule book.<br />
FORCES<br />
Agree on a point limit. <strong>Diasporex</strong> must spend <strong>the</strong> points for <strong>the</strong><br />
Gould.<br />
Setup<br />
<strong>Diasporex</strong>: Place <strong>the</strong> Gould in <strong>the</strong> center <strong>of</strong> <strong>the</strong> table, facing directly<br />
towards one or <strong>the</strong> o<strong>the</strong>r <strong>of</strong> <strong>the</strong> short table edges <strong>the</strong>n deploy <strong>the</strong><br />
rest <strong>of</strong> <strong>the</strong> <strong>Diasporex</strong> fleet within 20 cm <strong>of</strong> <strong>the</strong> Gould.<br />
48
Attacking player: roll a d6 like you would for sunward edge. The side<br />
rolled is your deployment zone. Deploy your fleet along <strong>the</strong> table<br />
edge.<br />
First turn<br />
<strong>Diasporex</strong> get first turn.<br />
Special rules<br />
The attacking player is trying to capture or destroy <strong>the</strong> Gould. If<br />
successfully boarded and reduced to 0 hits due to boarding damage,<br />
not critical damage, <strong>the</strong> attacker automatically wins <strong>the</strong> game. If <strong>the</strong><br />
Gould is destroyed, <strong>the</strong> attacker gains 400 bonus victory points.<br />
The <strong>Diasporex</strong> must attempt to get <strong>the</strong> Gould <strong>of</strong>f <strong>the</strong> table edge it is<br />
pointed at (even if <strong>the</strong> enemy is attacking from that side). If <strong>the</strong> Gould<br />
escapes, <strong>the</strong> <strong>Diasporex</strong> automatically win. The Gould can only<br />
disengage <strong>of</strong>f <strong>of</strong> its designated table edge.<br />
49