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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 />

40k, Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, <strong>the</strong><br />

Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl,<br />

<strong>the</strong> Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan,<br />

Chaos, <strong>the</strong> Chaos device, <strong>the</strong> Chaos logo, Citadel, Citadel Device, Cityfight,<br />

City <strong>of</strong> <strong>the</strong> Damned, Codex, Daemonhunters, Dark Angels, Darkblade, Dark<br />

Eldar, Dark Future, Dawn <strong>of</strong> War, <strong>the</strong> Double-Headed/Imperial Eagle device,<br />

'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye <strong>of</strong> Terror, Fanatic, <strong>the</strong><br />

Fanatic logo, <strong>the</strong> Fanatic II logo, Fire Warrior, <strong>the</strong> Fire Warrior logo, Forge<br />

World, Games Workshop, Games Workshop logo, Genestealer, Golden<br />

Demon, Gorkamorka, Great Unclean One, GW, GWI, <strong>the</strong> GWI logo, <strong>the</strong> Hammer<br />

<strong>of</strong> Sigmar logo, Horned Rat logo, Inferno, Inquisitor, <strong>the</strong> Inquisitor logo,<br />

<strong>the</strong> Inquisitor device, Inquisitor:Conspiracies, Keeper <strong>of</strong> Secrets, Khemri,<br />

Khorne, <strong>the</strong> Khorne logo, Kroot, Lord <strong>of</strong> Change, Marauder, Mordheim, <strong>the</strong><br />

Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate<br />

logo, Necron, Nurgle, <strong>the</strong> Nurgle logo, Ork, Ork skull devices, Sisters <strong>of</strong><br />

Battle, Skaven, <strong>the</strong> Skaven symbol devices, Slaanesh, <strong>the</strong> Slaanesh logo,<br />

Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter<br />

logos, Talisman, Tau, <strong>the</strong> Tau caste designations, Tomb Kings, Trio <strong>of</strong><br />

Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, <strong>the</strong> Tzeentch<br />

logo, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online,<br />

Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, <strong>the</strong><br />

White Dwarf logo, and all associated marks, names, races, race insignia,<br />

characters, vehicles, locations, units, illustrations and images from <strong>the</strong><br />

Blood Bowl game, <strong>the</strong> Warhammer world, <strong>the</strong> Talisaman world, and <strong>the</strong><br />

Warhammer 40,000 universe are ei<strong>the</strong>r ®, TM and/or © Copyright Games<br />

Workshop Ltd 2000-2007, variably registered in <strong>the</strong> UK and o<strong>the</strong>r<br />

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

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