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  • 7/27/2019 Alliance of Kurak Stats Document

    1/8Firestorm Armada Model Statistics Copyright Spartan Games 2013

    FIRESTORM ARMADA ALLIED FACTIONSTe six greatest powers in this galactic quadrant clash in a bloodyconict in the Storm Zone. On one side stands the DindrenziFederation, the apex o a triumvirate o great stellar powers o theOuter Reach.

    ogether with the sinister Directorate, and the inscrutably alienRelthoza, the Dindrenzi, under the leadership o Chairman RuusRense, seek to smash their way into the Storm Zone. Teir nalobjective is nothing less than the subjugation o erra itsel.

    Facing them, under the leadership o Charter President Sallandro,

    is the erran Alliance. wo other great alien empires, the AquanSebrutan and the Sorylian Collective, have chosen to stand withthe older human empire in deence o the Storm Zone.

    Tese two great coalitions are bound together by many dierentbonds; mutual deence, the lust or prot, ear o conquest byothers. Whatever dierences they may have had, these have beensuccessully subjugated, as all parties have come to recognise thegreater gains to be had by standing together.

    However, these six actions, though they are the greatest and mostinuential in this galactic quadrant, and the driving orces behindthe prosecution o the Storm Zone wars, are not the only powers

    in space.

    Around each great triumvirate o belligerents orbit a wholeconstellation o lesser actions. Semi-independent humanenclaves and smaller alien dominions pepper the Storm Zone andthe surrounding regions o space.

    Some have eagerly thrown their lot in with one or other o thegreat alliances. Others have tried and ailed to remain aloo romthe conict, but have been drawn in nonetheless. Ultimately, inthis war o conquest and survival, neutrality is not an option.

    Each side in this war has created its own wider web o allies.

    Standing with the errans, Aquans and Sorylians against theDindrenzi assault are the signatories o the Alliance o Kurak.Facing them, drawn by the promised spoils o conquest are thepowers o the Zenian League, assembled by the eorts o theFederation and their Directorate associates.

    THE ALLIANCE OF KURAKAnton Kurak, the last peacetime Charter President o the erranAlliance, had long suspected that the Dindrenzi were plotting tounleash an apocalyptic war upon the vulnerable erran assets inthe Storm Zone.

    In the last years o his presidency, and aer his dismissal, Kurakworked hard to build a strong coalition o alien allies, especiallythose who had interests in the Storm Zone, or who had longassociations with the erran Alliance.

    Initially without ofcial sanction, and distrusting erIntel, theerran state intelligence service, Kurak turned to the venerableHawker Aerospace Consortium or aid. Tis vast corporationalready possessed a web o contacts as a result o its many businessdealings with non-human powers across erran space.

    With Hawkers aid, as well as his own riends within the Aquanand Sorylian governments and military, Kurak was able to bringmany o these smaller powers into the old o his alliance as hecalled it, a coalition o mutual deence against aggression.

    Kuraks overtures brought in many varied races, each with their

    own particular avoured style o space combat, rom the aggressiveclose quarters mayhem avoured by the Veydreth, to the near-incomprehensible but earsomely potent gravity-beam weaponryo the arakians.

    Tese powers have many dierent motivations or theirmembership o the Alliance, such as the opportunistic mercenaryattitudes o the Veydreth Herdmasters, the righteous indignationo the erquai and the arakian Conclaves apparent determinationto quell Dindrenzi aggression as quickly as possible or their ownsecretive reasons.

    Kurak eventually received ofcial recognition rom President

    Sallandro and the Senate or his eorts, just prior to the war. Hewas granted the title o Permanent Secretary or Alien Aairs.

    With this, Kurak was given an eective carte blanche to bringhis allies into proper coordination with erran and other orces.Using Hawkers intel sta as liaisons, Kuraks organisation beganto organise Alliance Armadas to supplement existing orces indriving back the enemy assaults in the Storm Zone.

    Unlike the Zenian League, the signatories o Kuraks Allianceare generally willing to operate in concert with each other in thecause o mutual deence. All have strong vested interests in themaintenance o the stellar status quo.

    Nonetheless, Kurak is wise enough to know that idealism is rarelyenough to keep such disparate allies working together. Tereore,he, with Sallandros authority, is ever ready to grease the wheelso co-operation behind the scenes with whatever it takes to keeperras newest riends on-side.

    THE ZENIAN LEAGUEUnlike the Kurak Alliance, constructed with diligent care andattention over a span o many years, the origins o the ZenianLeague were rather more orced and sudden. Rather than beingbased on the principles o mutual solidarity, it would be air to callthe League a pirates coalition.

    Chairman Ruus Rense was quick to recognise that, even withthe vast power o the Dindrenzi military at his disposal, he stillneeded allies. Te assurance o support rom the Directorate and

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    the neighbouring Relthoza Empire was a relie, but Rense knew hestill required more backing, i only to ensure that the Federationwould not begin to suer rom insurrections in its own rear areas.

    However, the residual xenophobia o the Dindrenzi workedstrongly against his eorts. Te human-supremacist Church o theDramos Angels especially grew restive at the very mention o theidea.

    Te creation o the Zenian League owed much to Ervan Bas o theDirectorate, working closely alongside Rense to build a secretivealliance virtually independent o the main Federation powerstructures.

    Many Zenian League powers were in act associates o theDirectorate rather than the Dindrenzi Federation. It was arelatively simple matter or Bas and his ellow Directors to use acombination o bribery and threats to bring these ractious powersinto the Dindrenzi old.

    Rather conveniently, at least as ar as Bas was concerned, it alsoprovided the Directorate with another covert means o political

    leverage with regard to their much larger neighbour.

    When the Chairman announced the ormation o the Leagueto the Federation Legislature, it was virtually as a ait accompli.However, ew dared protest, with the repower o the mightyRense System Navy backing up the Chairmans policy.

    But the RSNs coordination o the Federations new helpersalso provided assurance to the Legislature that the powers o theZenian League would be kept rmly in line. Chairman Rense maywell have need o allies, but he still rmly believes in the Dindrenzi

    principle that one can only deal successully with non-humansrom a position o undeniable strength.

    Unlike the Kurak Alliance, the races o the Zenian League aremotivated mostly by utter sel-interest, i not outright greed.Some, such as the hardy BaKash, embrace war as a time to thrive,while the Kedorian coalition sees a chance to expand their politicalinuence over their immediate neighbours.

    However, the Dindrenzi War is sure to shatter the existing galacticorder, and almost all the Zenian League members see the chanceto reap the benets o this violent restructuring. As ar as they areconcerned, to the victor go the spoils, and they are determined to

    be on the winning side.

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    Te major powers o the Alliance of Kurakare the erran Alliance,the Aquan Prime and the Sorylian Collective. In addition, severalsmaller actions signed the treaty, pledging their support to theAlliance, in return or protection rom the rapacious expansion othe Zenian League into the Storm Zone.

    Tese include the Cheyga Conederation, the Ryushi Empire,the arakian Conclave, the Veydreth ribes and the XelocianImperium, as well as the erquai colonists and the military andeconomic support o the wealthy Hawker Federation.

    Models rom the Alliance of Kurakcan be ormed into two typeso combined eet; either Alliance Fleets or Support Fleets.

    ALLIANCE FLEETAlliance of Kurak Fleets represent the military might o one o thethree major powers, supplemented with vessels rom other alliedactions. Since the signing o the treaty, these disparate peopleshave learned to work and ght together in deence o their hometerritories. Tey can now coordinate their eorts with well drilledease, complimenting one anothers strengths and compensatingor one anothers weaknesses.

    ONE race, rom either the erran Alliance, the Aquan Prime orthe Sorylian Collective, MUST be designated as the AllianceFleets Core Fleet.

    At least 50% o the MaximumFleetValueMUST be chosen rommodels in the Core Fleet, and anyMinimum Squadron RestrictionsMUST be ullled with Squadrons in the Core Fleet. AdditionallyHALF o both the Small and the Medium models in the eetMUST be rom the Core Fleet.

    Up to 50% o the MaximumFleet ValueCAN then be spent onmodels rom any o the other major powers and small actionswithin the Alliance of Kurak.

    An Alliance Fleet uses the Fleet Tactics Bonus and CommandDistance o its Core Fleet.

    An Alliance Fleet can spend up to 60% o its points on Smallmodels and up to 60% o its points on Medium models. It canspend up to 40% o its points on Battleships, up to 30% o itspoints on Dreadnoughts and up to 40% on Carriers (includingWings).

    SUPPORT FLEETKurak Support Fleets represent the vessels o the smaller actions,banding together in the ace o the Zenian League threat.Although lacking the economic support to maintain large navies,these races have perected the design and use o their chosenclasses o vessel.

    When used correctly in concert, these Kurak Support Fleetsestablish a daunting bulwark, which even the most determinedinvaders will be hard pressed to overcome.

    Models in a KurakSupport Fleet are chosen rom any o the smallactions in the Alliance o Kurak. Additionally, up to 40% o yourpoints can be spent on Civilian models, and up to 30% o yourpoints can be spent on Marauder models. Models CANNOT bechosen rom any o the major powers.

    AnyMinimum Squadron Restrictions MUST be ullled, butnot necessarily with models rom the same small action. TeseRestrictionsCAN be ullled with Civilian or Marauder models.

    A Kurak Support Fleet can spend up to 60% o its points onSmall models and up to 60% o its points on Medium models. Itcan spend up to 30% o its points on Battleships, up to 30% onDreadnoughts, up to 30% on Carriers (including Wings) and upto 30% on Leviathans.

    A Kurak Support Fleet has a Fleet Tactics Bonus o+1, and themodels within it have a Command Distance o6.

    Important Note: Although Alliance and Support Fleets maybe comprised o models rom several races and actions, a singleSquadron CANNOT contain models rom more than one race oraction.

    For example, a Squadron could not contain both erran emplarClass Heavy Cruisers and Aquan Chironex Class MkII Cruisers.

    Te only exceptions to this are that Escort Squadrons CAN beattached to a Large/Massive model rom a dierent race or action,and Flight okens may launch rom and land on ANY suitableCarriermodel in the same Fleet, regardless o race or action.

  • 7/27/2019 Alliance of Kurak Stats Document

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    Fleet Taccs = +1

    Command Distance = 6

    Wings = 0

    TARAKIANTarl Class Frigate

    DR CR Mv HP

    3 5 10 2

    RANGE BAND 1 2 3 4 Cost: 30 Points

    Fore (Fixed) 4 5 3 2 CP AP PD MN

    Torps (Stb. / Port) 4 3 2 1 2 1 1 0

    - - - - -SHIELDS = 0

    - - - - -

    This is a SMALL CLASS model

    Up to 60% of your points (in a SUPPORT FLEET)

    can be spent on SMALL models

    TARAKIAN FRIGATES are deployed inSQUADRONS of2 to 5 models

    The model MUST move 0 straight ahead before

    making each 45 degree turn

    TARAKIANGanak Class Baleship

    DR CR Mv HP

    6 9 6 10

    RANGE BAND 1 2 3 4 Cost: 200 Points

    Starboard/Port 11 12 8 7 CP AP PD MN

    Fore (Fixed) 8 9 7 6 8 4 8 0

    Torpedoes (Fore) 5 5 5 5SHIELDS = 1

    Torps (Stb. / Port) 5 5 5 5

    This is a LARGE CAPITAL CLASS model

    Up to 30% of your points (in a SUPPORT FLEET)

    can be spent on BATTLESHIPS

    TARAKIAN BATTLESHIPS are deployed in

    SQUADRONS of1 model

    The model MUST move 2 straight ahead before

    making each 45 degree turn

    Fleet Taccs = +1

    Command Distance = 6

    Wings = 4

    NOTE: Wings are paid for in

    addion to a BATTLESHIP

    MARs:

    Medical Shules

    Repair Shules

    Protected Systems

    TARAKIANSulan Class Cruiser

    DR CR Mv HP

    4 6 8 5

    RANGE BAND 1 2 3 4 Cost: 70 Points

    Fore (Fixed) 6 7 5 4 CP AP PD MN

    Torpedoes (Fore) 5 5 5 5 4 2 3 0

    Torps (Stb. / Port) 5 5 5 5SHIELDS = 0

    - - - - -

    This is a MEDIUM CAPITAL CLASS model

    Up to 60% of your points (in a SUPPORT FLEET)

    can be spent on MEDIUM models

    TARAKIAN CRUISERS are deployed in

    SQUADRONS of2 to 4 models

    The model MUST move 1 straight ahead before

    making each 45 degree turn

    Fleet Taccs = +1

    Command Distance = 6

    Wings = 0

    MARs:

    Protected Systems

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    VEYDRETHHunter Class Destroyer

    DR CR Mv HP

    4 7 8 4

    RANGE BAND 1 2 3 4 Cost: 65 Points

    Starboard/Port 2 4 7 6 CP AP PD MN

    Fore 4 6 3 - 2 3 3 0

    Torpedoes (Fore) 5 5 4 4SHIELDS = 0

    - - - - -

    This is a MEDIUM CAPITAL CLASS model

    Up to 60% of your points (in a SUPPORT FLEET)

    can be spent on MEDIUM models

    VEYDRETH DESTROYERS are deployed

    in SQUADRONS of2 to 3 models

    The model MUST move 1 straight ahead before

    making each 45 degree turn

    No more than HALF of the MEDIUM models in a

    feet can be DESTROYERS

    MARs:

    Hidden Killer

    Manoeuvrable

    Fleet Taccs = +1

    Command Distance = 6

    Wings = 0

    VEYDRETHCarnivore Class Heavy Cruiser

    DR CR Mv HP

    4 7 10 5

    RANGE BAND 1 2 3 4 Cost: 85 Points

    Starboard/Port 6 7 5 3 CP AP PD MN

    Fore 4 6 3 - 3 4 4 4

    Torpedoes (Fore) 5 5 4 4SHIELDS = 0

    - - - - -

    This is a MEDIUM CAPITAL CLASS model

    Up to 60% of your points (in a SUPPORT FLEET)

    can be spent on MEDIUM models

    VEYDRETH HEAVY CRUISERS are deployed

    in SQUADRONS of2 to 3 models

    The model MUST move 1 straight ahead before

    making each 45 degree turn

    No more than HALF of the MEDIUM models in a

    feet can be HEAVY CRUISERS

    MARs:Double Mines

    VEYDRETHProwler Class Gunship

    DR CR Mv HP

    5 8 8 6

    RANGE BAND 1 2 3 4 Cost: 90 Points

    Starboard/Port 6 8 5 3 CP AP PD MN

    Fore 5 7 4 2 3 4 3 5

    Torpedoes (Fore) 5 5 4 4SHIELDS = 0

    - - - - -

    This is a MEDIUM CAPITAL CLASS model

    Up to 60% of your points (in a SUPPORT FLEET)

    can be spent on MEDIUM models

    VEYDRETH GUNSHIPS are deployed

    in SQUADRONS of2 to 3 models

    The model MUST move 1 straight ahead before

    making each 45 degree turn

    No more than HALF of the MEDIUM models in a

    feet can be GUNSHIPS

    Fleet Taccs = +1

    Command Distance = 6

    Wings = 0

    MARs:

    Double Mines

    Vulnerable

    Fleet Taccs = +1

    Command Distance = 6

    Wings = 0

    MARs:

    Double Mines

    Fleet Taccs = +1

    Command Distance = 6

    Wings = 0

    VEYDRETHStalker Class Assault Cruiser

    DR CR Mv HP

    4 7 10 4

    RANGE BAND 1 2 3 4 Cost: 70 Points

    Starboard/Port 5 6 4 2 CP AP PD MN

    Fore 4 6 3 - 3 6 3 4

    Torpedoes (Fore) 5 5 4 4SHIELDS = 0

    - - - - -

    This is a MEDIUM CAPITAL CLASS model

    Up to 60% of your points (in a SUPPORT FLEET)

    can be spent on MEDIUM models

    VEYDRETH ASSAULT CRUISERS are deployed

    in SQUADRONS of2 to 3 models

    The model MUST move 1 straight ahead before

    making each 45 degree turn

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    Fleet Taccs = +1

    Command Distance = 6

    Wings = 0

    XELOCIAN PRIMATEKarn Class Frigate

    DR CR Mv HP

    3 5 12 2

    RANGE BAND 1 2 3 4 Cost: 25 Points

    Starboard/Port 2 3 1 - CP AP PD MN

    Fore (Fixed) 3 4 1 - 3 2 1 0

    - - - - -SHIELDS = 1

    - - - - -

    This is a SMALL CLASS model

    Up to 60% of your points (in a SUPPORT FLEET)

    can be spent on SMALL models

    XELOCIAN FRIGATES are deployed in

    SQUADRONS of2 to 5 models

    The model MUST move 0 straight ahead before

    making each 45 degree turn

    XELOCIAN PRIMATEShantu Class Dreadnought

    DR CR Mv HP

    7 11 6 9

    RANGE BAND 1 2 3 4 Cost: 300 Points

    Starboard/Port 12 18 6 - CP AP PD MN

    Fore (Fixed) 15 18 12 9 8 6 6 0

    Torpedoes (Fore) 8 8 9 9SHIELDS = 3

    - - - - -

    This is a LARGE CAPITAL CLASS model

    Up to 30% of your points (in a SUPPORT FLEET)

    can be spent on DREADNOUGHTS

    XELOCIAN DREADNOUGHTS are deployed in

    SQUADRONS of1 model

    The model MUST move 2 straight ahead before

    making each 45 degree turn

    Fleet Taccs = +1

    Command Distance = 6

    Wings = 4

    NOTE: Wings are paid for in

    addion to a DREADNOUGHT

    MARs:

    Dirty Secrets

    Elite Crew

    Impervious

    Pride of the Fleet

    Reinforced Fore

    XELOCIAN PRIMATEHantari Class Cruiser

    DR CR Mv HP

    4 6 9 4

    RANGE BAND 1 2 3 4 Cost: 65 Points

    Starboard/Port 4 6 2 - CP AP PD MN

    Fore (Fixed) 5 6 4 3 4 3 3 0

    Torpedoes (Fore) 4 4 5 5SHIELDS = 2

    - - - - -

    This is a MEDIUM CAPITAL CLASS model

    Up to 60% of your points (in a SUPPORT FLEET)

    can be spent on MEDIUM models

    XELOCIAN CRUISERS are deployed in

    SQUADRONS of2 to 3 models

    The model MUST move 1 straight ahead beforemaking each 45 degree turn

    Fleet Taccs = +1

    Command Distance = 6

    Wings = 0

    MARs:

    Reinforced Fore

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    HAWKER INDUSTRIES

    Resolute Class Cruiser

    DR CR Mv HP

    4 6 8 4

    RANGE BAND 1 2 3 4 Cost: 65 Points

    Starboard/Port 4 5 3 - CP AP PD MN

    Turrets 3 6 - - 3 3 2 0

    Torpedoes (Fore) 3 4 5 6SHIELDS = 1

    - - - - -

    This is a MEDIUM CAPITAL CLASS model

    Up to 60% of your points (in aSUPPORT FLEET

    )can be spent on MEDIUM models

    HAWKER CRUISERS are deployed in

    SQUADRONS of2 to 3 models

    The model MUST move 1 straight ahead before

    making each 45 degree turn

    Fleet Taccs = +1Command Distance = 6

    Wings = 0

    MARs:

    Secured Bulkheads

    HAWKER INDUSTRIESExcelsior Class Baleship

    DR CR Mv HP

    6 12 6 8

    RANGE BAND 1 2 3 4 Cost: 180 Points

    Starboard/Port 6 7 5 - CP AP PD MN

    Fore (Fixed) 9 10 8 7 5 5 6 0

    Turrets 8 10 6 4SHIELDS = 2

    Torpedoes (Fore) 6 7 8 9

    This is a LARGE CAPITAL CLASS model

    Up to 30% of your points (in a SUPPORT FLEET)

    can be spent on BATTLESHIPS

    HAWKER BATTLESHIPS are deployed in

    SQUADRONS of1 model

    The model MUST move 2 straight ahead before

    making each 45 degree turn

    Fleet Taccs = +1

    Command Distance = 6

    Wings = 0

    MARs:

    Espionage

    Secured Bulkheads

    RYUSHIShautrai Class Bale Carrier

    DR CR Mv HP

    7 10 6 9

    RANGE BAND 1 2 3 4 Cost: 180 Points

    Starboard/Port 9 12 5 3 CP AP PD MN

    Fore 8 10 5 2 7 3 9 0

    Torpedoes (Fore) 7 7 7 7SHIELDS = 2

    - - - - -

    This is a LARGE CAPITAL CLASS model

    Up to 30% of your points (in a SUPPORT FLEET)

    can be spent on BATTLE CARRIERS

    RYUSHI BATTLE CARRIERS are deployed in

    SQUADRONS of1 model

    The model MUST move 2 straight ahead before

    making each 45 degree turn

    Fleet Taccs = +1

    Command Distance = 6

    Wings = 10

    MARs:

    Bigger Baeries

    Deck Crews

    NOTE: Wings are paid for in

    addion to a BATTLE CARRIER

    RYUSHIOnnisha Class Carrier

    DR CR Mv HP

    6 9 6 7

    RANGE BAND 1 2 3 4 Cost: 130 Points

    Starboard/Port 8 12 5 1 CP AP PD MN

    Fore 6 8 3 - 5 3 7 0

    Torpedoes (Fore) 6 6 6 6SHIELDS = 1

    - - - - -

    This is a LARGE CAPITAL CLASS model

    Up to 30% of your points (in a SUPPORT FLEET)

    can be spent on CARRIERS

    RYUSHI CARRIERS are deployed in

    SQUADRONS of1 model

    The model MUST move 2 straight ahead before

    making each 45 degree turn

    Fleet Taccs = +1

    Command Distance = 6

    Wings = 8

    MARs:

    Bigger Baeries

    Deck Crews

    NOTE: Wings are paid for in

    addion to a CARRIER