firestorm armada ship stat cards core v2 final

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1 | Page Revised: 2/25/2014 2:54 PM Firestorm Armada Combined Ship Stat Cards Firestorm Armada v2.0 Compiled by The Black Ocean www.theblackocean.com

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Firestorm Armada Ship Stat Cards Core v2 Final

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  • 1 | P a g e Revised: 2/25/2014 2:54 PM

    Firestorm Armada

    Combined Ship

    Stat Cards Firestorm Armada v2.0

    Compiled by

    The Black Ocean

    www.theblackocean.com

  • 2 | P a g e Revised: 2/25/2014 2:54 PM

    Table of Contents

    Contents

    Table of Contents .................................................................................................................................. 2

    Core Races ................................................................................................................................................. 3

    Terran Alliance ....................................................................................................................................... 4

    Aquan Prime ......................................................................................................................................... 13

    Sorylian Collective ............................................................................................................................... 21

    Dindrenzi Federation ........................................................................................................................... 28

    The Relthoza ......................................................................................................................................... 36

    The Directorate .................................................................................................................................... 44

    Alliance of Kurak ..................................................................................................................................... 53

    Hawker Industries ................................................................................................................................. 54

    Ryushi ...................................................................................................................................................... 56

    Tarakian ................................................................................................................................................. 59

    Terquai Empire ..................................................................................................................................... 61

    Veydreth ................................................................................................................................................ 65

    Xelocian Primate ................................................................................................................................. 69

    Zenian League ......................................................................................................................................... 72

    BaKash .................................................................................................................................................. 73

    Kedorian ................................................................................................................................................ 77

    Rense System Navy ............................................................................................................................. 82

    Works Raptor......................................................................................................................................... 88

    Index .......................................................................................................................................................... 92

    Notes .......................................................................................................................................................... 96

    Red text on the name of a ship stat denotes no model created.

  • 3 | P a g e Revised: 2/25/2014 2:54 PM

    Core Races

  • 4 | P a g e Revised: 2/25/2014 2:54 PM

    Terran Alliance

    Fleet Tactics = 2 Command Distance = 6

    Designation Dreadnought

    Name Titan

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    6 12 6 10 7 6 8 0

    Cost Shield Wings Turn Limit

    290 3 0 2

    Primary Weapons 8 16 24 32

    Starboard/Port 8 10 7 3

    Turrets (Any) 13 10 6 4

    Nuclear Weapons 8 16 24 32

    Fore (Fixed) 10 12 7 -

    Torpedo Weapons 12 24 36 48

    Any 7 8 8 9

    MARs

    Elite Crew, Impervious, Weapon Shielding

    Hardpoints Points Select up to FOUR from the following

    0-1: +1 Shield 15

    0-1: Gain the Sector Shielding MAR 10

    0-1: +1 Mv 5

    0-1: +7 MN 10

    0-1: Upgrade Primary Weapons to

    Beam weapons 15

    0-1: Upgrade to Nuclear Torpedoes 5

    Upgrades Points

    Give Fore (Fixed) Weapon the

    Decimator Warheads MAR 15

    Give the Starboard/Port Weapons

    the Split Fire MAR 5

    Accompaniment Points

    0-3 Guardian or Squire Class Escorts

    (see page 8) 15 each

    0-3 Alliance of Kurak Escorts Variable

    Designation Battleship

    Name Apollo,

    Razorthorn

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    6 10 6 8 7 5 5 0

    Cost Shield Wings Turn Limit

    170 2 0 2

    Primary Weapons 8 16 24 32

    Starboard/Port 6 8 4 -

    Turrets (Any) 12 9 3 -

    Nuclear Weapons 8 16 24 32

    Fore (Fixed) 8 10 6 -

    Torpedo Weapons 12 24 36 48

    Any 6 7 7 8

    MARs

    Weapon Shielding

    Hardpoints Points

    Select up to THREE from the following

    0-1: +1 Mv 5

    0-1: +2 PD 5

    0-1: +2 CP Free

    0-1: Gain the Sector Shielding MAR 10

    0-1: Upgrade Primary Weapons to

    Beam weapons 10

    0-1: +1 Shield 15

    0-1: Upgrade to Nuclear Torpedoes Free

    Upgrades Points

    Gain the Bigger Batteries MAR 5

    Give Fore (Fixed) Weapon the

    Decimator Warheads MAR 10

    Give the Starboard/Port Weapons the

    Split Fire MAR 5

    Accompaniment Points

    0-3 Guardian or Squire Class Escorts

    (see page 8) 15 each

    0-3 Alliance of Kurak Escorts Variable

  • 5 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Battleship

    Name Tyrant

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    6 10 7 8 6 5 5 0

    Cost Shield Wings Turn Limit

    200 3 0 2

    Beam Weapons 10 20 30 40

    Starboard/Port 5 9 6 -

    Turrets (Any) 8 11 6 4

    Fore (Fixed) 5 7 5 2

    Torpedo Weapons 12 24 36 48

    Any 7 7 8 -

    MARs

    Countermeasures, Elite Crew, Weapon

    Shielding

    Hardpoints Points

    Select up to THREE from the following

    0-2: +1 Mv 5

    0-1: +2 PD 5

    0-1: -1 Turn Limit 10

    0-1: Gain the Shield Projector (Self)

    MAR 10

    0-1: +3 Wings Free

    Upgrades Points

    Gain the Bigger Batteries MAR 5

    Gain the Quick Launch MAR 10

    Give the Torpedo Weapons the

    Decimator Warheads MAR 10

    Accompaniment Points

    0-3 Guardian or Squire Class Escorts

    (see page 8) 15 each

    0-3 Alliance of Kurak Escorts Variable

    Designation Carrier

    Name Aries, Zenith

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    5 8 6 7 7 4 5 6

    Cost Shield Wings Turn Limit

    125 2 9 2

    Primary Weapons 8 16 24 32

    Starboard/Port 5 7 3 -

    Fore Fixed 6 8 4 -

    Nuclear Torpedoes 12 24 36 48

    Any 4 5 5 6

    MARs

    Deck Crews, Sector Shielding

    Hardpoints Points

    Select up to THREE from the following

    0-1: +2 Command Distance 10

    0-1: +1 Shield 10

    0-1: +1 Mv 5

    0-1: +3 Wings 5

    0-1: Upgrade Primary Weapons to

    Beam weapons 10

    Accompaniment Points

    0-3 Guardian or Squire Class Escorts

    (see page 8) 15 each

    0-2 Hermes, Sentinel or Teuton Class

    Cruisers (see page 7) 50 each

    0-2 Aegis Class Shield Cruisers

    (see page 7) 50 each

    0-3 Alliance of Kurak Escorts Variable

  • 6 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Battlestation

    Name Palisade

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    7 11 1/6 10 8 5 6 0

    Cost Shield Wings Turn Limit

    180 3 3 0

    Primary Weapons 8 16 24 32

    Starboard/Port 2 8 6 4

    Fore 2 8 6 4

    Aft 2 8 6 4

    Turrets (Any) 8 12 9 6

    Torpedo Weapons 12 24 36 48

    Any 8 10 10 12

    MARs

    Bigger Batteries, No FSD, Maneuverable, Sector

    Shielding, Weapon Shielding

    Hardpoints Points

    Select up to TWO from the following

    0-1: +1 Mv 10

    0-1: +1 Shield 15

    0-1: Upgrade Primary Weapons to

    Beam weapons 10

    0-1: Gain the Shield Projector (8) MAR

    15

    Upgrades Points

    Upgrade to Nuclear Torpedoes 10

    Important Note: Installations, such as the Battle Station shown on this page, have two Movement values. The first is the distance that the Installation can move whilst under a players control, just like any other model. The second is the distance that it will move during the End Phase of each Turn if the rules for Moving Terrain are being used. This movement is conducted in the same manner as other Terrain Movement.

    Designation Battlecruiser

    Name Marshal

    Size class Large Capital

    Squadron size 1-2

    DR CR Mv HP CP AP PD MN

    5 8 8 6 7 4 4 0

    Cost Shield Wings Turn Limit

    130 2 0 2

    Beam Weapons 10 20 30 40

    Turrets (Any) 8 7 2 -

    Turrets (Any) 8 7 2 -

    Torpedo Weapons 12 24 36 48

    Starboard/ Port 6 5 5

    Any 4 5 5 6

    MARs

    Torpedo Spook, Weapon Shielding

    Hardpoints Points

    Select up to ONE from the following

    0-1: Gain the Sector Shielding MAR 5

    0-1: Give the Torpedo Weapons the

    Decimator Warheads MAR 5

    0-1: Upgrade to Nuclear Torpedoes 10

    Upgrades Points

    Gain the Countermeasures MAR 5

    Accompaniment Points

    If the squadron contains only 1 model, it may be

    accompanied by:

    0-2 Armsman or Pilgrim Class Frigates

    (see page 8) 30 each

  • 7 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Heavy Cruiser

    Name Hauberk,

    Templar

    Size class Medium Capital

    Squadron size 2 3

    DR CR Mv HP CP AP PD MN

    4 6 6 5 6 3 3 0

    Cost Shield Wings Turn Limit

    80 1 0 1

    Primary Weapons 8 16 24 32

    Starboard/Port 5 7 3 -

    Turrets 6 5 - -

    Nuclear Weapons 8 16 24 32

    Fore (Fixed) 5 6 4 -

    MARs

    Sector Shielding, Weapon Shielding

    Hardpoints Points

    Select up to ONE from the following

    0-1: +1 Shield 10

    0-1: +1 Mv Free

    Upgrades Points

    Upgrade Primary Weapons to Beam

    Weapons 5

    Designation Cruiser

    Name Hermes,

    Sentinel,

    Teuton

    Size class Medium Capital

    Squadron size 2 3

    DR CR Mv HP CP AP PD MN

    4 6 7 4 5 3 3 0

    Cost Shield Wings Turn Limit

    50 1 0 1

    Primary Weapons 8 16 24 32

    Starboard/Port 5 7 3 -

    Fore (Fixed) 5 6 4 -

    Torpedo Weapons 12 24 36 48

    Any 4 5 5 6

    MARs

    Sector Shielding

    Hardpoints Points

    Select up to ONE from the following

    0-1: +1 HP 10

    0-1: +1 Shield 10

    0-1: +2 Mv 5

    Upgrades Points

    Gain the Weapon Shielding MAR 10

    Upgrade to Nuclear Torpedoes 5

    Upgrade Primary Weapons to Beam

    Weapons 5

    Designation Shield Cruiser

    Name Aegis

    Size class Medium Capital

    Squadron size 1 3

    DR CR Mv HP CP AP PD MN

    4 6 8 4 5 1 4 0

    Cost Shield Wings Turn Limit

    50 2 0 1

    Beam Weapons 10 20 30 40

    Fore (Fixed) 5 6 4 -

    MARs

    Shield Projector (6)

    Hardpoints Points

    Select up to ONE from the following

    0-1: +3 Command Distance 5

    0-1: +2 Mv 5

  • 8 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Destroyer

    Name Artemis

    Size class Medium Capital

    Squadron size 2 3

    DR CR Mv HP CP AP PD MN

    4 6 8 4 4 1 4 0

    Cost Shield Wings Turn Limit

    60 1 0 0

    Primary Weapons 8 16 24 32

    Starboard/Port 3 5 - -

    Fore (Fixed) 5 6 7 6

    MARs

    Hidden Killer, Maneuverable

    Upgrades Points

    Gain the Sector Shielding MAR 5

    Upgrade Fore (Fixed)to a Nuclear

    Weapon 10

    Designation Frigate

    Name Armsman,

    Pilgrim

    Size class Small

    Squadron size 2 4

    DR CR Mv HP CP AP PD MN

    4 5 11 2 3 1 1 0

    Cost Shield Wings Turn Limit

    30 1 0 0

    Primary Weapons 8 16 24 32

    Starboard/Port 3 4 2 1

    Torpedo Weapons 12 24 36 48

    Any 2 3 3 4

    MARs

    Difficult Target

    Upgrades Points

    Upgrade Starboard/Port to Beam

    Weapon 5

    Designation Frigate

    Name Missionary

    Size class Small

    Squadron size 2 4

    DR CR Mv HP CP AP PD MN

    4 5 10 2 2 1 1 0

    Cost Shield Wings Turn Limit

    25 1 0 0

    Primary Weapons 8 16 24 32

    Starboard/Port 3 4 2 -

    Fore (Fixed) 2 3 1 -

    Turrets (Any) 2 3 - -

    MARs

    Difficult Target

    Upgrades Points

    Upgrade Starboard/Port to Beam

    Weapon 5

    Designation Escort

    Name Guardian,

    Squire

    Size class Small

    Squadron size 1 3

    DR CR Mv HP CP AP PD MN

    3 4 8 2 2 0 3 0

    Cost Shield Wings Turn Limit

    15 1 0 0

    MARs

    Difficult Target

  • 9 | P a g e Revised: 2/25/2014 2:54 PM

    TYPE OF WING MOVEMENT AD PD AP COST

    FIGHTERS 18 2 1 0 5

    INTERCEPTORS 12 0 2 0 5

    BOMBERS 12 3 1 0 5

    ASSAULT CRAFT 8 0 1 2 5

    SUPPORT SHUTTLE 8 0 0 0 5

    MARs

    o Countermeasures: Any enemy model within 8 of one or more models with Countermeasures requires one additional success to pass any Command

    Checks.

    o Deck Crews: A model with Deck Crew may roll a D6 during the Command

    Segment of its activation. On a result of 4, 5 or 6 take ONE previously Destroyed

    Wing and return it to a SRS Token that is currently on this model. The models maximum Wing complement and the maximum number of Wings in a SRS Token

    CANNOT be exceeded.

    o Difficult Target: If a Capital Class model makes a ranged attack against a

    Difficult Target, their Attack Dice will suffer a -1 to hit modifier. Most commonly, this will mean that their Attack Dice will only score hits on a 5 or 6.

    o Elite Crew: A model with Elite Crew receives a +1 to hit modifier on all dice rolled to take Command Checks. When a Squadron (rather than a particular

    model) takes a Command Check, unless all models within the Squadron have

    this MAR, the effect is lost. Escort Type models are ignored for this purpose.

    o Hidden Killer: A Hidden Killer CANNOT be targeted by ANY weapons firing from

    further than 20 if it is at a Full Stop. o Impervious: To Capture a model with Impervious, a Boarding Assault must roll

    successes equal to or in excess of TRIPLE the models current Crew Point total. o Maneuverable: If a Maneuverable model is at a Full Stop, it can rotate up to 90

    degrees around its Flight Peg during the Secondary Movement segment of its

    activation.

    o No FSD: A model with No FSD CANNOT perform a Fold Space Escape, or deploy

    using Shunt Deployment.

    o Sector Shielding: During the Command Segment of its activation a model with

    Sector Shielding may nominate ONE direction, either the Fore, Aft, Port or

    Starboard 90 degree Arc of Fire, and increase its Shield Rating by 1 against any

    Attack from that direction.

    The bonus is applied if the Flight Pegs of all firing models contributing to the

    Attack are entirely within the target models nominated 90 degree Arc of Fire.

  • 10 | P a g e Revised: 2/25/2014 2:54 PM

    The models Shield Rating is reduced by 1 against any Attack NOT from the nominated direction. The Shield Rating on the model will return to its original

    value at the beginning of the Command Segment of is next activation.

    A model may be deployed with Sector Shielding engaged, nominate the

    direction at the time of deployment.

    o Shield Projector: Any model within range of a Shield Projector, friendly or

    enemy,(including the model with the Shield Projector itself) receives a +1 'to hit'

    modifier on any Shield Dice it rolls. The effects of being in range of multiple Shield

    Projectors are not cumulative.

    Any attacks (friendly or enemy) originating from within the Shield Projector's

    range ignore its effects.

    o Weapon Shielding: A model with the Weapon Shielding MAR only reduces the

    Attack Dice values of its Weapon Systems by ONE for every TWO points of Hull

    Damage it has suffered.

  • 11 | P a g e Revised: 2/25/2014 2:54 PM

    Hardpoints & Upgrades

    o Bigger Batteries: The Point Defense systems on a model with Bigger Batteries

    have a Range of 8 instead of 4. This also increases the range of Attacks using the Point Defense Barrage MAR.

    o Beam Weapons: Coherence Effect - If ALL weapons involved in an attack are

    Beam Weapons and the target is within 10" of all attacking models, any rolls of 1

    in the initial roll may be Re-Rolled.

    o Decimator Warheads: Coherence Effect - If all Weapons contributing to an

    Attack have the Decimator Warheads MAR and the Attack equals or exceeds

    the targets CR, the target Squadron must take an immediate Disorder Check. o Nuclear Weapons: Coherence Effect - If ALL weapons involved in an attack are

    Nuclear Weapons and the attack causes a Critical Hit, every model whose Flight

    Peg is within 4 of the targets Flight Peg suffers an attack with HALF the Attack Dice of the initial attack.

    o Quick Launch: When Launched from a Carrier with Quick Launch, SRS Tokens

    may be placed anywhere within the Carriers Command Distance, they are not restricted to being placed in contact with it.

    o Sector Shielding: During the Command Segment of its activation a model with

    Sector Shielding may nominate ONE direction, either the Fore, Aft, Port or

    Starboard 90 degree Arc of Fire, and increase its Shield Rating by 1 against any

    Attack from that direction.

    The bonus is applied if the Flight Pegs of all firing models contributing to the

    Attack are entirely within the target models nominated 90 degree Arc of Fire.

    The models Shield Rating is reduced by 1 against any Attack NOT from the nominated direction. The Shield Rating on the model will return to its original

    value at the beginning of the Command Segment of is next activation.

    A model may be deployed with Sector Shielding engaged, nominate the

    direction at the time of deployment.

    o Shield Projector: Any model within range of a Shield Projector, friendly or enemy,

    may add the Shield Rating of the model carrying the Shield Projector to its own.

    If a model is within range of more than one Shield Projector, it adds the highest

    Shield Rating.

    Any Attacks (friendly or enemy) originating from within the Shield Projectors range ignore its effects.

    o Split Fire: A Weapon with the Split Fire MAR may declare an Attack against any

    number of targets in its Arc of Fire and a single Attack Dice Range Band. It must

    divide its Attack Dice as evenly as possible between these Attacks. This cannot

    be used in conjunction with any Firing Options.

  • 12 | P a g e Revised: 2/25/2014 2:54 PM

    o Torpedo Spook: If ALL models contributing to a Torpedo Attack have the

    Torpedo Spook MAR, all successful Point Defense rolls against this attack MUST

    be Re-Rolled. This re-roll is performed BEFORE any extra rolls for Exploding Dice,

    and before Hits are discounted by Shield Systems or Point Defense. Only ONE

    dice is re-rolled for any 6s scored. The second result MUST be accepted.

  • 13 | P a g e Revised: 2/25/2014 2:54 PM

    Aquan Prime

    Fleet Tactics = 2 Command Distance = 6

    Designation Dreadnought

    Name Medusa

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    8 11 7 10 8 5 6 9

    Cost Shield Wings Turn Limit

    275 1 6 2

    Beam Weapons 10 20 30 40

    Starboard/Port 12 16 8 6

    Fore 7 8 6 5

    Aft 7 8 6 5

    Torpedo Weapons 12 24 36 48

    Any Arc 9 9 9 9

    MARs

    Elite Crew, Energy Transfer (Beam,2),

    Impervious, Minefields (3, 6AD), Secured

    Bulkheads

    Hardpoints Points Select up to THREE from the following

    0-1: +1 Shield 15

    0-2: +1 Mv 5

    0-1: -1 Turn Limit Free

    0-1: +2 PD 5

    0-1: +3 Wings Free

    Upgrades Points

    Gain the Drone Mines MAR 5

    Give all Beam Weapons the Precision

    Strike MAR 5

    Give Torpedoes the Corrosive MAR 10

    Accompaniment Points

    0-3 Remora or Kappa Class Escorts

    (see page 17) 20 each

    0-3 Snapper Class Corvettes

    (see page 17) 15 each

    0-3 Alliance of Kurak Escorts Variable

    Designation Battle Carrier

    Name Manta

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    7 11 7 9 8 3 6 8

    Cost Shield Wings Turn Limit

    205 1 9 2

    Beam Weapons 10 20 30 40

    Starboard/Port 12 15 7 -

    Fore 6 8 3 -

    Aft 6 8 3 -

    Torpedo Weapons 12 24 36 48

    Any Arc 7 7 7 7

    MARs

    Secured Bulkheads

    Hardpoints Points Select up to THREE from the following

    0-1: +1 Shield 15

    0-2: +1 Mv 5

    0-1: -1 Turn Limit Free

    0-1: +2 PD 5

    Upgrades Points

    Give all Beam Weapons the Energy

    Transfer (1) MAR 5

    Gain the Quick Launch MAR 10

    Give all Beam Weapons the Precision

    Strike MAR 5

    Give Torpedoes the Corrosive MAR 5

    Accompaniment Points

    0-3 Remora or Kappa Class Escorts

    (see page 17) 20 each

    0-3 Snapper Class Corvettes

    (see page 17) 15 each

    0-3 Alliance of Kurak Escorts Variable

  • 14 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Battleship

    Name Hydra,

    Maelstrom,

    Poseidon

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    7 10 7 8 7 3 5 6

    Cost Shield Wings Turn Limit

    170 1 3 2

    Beam Weapons 10 20 30 40

    Starboard/Port 11 14 7 3

    Fore 5 7 4 3

    Aft 5 7 3 -

    Torpedo Weapons 12 24 36 48

    Any 8 8 8 8

    MARs

    Secured Bulkheads

    Hardpoints Points Select up to THREE from the following

    0-2: +1 Shield 10

    0-2: +1 Mv 5

    0-1: -1 Turn Limit Free

    0-1: +2 PD 5

    0-1: +3 Wings Free

    Upgrades Points

    Give all Beam Weapons the Energy

    Transfer (2) MAR 10

    Give all Beam Weapons the Precision

    Strike MAR 5

    Give Torpedoes the Corrosive MAR 10

    Accompaniment Points

    0-3 Remora or Kappa Class Escorts

    (see page 17) 20 each

    0-3 Snapper Class Corvettes

    (see page 17) 15 each

    0-3 Alliance of Kurak Escorts Variable

    Designation Carrier

    Name Charybdis,

    Triton

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    6 8 7 7 5 3 5 5

    Cost Shield Wings Turn Limit

    105 1 7 1

    Beam Weapons 10 20 30 40

    Starboard/Port 7 8 3 -

    Fore 4 5 - -

    Aft 4 5 - -

    Torpedo Weapons 12 24 36 48

    Any Arc 6 6 6 6

    MARs

    Secured Bulkheads

    Hardpoints Points Select up to TWO from the following

    0-1: +1 Shield 10

    0-1: +1 Mv 5

    0-1: +2 PD 5

    0-1: +3 Wings 5

    Upgrades Points

    Give all Beam Weapons the Energy

    Transfer (1) MAR 5

    Give all Beam Weapons the Precision

    Strike MAR 5

    Gain the Deck Crews MAR 10

    Accompaniment Points

    0-3 Remora or Kappa Class Escorts

    (see page 17) 20 each

    0-2 Chronex, Isonade, or Storm Class

    Cruisers (see page 16) 50 each

    0-3 Namazu or Tsunami Class Heavy

    Cruisers (see page 16) 80 each

    0-3 Alliance of Kurak Escorts Variable

  • 15 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Battle Station

    Name Vortex

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    8 12 2/6 9 7 4 6 0

    Cost Shield Wings Turn Limit

    180 2 9 0

    Beam Weapons 10 20 30 40

    Starboard/Port 6 9 11 8

    Fore 6 9 11 8

    Aft 6 9 11 8

    Torpedo Weapons 12 24 36 48

    Any 8 8 8 8

    Any 8 8 8 8

    MARs

    Energy Transfer (Beam, 2), Impervious,

    Maneuverable, No FSD

    Hardpoints Points Select up to TWO from the following

    0-1: Gain the Minefields (4, 6AD)

    MAR 5

    0-1: +1 Shield 15

    0-1: +4 Command Distance 10

    0-1: +3 Wings 5

    Upgrades Points

    Give all Beam Weapons the Precision

    Strike MAR 5

    Give Torpedoes the Corrosive MAR 10

    Important Note: Installations, such as the Battle Station shown on this page, have two Movement values. The first is the distance that the Installation can move whilst under a players control, just like any other model. The second is the distance that it will move during the End Phase of each Turn if the rules for Moving Terrain are being used. This movement is conducted in the same manner as other Terrain Movement.

    Designation Battlecruiser

    Name Orca

    Size class Large Capital

    Squadron size 1-2

    DR CR Mv HP CP AP PD MN

    6 9 9 6 5 4 4 6

    Cost Shield Wings Turn Limit

    120 1 0 1

    Beam Weapons 10 20 30 40

    Starboard/Port 9 11 5 2

    Fore 5 7 3 2

    Aft 5 7 3 -

    Torpedo Weapons 12 24 36 48

    Any 6 6 6 6

    MARs

    Drone Mines, Secured Bulkheads

    Hardpoints Points

    Select up to ONE from the following

    0-1: +1 Shield 10

    0-1: +2 Mv 10

    0-1: +3 Wings 5

    Upgrades Points

    Give all Beam Weapons the Energy

    Transfer (2) MAR 10

    Give Torpedoes the Corrosive MAR 5

    Accompaniment Points

    If the squadron contains only 1 model, it may be

    accompanied by:

    0-2 Barracuda, Chimaera or Piranha

    Class Frigates

    (see page 17)

    20 each

  • 16 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Heavy Cruiser

    Name Namazu,

    Tsunami

    Size class Medium Capital

    Squadron size 2 - 4

    DR CR Mv HP CP AP PD MN

    5 7 10 5 6 2 4 5

    Cost Shield Wings Turn Limit

    80 1 0 1

    Beam Weapons 10 20 30 40

    Starboard/Port 5 6 - -

    Fore 6 7 4 -

    Aft 4 5 - -

    Torpedo Weapons 12 24 36 48

    Any Arc 4 4 4 4

    MARs

    Energy Transfer (Beam, 1), Reinforced (Fore),

    Secured Bulkheads

    Hardpoints Points Select up to ONE from the following

    0-1: -1 Turn Limit 5

    0-1: Replace Energy Transfer

    (Beam, 1) MAR with Energy

    Transfer (Beam, 2) MAR

    5

    Designation Cruiser

    Name Chironex,

    Isonade,

    Storm

    Size class Medium Capital

    Squadron size 2 - 4

    DR CR Mv HP CP AP PD MN

    5 6 11 4 4 3 3 4

    Cost Shield Wings Turn Limit

    50 1 0 0

    Beam Weapons 10 20 30 40

    Starboard/Port 3 5 - -

    Fore 5 6 3 -

    Aft 3 4 - -

    Torpedo Weapons 12 24 36 48

    Any Arc 4 4 4 4

    MARs

    Precision Strikes, Secured Bulkheads

    Upgrades Points

    Gain the Difficult Target MAR 10

    Give all Beam Weapons the Energy

    Transfer (1) MAR 5

    Designation Destroyer

    Name Stingray

    Size class Medium Capital

    Squadron size 2 3

    DR CR Mv HP CP AP PD MN

    5 6 7 4 3 0 4 4

    Cost Shield Wings Turn Limit

    70 1 0 0

    Beam Weapons 10 20 30 40

    Starboard/Port 5 6 7 5

    Fore 3 4 - -

    MARs

    Secured Bulkheads, Stealth Systems

    Upgrades Points

    Give all Beam Weapons the Precision

    Strike MAR 5

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    Designation Frigate

    Name Barracuda,

    Chimaera,

    Piranha

    Size class Small

    Squadron size 2 4

    DR CR Mv HP CP AP PD MN

    4 5 12 2 2 1 1 0

    Cost Shield Wings Turn Limit

    20 0 0 0

    Beam Weapons 10 20 30 40

    Starboard/Port 3 4 - -

    Fore 2 3 - -

    Aft 2 3

    MARs

    Difficult Target

    Upgrades Points

    Gain the Energy Transfer (Beam, 1)

    MAR 5

    Designation Corvette

    Name Snapper

    Size class Small

    Squadron size 3 6

    DR CR Mv HP CP AP PD MN

    3 4 14 2 2 0 1 0

    Cost Shield Wings Turn Limit

    15 0 0 0

    Torpedo Weapons 12 24 36 48

    Fore 4 - - -

    MARs

    Elusive Target

    Upgrades Points

    Gain the Pack Hunters MAR 5

    Designation Mine Escort

    Name Kappa,

    Remora

    Size class Small

    Squadron size 1 3

    DR CR Mv HP CP AP PD MN

    4 5 10 2 2 0 3 2

    Cost Shield Wings Turn Limit

    20 0 0 0

    MARs

    Difficult Target, Minefield (1, 6 AD)

  • 18 | P a g e Revised: 2/25/2014 2:54 PM

    TYPE OF WING MOVEMENT AD PD AP COST

    FIGHTERS 18 2 1 0 5

    INTERCEPTORS 12 0 2 0 5

    BOMBERS 12 3 1 0 5

    ASSAULT CRAFT 8 0 1 2 5

    SUPPORT SHUTTLE 8 0 0 0 5

    MARs

    o Difficult Target: If a Capital Class model makes a ranged attack against a

    Difficult Target, their Attack Dice will suffer a -1 to hit modifier. Most commonly, this will mean that their Attack Dice will only score hits on a 5 or 6.

    o Elite Crew: A model with Elite Crew receives a +1 to hit modifier on all dice rolled to take Command Checks. When a Squadron (rather than a particular

    model) takes a Command Check, unless all models within the Squadron have

    this MAR, the effect is lost. Escort Type models are ignored for this purpose.

    o Elusive Target: An Elusive Target is only hit on a 6 by all Weapons Systems attacks

    from Capital Class models, and on a 5 or 6 by non-Capital Class models.

    o Energy Transfer: During the Command Segment of its Squadron Activation, a

    model with Energy Transfer can increase the current Attack Dice (AD) value of

    ONE weapon system of the listed type by a number up to the value of this MAR,

    and reduce the current Attack Dice (AD) value of every other weapon system

    of the listed type by the same number.

    The Attack Dice (AD) value of any weapon system on the model will return to

    their original value during the End Phase of the current Turn. This cannot be used

    to give a model Attack Dice in an Arc or at a Range where it would otherwise

    have none.

    o Impervious: To Capture a model with Impervious, a Boarding Assault must roll

    successes equal to or in excess of TRIPLE the models current Crew Point total. o No FSD: A model with No FSD CANNOT perform a Fold Space Escape, or deploy

    using Shunt Deployment.

    o Maneuverable: If a Maneuverable model is at a Full Stop, it can rotate up to 90

    degrees around its Flight Peg during the Secondary Movement segment of its

    activation.

    o Minefields: After all players have Deployed their Fleets, but before the TAC

    Phase of the first Turn, a model with Minefields can place a number of Mines

    equal to the Minefields value, with an Attack Dice (AD) value of equal to the

    Minefields AD rating. The Mines MUST be dropped within 12 of the center line of

  • 19 | P a g e Revised: 2/25/2014 2:54 PM

    the Game Board. The Mine CANNOT be dropped within 4 of a model, token, or any other Mine.

    o Quick Launch: When Launched from a Carrier with Quick Launch, SRS Tokens

    may be placed anywhere within the Carriers Command Distance, they are not restricted to being placed in contact with it.

    o Reinforced (Fore): A Reinforced model receives +1 to its Critical Rating (CR)

    against any attack, if the Flight Pegs of all firing models contributing to the

    attack are entirely within the target models listed arc. o Secured Bulkheads: Subtract 1 from any rolls on a Targeted Strike Damage Table

    resulting from Boarding Assaults against a model with Secured Bulkheads.

    o Stealth Systems: Any Attack against a model with the Stealth Systems MAR must

    re-roll ALL successful rolls if any weapon in the Attack is firing from further than

    20. This re-roll is performed BEFORE any extra rolls for Exploding Dice, and before Hits are discounted by Shield Systems or Point Defense. Only ONE dice is re-rolled

    for any 6s scored. The second result MUST be accepted. o Precision Strike: Coherence Effect - If ALL weapons contributing to a Targeted

    Strike have Precision Strike, you may choose to add +1 to the result on the

    Targeted Strike Damage Table.

  • 20 | P a g e Revised: 2/25/2014 2:54 PM

    Hardpoints & Upgrades

    o Corrosive: Coherence Effect - If ALL weapons contributing to an attack are

    Corrosive and the Attack exceeds the targets Damage Rating, the target model gains a Corroded Marker.

    A Repair Attempt MUST be made to remove each Corroded Marker that a

    model carries during the End Phase of each Turn, on a 4, 5 or 6 the attempt

    succeeds and the Marker is removed, on a 1, 2 or 3 the attempt fails, the Marker

    remains and the model loses one Hull Point.

    o Drone Mines: A model with Drone Mines can move each Mine it has dropped

    onto the Game Board, up to 2 in any direction, during the End Phase of each Turn. Any Mine explosion resulting from this movement is resolved immediately. If

    this model is Lost, any Mines dropped by the model are no longer able to move

    in this way.

    o Energy Transfer: During the Command Segment of its Squadron Activation, a

    model with Energy Transfer can increase the current Attack Dice (AD) value of

    ONE weapon system of the listed type by a number up to the value of this MAR,

    and reduce the current Attack Dice (AD) value of every other weapon system

    of the listed type by the same number.

    The Attack Dice (AD) value of any weapon system on the model will return to

    their original value during the End Phase of the current Turn. This cannot be used

    to give a model Attack Dice in an Arc or at a Range where it would otherwise

    have none

    o Minefields: After all players have Deployed their Fleets, but before the TAC

    Phase of the first Turn, a model with Minefields can place a number of Mines

    equal to the Minefields value, with an Attack Dice (AD) value of equal to the

    Minefields AD rating. The Mines MUST be dropped within 12 of the center line of the Game Board. The Mine CANNOT be dropped within 4 of a model, token, or any other Mine.

    o Quick Launch: When Launched from a Carrier with Quick Launch, SRS Tokens

    may be placed anywhere within the Carriers Command Distance, they are not restricted to being placed in contact with it.

    o Pack Hunters: If ALL models contributing to an Attack are Pack Hunters, add +1

    Attack Dice (AD) to the Attack for each additional model, after the first,

    contributing to it. Additional Dice for Pack Hunters are added to the final pool,

    AFTER Firing Options. The maximum bonus to any attack from the Pack Hunters

    Model Assigned Rule is +2.

    o Precision Strike: Coherence Effect - If ALL weapons contributing to a Targeted

    Strike have Precision Strike, you may choose to add +1 to the result on the

    Targeted Strike Damage Table.

  • 21 | P a g e Revised: 2/25/2014 2:54 PM

    Sorylian Collective

    Fleet Tactics = 1 Command Distance = 7

    Designation Dreadnought

    Name Broadsword

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    6 12 6 10 9 7 6 0

    Cost Shield Wings Turn Limit

    280 1 1 2

    Primary Weapons 8 16 24 32

    Starboard/Port 6 7 5 4

    Scatter Weapons 8 16 24 32

    Starboard/Port 15 17 9 3

    Fore (Fixed) 7 8 6 5

    MARs

    Elite Crew, Experienced Engineers, Impervious,

    Protected Systems

    Hardpoints Points Select up to THREE from the following

    0-2: +1 Mv 5

    0-1: +1 Shield 15

    0-2: +2 AP 10

    0-1: +2 Wings 5

    Upgrades Points

    Gain the Weapon Shielding MAR 20

    Give the Scatter Weapons the Split

    Fire MAR 5

    Give the Primary Weapons the

    Precision Strike MAR 5

    Accompaniment Points

    0-3 Arrow or Kontos Class Escorts

    (see page 24) 20 each

    0-3 Alliance of Kurak Escorts Variable

    Designation Battleship

    Name Falx,

    Swordbreaker

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    6 10 6 8 7 6 5 0

    Cost Shield Wings Turn Limit

    175 1 0 2

    Primary Weapons 8 16 24 32

    Fore (Fixed) 7 8 5 4

    Scatter Weapons 8 16 24 32

    Starboard/Port 12 14 8 3

    Torpedo Weapons 12 24 36 48

    Starboard/Port 5 6 6 6

    MARs

    Experienced Engineers

    Hardpoints Points Select up to THREE from the following

    0-2: +1 Mv 5

    0-1: +1 Shield 15

    0-2: +2 AP 10

    0-1: Upgrade Fore (Fixed) to a

    Scatter Weapon 5

    Upgrades Points

    Gain the Reinforced (Starboard/Port)

    MAR 10

    Gain the Weapon Shielding MAR 15

    Gain the Second Assault MAR 10

    Give the Scatter Starboard/Port

    Weapons the Split Fire MAR 5

    Accompaniment Points

    0-3 Arrow or Kontos Class Escorts

    (see page 24) 20 each

    0-3 Alliance of Kurak Escorts Variable

  • 22 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Carrier

    Name Morning Star,

    Xiphos

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    5 9 7 7 6 5 7 0

    Cost Shield Wings Turn Limit

    110 1 6 2

    Scatter Weapons 8 16 24 32

    Starboard/Port 5 7 4 -

    Fore (Fixed) 8 9 7 4

    Torpedo Weapons 12 24 36 48

    Fore 5 5 7 7

    MARs

    Experienced Engineers

    Hardpoints Points Select up to THREE from the following

    0-1: +1 Mv 5

    0-1: +1 Shield 10

    0-1: +2 AP 10

    0-1: +2 Wing Capacity 5

    Upgrades Points

    Gain the Weapon Shielding MAR 10

    Accompaniment Points

    0-3 Arrow or Kontos Class Escorts

    (see page 24) 20 each

    0-2 Skyhammer or Falcata Class

    Cruisers (see page 24) 60 each

    0-2 Bombard Class Gunships

    (see page 23) 90 each

    0-3 Alliance of Kurak Escorts Variable

    Designation Battle Station

    Name Phalanx

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    7 12 1/6 10 8 8 6 0

    Cost Shield Wings Turn Limit

    190 1 6 0

    Scatter Weapons 8 16 24 32

    Starboard/Port 12 12 9 6

    Fore 12 12 9 6

    Aft 12 12 9 6

    Torpedo Weapons 12 24 36 48

    Starboard/Port 5 9 9 9

    Fore 5 9 9 9

    Aft 5 9 9 9

    MARs

    Deck Crews, Experienced Engineers,

    Maneuverable, No FSD, Protected Systems

    Hardpoints Points Select up to TWO from the following

    0-1: +2 PD Free

    0-2: +3 Wing Capacity 5

    0-1: +4 Command Distance 10

    0-1: +1 Shield 15

    Upgrades Points

    Give all Scatter Weapons the Split Fire

    MAR 5

    Gain the Weapon Shielding MAR 15

    Important Note: Installations, such as the Battle Station shown on this page, have two Movement values. The first is the distance that the Installation can move whilst under a players control, just like any other model. The second is the distance that it will move during the End Phase of each Turn if the rules for Moving Terrain are being used. This movement is conducted in the same manner as other Terrain Movement.

  • 23 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Battlecruiser

    Name Hasta

    Size class Large Capital

    Squadron size 1-2

    DR CR Mv HP CP AP PD MN

    5 9 8 6 6 4 5 0

    Cost Shield Wings Turn Limit

    115 1 3 2

    Scatter Weapons 8 16 24 32

    Starboard/Port 11 11 6 -

    Kinetic Weapons 12 24 36 48

    Fore (Fixed) 6 9 6 3

    MARs

    Bigger Batteries, Experienced Engineers

    Hardpoints Points Select up to ONE from the following

    0-1: Gain the Quick Launch MAR 10

    0-1: +1 Shield 10

    0-1: +3 AP 5

    Upgrades Points

    Gain the Weapon Shielding MAR 10

    Accompaniment Points

    If the squadron contains only 1 model, it may be

    accompanied by:

    0-2 Reaper or Scythe Class Frigates

    (see page 24) 20 each

    Designation Gunship

    Name Bombard

    Size class Medium Capital

    Squadron size 2 3

    DR CR Mv HP CP AP PD MN

    4 9 8 5 5 3 4 0

    Cost Shield Wings Turn Limit

    90 1 0 2

    Kinetic Weapons 12 24 36 48

    Fore (Fixed) 7 9 5 3

    Torpedo Weapons 12 24 36 48

    Fore 6 7 7 7

    MARs

    Experienced Engineers

    Upgrades Points

    Upgrade to Nuclear Torpedoes 10

    Designation Heavy Cruiser

    Name Halberd, Kopis

    Size class Medium Capital

    Squadron size 2 4

    DR CR Mv HP CP AP PD MN

    5 8 9 5 6 5 4 0

    Cost Shield Wings Turn Limit

    90 0 0 1

    Scatter Weapons 8 16 24 32

    Starboard/Port 8 8 4 -

    Fore (Fixed) 7 7 5 -

    Torpedo Weapons 12 24 36 48

    Fore 2 4 4 4

    MARs

    Experienced Engineers

    Upgrades Points

    Gain the Reinforced (Starboard/Port)

    MAR 5

    Gain the Weapon Shielding MAR 10

  • 24 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Cruiser

    Name Falcata,

    Skyhammer

    Size class Medium Capital

    Squadron size 2 4

    DR CR Mv HP CP AP PD MN

    4 7 10 4 5 4 3 0

    Cost Shield Wings Turn Limit

    60 0 0 1

    Scatter Weapons 8 16 24 32

    Starboard/Port 6 8 3 -

    Fore (Fixed) 4 6 1 -

    Torpedo Weapons 12 24 36 48

    Fore 2 4 4 4

    MARs

    -

    Hardpoints Points Select up to ONE from the following

    0-1: +1 Shield 10

    0-1: +1 Mv 5

    Upgrades Points

    Gain the Experienced Engineers MAR 5

    Designation Destroyer

    Name Kestros

    Size class Medium Capital

    Squadron size 2 3

    DR CR Mv HP CP AP PD MN

    4 7 8 4 4 2 3 0

    Cost Shield Wings Turn Limit

    65 0 0 0

    Scatter Weapons 8 16 24 32

    Starboard/Port 1 3 - -

    Kinetic Weapons 12 24 36 48

    Fore (Fixed) 3 5 7 4

    Torpedo Weapons 12 24 36 48

    Fore 2 4 4 4

    MARs

    Ambush (2), Maneuverable

    Upgrades Points

    Upgrade to Nuclear Torpedoes 5

    Designation Frigate

    Name Reaper,

    Scythe

    Size class Small

    Squadron size 2 5

    DR CR Mv HP CP AP PD MN

    3 6 12 2 2 2 1 0

    Cost Shield Wings Turn Limit

    20 0 0 0

    Primary Weapons 8 16 24 32

    Starboard/Port 3 4 - -

    Fore (Fixed) 3 4 1 -

    MARs

    Difficult Target

    Upgrades Points

    Gain the Pack Hunters MAR 5

    Designation Corvette

    Name Plumbata

    Size class Small

    Squadron size 2 5

    DR CR Mv HP CP AP PD MN

    3 5 15 2 2 1 1 0

    Cost Shield Wings Turn Limit

    20 0 0 0

    Primary Weapons 8 16 24 32

    Starboard/Port 3 4 - -

    Fore 3 4 - -

    MARs

    Difficult Target, Scout

    Designation Escort

    Name Arrow, Kontos

    Size class Small

    Squadron size 1 3

    DR CR Mv HP CP AP PD MN

    3 5 9 2 2 1 4 0

    Cost Shield Wings Turn Limit

    20 0 0 0

    MARs

    Difficult Target

  • 25 | P a g e Revised: 2/25/2014 2:54 PM

    TYPE OF WING MOVEMENT AD PD AP COST

    FIGHTERS 18 2 1 0 5

    INTERCEPTORS 12 0 2 0 5

    BOMBERS 12 3 1 0 5

    ASSAULT CRAFT 8 0 1 2 5

    SUPPORT SHUTTLE 8 0 0 0 5

    MARs

    o Ambush: A Squadron with the Ambush MAR may be deployed using the Hidden

    Set-Up rules.

    However, rather than only having one Hidden Set-Up Marker, you may place a

    number of Markers equal to the value of this MAR on the Board. Only one of

    these Markers has the Squadron name recorded on it, the others are left blank.

    When a blank Marker is revealed, nothing happens the Marker is simply discarded.

    o Deck Crews: A model with Deck Crew may roll a D6 during the Command

    Segment of its activation. On a result of 4, 5 or 6 take ONE previously Destroyed

    Wing and return it to a SRS Token that is currently on this model. The models maximum Wing complement and the maximum number of Wings in a SRS Token

    CANNOT be exceeded.

    o Difficult Target: If a Capital Class model makes a ranged attack against a

    Difficult Target, their Attack Dice will suffer a -1 to hit modifier. Most commonly, this will mean that their Attack Dice will only score hits on a 5 or 6.

    o Elite Crew: A model with Elite Crew receives a +1 to hit modifier on all dice rolled to take Command Checks. When a Squadron (rather than a particular

    model) takes a Command Check, unless all models within the Squadron have

    this MAR, the effect is lost. Escort Type models are ignored for this purpose.

    o Experienced Engineers: The Damage Repair Tests of a model with Experienced

    Engineers are successful on a 3, 4, 5 or 6.

    o Hidden Killer: A Hidden Killer CANNOT be targeted by ANY weapons firing from

    further than 20 if it is at a Full Stop. o Impervious: To Capture a model with Impervious, a Boarding Assault must roll

    successes equal to or in excess of TRIPLE the models current Crew Point total. o Maneuverable: If a Maneuverable model is at a Full Stop, it can rotate up to 90

    degrees around its Flight Peg during the Secondary Movement segment of its

    activation.

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    o No FSD: A model with No FSD CANNOT perform a Fold Space Escape, or deploy

    using Shunt Deployment.

    o Pack Hunters: If ALL models contributing to an Attack are Pack Hunters, add +1

    Attack Dice (AD) to the Attack for each additional model, after the first,

    contributing to it. Additional Dice for Pack Hunters are added to the final pool,

    AFTER Firing Options. The maximum bonus to any attack from the Pack Hunters

    Model Assigned Rule is +2.

    o Protected Systems: Subtract 1 from any rolls on a Targeted Strike Damage Table

    resulting from Direct Weapon Attacks against a model with Protected Systems.

    o Scout: The Fleet with the most models with the Scout Model Assigned Rule can

    redeploy any one of its Squadrons after all Squadrons have been deployed on

    the Game Board.

  • 27 | P a g e Revised: 2/25/2014 2:54 PM

    Hardpoints & Upgrades

    o Experienced Engineers: The Damage Repair Tests of a model with Experienced

    Engineers are successful on a 3, 4, 5 or 6.

    o Nuclear Weapons: Coherence Effect - If ALL weapons involved in an attack are

    Nuclear Weapons and the attack causes a Critical Hit, every model whose Flight

    Peg is within 4 of the targets Flight Peg suffers an attack with HALF the Attack Dice of the initial attack.

    o Precision Strike: Coherence Effect - If ALL weapons contributing to a Targeted

    Strike have Precision Strike, you may choose to add +1 to the result on the

    Targeted Strike Damage Table.

    o Reinforced (Starboard/Port): A Reinforced model receives +1 to its Critical Rating

    (CR) against any attack, if the Flight Pegs of all firing models contributing to the

    attack are entirely within the target models listed arc. o Scatter Weapons: Coherence Effect - If ALL weapons involved in the attack are

    Scatter Weapons and the target is within 16 of all weapons taking part in the attack, the Attack Dice ALWAYS cause successes on rolls 4, 5 or 6 (or better).

    This effect does NOT apply if the Weapon is being used to make a Targeted

    Strike, the nature of a Scatter System is ill suited to precision strikes on a specific

    area of a ship.

    o Second Assault: A model with the Second Assault MAR may launch TWO

    Boarding Assaults during a game, rather than one.

    o Split Fire: A Weapon with the Split Fire MAR may declare an Attack against any

    number of targets in its Arc of Fire and a single Attack Dice Range Band. It must

    divide its Attack Dice as evenly as possible between these Attacks. This cannot

    be used in conjunction with any Firing Options.

    o Weapon Shielding: A model with the Weapon Shielding MAR only reduces the

    Attack Dice values of its Weapon Systems by ONE for every TWO points of Hull

    Damage it has suffered.

  • 28 | P a g e Revised: 2/25/2014 2:54 PM

    Dindrenzi Federation

    Fleet Tactics = 3 Command Distance = 6

    Designation Dreadnought

    Name Retribution

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    7 13 7 12 8 5 7 6

    Cost Shield Wings Turn Limit

    290 0 0 3

    Primary Weapons 8 16 24 32

    Gun Rack 8 11 6 4

    Kinetic Weapons 12 24 36 48

    Fore (Fixed) 12 14 10 6

    Fore (Fixed) 12 14 10 6

    Torpedo Weapons 12 24 36 48

    Fore (Fixed) 7 7 7 7

    Fore (Fixed) 7 7 7 7

    MARs

    Ablative Plating, Elite Crew, Impervious,

    Superior Design

    Hardpoints Points Select up to THREE from the following

    0-1: +1 Mv 5

    0-1: -1 Turn Limit 15

    0-1: +3 Wings 5

    0-1: Remove the Ablative Plating

    MAR 15

    0-1: Change both Torpedo

    Weapons to (Fore) 10

    Upgrades Points

    Upgrade the Primary Weapons to

    Scatter Weapons 5

    Give the Gun Racks the Split Fire MAR 5

    Give all Kinetic Weapons the High

    Energy MAR 5

    Gain the Protected Systems MAR 5

    Accompaniment Points

    0-3 Buckler or Retarius Class Escorts

    (see page 32) 15 each

    0-3 Zenian League Escorts Variable

    Designation Battleship

    Name Conqueror,

    Nausicaa

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    6 12 7 10 7 5 6 5

    Cost Shield Wings Turn Limit

    180 0 0 3

    Primary Weapons 8 16 24 32

    Gun Rack 6 10 4 -

    Kinetic Weapons 12 24 36 48

    Fore (Fixed) 13 16 10 7

    Torpedo Weapons 12 24 36 48

    Fore (Fixed) 7 7 7 7

    MARs

    Ablative Plating

    Hardpoints Points Select up to THREE from the following

    0-1: +1 Mv 5

    0-1: -1 Turn Limit 10

    0-1: +2 MN 5

    0-1: Remove the Ablative Plating

    MAR 10

    0-1: Change the Torpedo Weapons

    to (Fore) 10

    Upgrades Points

    Gain the Double Mines MAR 5

    Upgrade the Primary Weapons to

    Scatter Weapons 5

    Give the Gun Racks the Split Fire MAR 5

    Give the Kinetic Weapons the High

    Energy MAR 5

    Accompaniment Points

    0-3 Buckler or Retarius Class Escorts

    (see page 32) 15 each

    0-3 Zenian League Escorts Variable

  • 29 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Battleship

    Name Praetorian

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    6 12 6 10 6 8 6 0

    Cost Shield Wings Turn Limit

    200 0 2 2

    Primary Weapons 8 16 24 32

    Gun Rack 11 12 4 -

    Kinetic Weapons 12 24 36 48

    Fore (Fixed) 12 14 10 8

    Torpedo Weapons 12 24 36 48

    Fore 6 6 6 6

    Fore 6 6 6 6

    MARs

    Ablative Plating, Elite Crew, Reinforced

    (Starboard/Port)

    Hardpoints Points Select up to THREE from the following

    0-1: +2 AP 5

    0-1: +3 Wings 5

    0-1: Gain the Ops Center MAR 5

    0-1: Remove the Ablative Plating

    MAR 10

    0-1: Gain the Launch Tubes MAR 5

    Upgrades Points

    Gain the Assault Blitz MAR 10

    Gain the Deck Crews MAR 5

    Give the Gun Racks the Split Fire MAR 5

    Give the Kinetic Weapons the High

    Energy MAR 5

    Accompaniment Points

    0-3 Buckler or Retarius Class Escorts

    (see page 32) 15 each

    0-3 Zenian League Escorts Variable

    Designation Carrier

    Name Claymore,

    Falchion

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    5 10 6 8 6 3 5 4

    Cost Shield Wings Turn Limit

    110 0 6 2

    Primary Weapons 8 16 24 32

    Gun Rack 4 5 - -

    Starboard/Port 4 6 2 -

    Kinetic Weapons 12 24 36 48

    Fore (Fixed) 5 6 5 4

    Torpedo Weapons 12 24 36 48

    Fore 6 6 6 6

    MARs

    Ablative Plating

    Hardpoints Points Select up to ONE from the following

    0-1: +1 Mv 5

    0-1: +2 Wings 5

    0-1: Remove the Ablative Plating

    MAR 10

    Upgrades Points

    Gain the Deck Crews MAR 10

    Accompaniment Points

    0-3 Buckler or Retarius Class Escorts

    (see page 32) 15 each

    0-2 Fury or Secutor Class Cruisers

    (see page 32) 60 each

    0-2 Gladius Class Gunships

    (see page 31) 90 each

    0-3 Zenian League Escorts Variable

  • 30 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Battle Station

    Name Bastion

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    7 13 1/6 10 8 5 7 0

    Cost Shield Wings Turn Limit

    190 0 3 0

    Scatter Weapons 8 16 24 32

    Starboard/Port 8 11 6 -

    Kinetic Weapons 12 24 36 48

    Fore 7 12 13 6

    Aft 7 12 13 6

    Torpedo Weapons 12 24 36 48

    Fore 9 9 9 9

    Aft 9 9 9 9

    MARs

    Ablative Plating, Maneuverable, Minefields (3,

    6AD), No FSD, Protected Systems

    Hardpoints Points Select up to ONE from the following

    0-1: +2 PD Free

    0-1: +3 Wings 5

    0-1: Remove the Ablative Plating

    MAR 10

    Upgrades Points

    Gain the Deck Crews MAR 10

    Important Note: Installations, such as the Battle Station shown on this page, have two Movement values. The first is the distance that the Installation can move whilst under a players control, just like any other model. The second is the distance that it will move during the End Phase of each Turn if the rules for Moving Terrain are being used. This movement is conducted in the same manner as other Terrain Movement.

    Designation Battlecruiser

    Name Cataphract

    Size class Large Capital

    Squadron size 1-2

    DR CR Mv HP CP AP PD MN

    5 10 8 7 5 4 4 5

    Cost Shield Wings Turn Limit

    130 0 0 2

    Primary Weapons 8 16 24 32

    Gun Rack 4 7 3 -

    Kinetic Weapons 12 24 36 48

    Fore (Fixed) 8 9 4 -

    Fore (Fixed) 8 9 4 -

    MARs

    Ablative Plating, Secured Bulkheads

    Hardpoints Points

    Select up to ONE from the following

    0-1: +2 Mv 5

    0-1: -1 Turn Limit 10

    0-1: Remove the Ablative Plating

    MAR 5

    Upgrades Points

    Gain the Double Mines MAR 5

    Give the Kinetic Weapons the High

    Energy MAR 5

    Accompaniment Points

    If the squadron contains only 1 model, it may be

    accompanied by:

    0-2 Hammer or Thraex Class Frigates

    (see page 32) 30 each

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    Designation Gunship

    Name Gladius

    Size class Medium Capital

    Squadron size 1 3

    DR CR Mv HP CP AP PD MN

    5 9 7 6 5 3 4 0

    Cost Shield Wings Turn Limit

    90 0 0 2

    Primary Weapons 8 16 24 32

    Starboard/Port 8 9 5 3

    Kinetic Weapons 12 24 36 48

    Fore (Fixed) 5 6 5 4

    Torpedo Weapons 12 24 36 48

    Fore 5 5 5 5

    MARs

    Ablative Plating, Secured Bulkheads

    Upgrades Points

    Remove the Ablative Plating MAR 5

    Designation Heavy Cruiser

    Name Murmillo,

    Victory

    Size class Medium Capital

    Squadron size 2 3

    DR CR Mv HP CP AP PD MN

    5 8 7 6 5 3 4 4

    Cost Shield Wings Turn Limit

    85 0 0 2

    Primary Weapons 8 16 24 32

    Gun Rack 6 8 3 -

    Kinetic Weapons 12 24 36 48

    Fore (Fixed) 7 8 6 5

    Torpedo Weapons 12 24 36 48

    Fore (Fixed) 5 5 5 5

    MARs

    Ablative Plating

    Hardpoints Points Select up to ONE from the following

    0-1: Remove the Ablative Plating

    MAR 5

    0-1: Change the Torpedo Weapons

    to (Fore) 5

    Upgrades Points

    Give the Kinetic Weapons the High

    Energy MAR 5

    Gain the Secured Bulkheads MAR 5

  • 32 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Cruiser

    Name Fury, Secutor

    Size class Medium Capital

    Squadron size 2 3

    DR CR Mv HP CP AP PD MN

    4 8 9 4 4 3 3 4

    Cost Shield Wings Turn Limit

    60 0 0 1

    Primary Weapons 8 16 24 32

    Gun Rack 4 6 2 -

    Aft 2 - - -

    Kinetic Weapons 12 24 36 48

    Fore (Fixed) 6 8 5 4

    Torpedo Weapons 12 24 36 48

    Fore 4 4 4 4

    MARs

    Ablative Plating

    Upgrades Points

    Gain the Secured Bulkheads MAR 5

    Designation Destroyer

    Name Trident

    Size class Medium Capital

    Squadron size 2 3

    DR CR Mv HP CP AP PD MN

    4 7 7 4 3 1 4 0

    Cost Shield Wings Turn Limit

    70 0 0 1

    Primary Weapons 8 16 24 32

    Gun Rack 1 3 - -

    Kinetic Weapons 12 24 36 48

    Fore (Fixed) 5 6 7 5

    MARs

    Ablative Plating, Maneuverable, Stealth

    Systems

    Upgrades Points

    Give the Kinetic Weapons the High

    Energy MAR 5

    Designation Frigate

    Name Hammer,

    Thraex

    Size class Small

    Squadron size 2 3

    DR CR Mv HP CP AP PD MN

    3 6 11 2 3 1 2 0

    Cost Shield Wings Turn Limit

    30 0 0 1

    Kinetic Weapons 12 24 36 48

    Fore (Fixed) 4 6 3 -

    Torpedo Weapons 12 24 36 48

    Fore (Fixed) 4 4 4 4

    MARs

    Difficult Target

    Designation Corvette

    Name Sgian

    Size class Small

    Squadron size 2 4

    DR CR Mv HP CP AP PD MN

    3 6 14 2 2 1 1 0

    Cost Shield Wings Turn Limit

    20 0 0 0

    Primary Weapons 8 16 24 32

    Gun Rack 5 3 2 -

    MARs

    Difficult Target, Pack Hunters

    Designation Gun Escort

    Name Buckler,

    Retarius

    Size class Small

    Squadron size 1 3

    DR CR Mv HP CP AP PD MN

    3 5 10 2 2 1 1 0

    Cost Shield Wings Turn Limit

    15 0 0 0

    Primary Weapons 8 16 24 32

    Gun Rack 3 4 - -

    MARs

    Difficult Target

  • 33 | P a g e Revised: 2/25/2014 2:54 PM

    TYPE OF WING MOVEMENT AD PD AP COST

    FIGHTERS 18 2 1 0 5

    INTERCEPTORS 12 0 2 0 5

    BOMBERS 12 3 1 0 5

    ASSAULT CRAFT 8 0 1 2 5

    SUPPORT SHUTTLE 8 0 0 0 5

    MARs

    o Ablative Plating: If a model with the Ablative Plating MAR is reduced to less than

    HALF its starting Hull Points, its Critical Rating is reduced by two.

    o Ambush: A Squadron with the Ambush MAR may be deployed using the Hidden

    Set-Up rules.

    However, rather than only having one Hidden Set-Up Marker, you may place a

    number of Markers equal to the value of this MAR on the Board. Only one of

    these Markers has the Squadron name recorded on it, the others are left blank.

    When a blank Marker is revealed, nothing happens the Marker is simply discarded.

    o Difficult Target: If a Capital Class model makes a ranged attack against a

    Difficult Target, their Attack Dice will suffer a -1 to hit modifier. Most commonly, this will mean that their Attack Dice will only score hits on a 5 or 6.

    o Elite Crew: A model with Elite Crew receives a +1 to hit modifier on all dice rolled to take Command Checks. When a Squadron (rather than a particular

    model) takes a Command Check, unless all models within the Squadron have

    this MAR, the effect is lost. Escort Type models are ignored for this purpose.

    o Hidden Killer: A Hidden Killer CANNOT be targeted by ANY weapons firing from

    further than 20 if it is at a Full Stop. o Impervious: To Capture a model with Impervious, a Boarding Assault must roll

    successes equal to or in excess of TRIPLE the models current Crew Point total. o Maneuverable: If a Maneuverable model is at a Full Stop, it can rotate up to 90

    degrees around its Flight Peg during the Secondary Movement segment of its

    activation.

    o Minefields: After all players have Deployed their Fleets, but before the TAC

    Phase of the first Turn, a model with Minefields can place a number of Mines

    equal to the Minefields value, with an Attack Dice (AD) value of equal to the

    Minefields AD rating. The Mines MUST be dropped within 12 of the center line of the Game Board. The Mine CANNOT be dropped within 4 of a model, token, or any other Mine.

  • 34 | P a g e Revised: 2/25/2014 2:54 PM

    o No FSD: A model with No FSD CANNOT perform a Fold Space Escape, or deploy

    using Shunt Deployment.

    o Pack Hunters: If ALL models contributing to an Attack are Pack Hunters, add +1

    Attack Dice (AD) to the Attack for each additional model, after the first,

    contributing to it. Additional Dice for Pack Hunters are added to the final pool,

    AFTER Firing Options. The maximum bonus to any attack from the Pack Hunters

    Model Assigned Rule is +2.

    o Protected Systems: Subtract 1 from any rolls on a Targeted Strike Damage Table

    resulting from Direct Weapon Attacks against a model with Protected Systems.

    o Reinforced (Starboard/Port): A Reinforced model receives +1 to its Critical Rating

    (CR) against any attack, if the Flight Pegs of all firing models contributing to the

    attack are entirely within the target models listed arc. o Secured Bulkheads: Subtract 1 from any rolls on a Targeted Strike Damage Table

    resulting from Boarding Assaults against a model with Secured Bulkheads.

    o Stealth Systems: Any Attack against a model with the Stealth Systems MAR must

    re-roll ALL successful rolls if any weapon in the Attack is firing from further than

    20. This re-roll is performed BEFORE any extra rolls for Exploding Dice, and before Hits are discounted by Shield Systems or Point Defense. Only ONE dice is re-rolled

    for any 6s scored. The second result MUST be accepted. o Superior Design: If this model suffers any Critical Hit Effect, the loss of any Crew

    Points is reduced by HALF (rounded down, to a minimum of one). This model

    NEVER gains a Hazard Marker as the result of a Critical Hit Effect or Targeted

    Strike, however it can gain them from other sources.

  • 35 | P a g e Revised: 2/25/2014 2:54 PM

    Hardpoints & Upgrades

    o Assault Blitz: When compiling an Anti-Boarding dice pool against a Boarding

    Assault from one or more models with Assault Blitz, the total Point Defense pool of all models and tokens contributing to the defense (including the target) is

    reduced by HALF, after Firing Options but before it is added to the targets Assault Points.

    o Deck Crews: A model with Deck Crew may roll a D6 during the Command

    Segment of its activation. On a result of 4, 5 or 6 take ONE previously Destroyed

    Wing and return it to a SRS Token that is currently on this model. The models maximum Wing complement and the maximum number of Wings in a SRS Token

    CANNOT be exceeded.

    o Double Mines: A model with Double Mines can drop 2 Mines during the

    Movement Segment of its Activation.

    o High Energy: Coherence Effect - If all Weapons contributing to an Attack have

    the High Energy MAR and the attack equals or exceeds the targets Damage Rating, the target gains a Hazard Marker in addition to any other effects.

    o Launch Tubes: A model with Launch Tubes can initiate a Boarding Assault

    against a target within 12. o Ops Center: If a model with the Ops Centre MAR is your Fleet Admirals Vessel

    you may take an additional TAC at no extra cost.

    o Scatter Weapons: Coherence Effect - If ALL weapons involved in the attack are

    Scatter Weapons and the target is within 16 of all weapons taking part in the attack, the Attack Dice ALWAYS cause successes on rolls 4, 5 or 6 (or better).

    This effect does NOT apply if the Weapon is being used to make a Targeted

    Strike, the nature of a Scatter System is ill suited to precision strikes on a specific

    area of a ship.

    o Split Fire: A Weapon with the Split Fire MAR may declare an Attack against any

    number of targets in its Arc of Fire and a single Attack Dice Range Band. It must

    divide its Attack Dice as evenly as possible between these Attacks. This cannot

    be used in conjunction with any Firing Options.

  • 36 | P a g e Revised: 2/25/2014 2:54 PM

    The Relthoza Fleet Tactics = 2 Command Distance = 8

    Designation Dreadnought

    Name Apex

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    7 11 6 11 9 7 8 0

    Cost Shield Wings Turn Limit

    270 Cloaking 3 2

    Primary Weapons 8 16 24 32

    Starboard/Port 10 12 7 4

    Fore (Fixed) 15 18 9 6

    Aft 5 8 4 2

    Torpedo Weapons 12 24 36 48

    Fore 9 9 10 10

    MARs

    Bigger Batteries, Elite Crew, Impervious, Self

    Repair, Systems Network

    Hardpoints Points Select up to THREE from the following

    0-1: +3 AP 10

    0-1: +3 Wings 5

    0-1: +2 Command Distance 5

    0-1: Gain the Stealth Systems MAR 15

    0-1: -1 Turn Limit 5

    Upgrades Points

    Gain the Point Defense Barrage MAR 5

    Gain the Maneuverable MAR 5

    EITHER give all Primary Weapons the

    Biohazard Ammo MAR 10

    OR give all Primary Weapons the

    Corrosive MAR 15

    Accompaniment Points

    0-3 Stinger or Wolf Class Escorts

    (see page 39) 15 each

    0-3 Zenian League Escorts Variable

    Designation Battleship

    Name Brood, Nexus

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    6 10 6 9 8 4 5 0

    Cost Shield Wings Turn Limit

    170 Cloaking 3 2

    Primary Weapons 8 16 24 32

    Starboard/Port 11 15 8 4

    Fore (Fixed) 4 7 3 1

    Torpedo Weapons 12 24 36 48

    Fore 7 7 8 8

    MARs

    Self Repair, Systems Network

    Hardpoints Points Select up to THREE from the following

    0-2: +2 AP 5

    0-1: +2 PD 5

    0-2: +1 Command Distance 5

    0-1: Gain the Stealth Systems MAR 15

    0-1: +3 Wings 5

    Upgrades Points

    EITHER give all Primary Weapons the

    Biohazard Ammo MAR 10

    OR give all Primary Weapons the

    Corrosive MAR 15

    Accompaniment Points

    0-3 Stinger or Wolf Class Escorts

    (see page 39) 15 each

    0-2 Drone or Widow Class Frigates

    (see page 39) 20 each

    0-3 Zenian League Escorts Variable

  • 37 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Carrier

    Name Hive, Theridion

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    5 8 7 7 6 4 6 0

    Cost Shield Wings Turn Limit

    125 Cloaking 8 2

    Primary Weapons 8 16 24 32

    Starboard/Port 6 9 5 -

    Fore 4 7 1 -

    Torpedo Weapons 12 24 36 48

    Fore 6 6 7 7

    MARs

    Systems Network

    Hardpoints Points Select up to TWO from the following

    0-1: +2 AP 5

    0-2: +1 Command Distance 5

    0-1: Gain the Shunt Matrix (4) MAR 20

    0-1: Gain the Stealth Systems MAR 10

    Upgrades Points

    Gain the Self Repair MAR 10

    Give all Primary Weapons the

    Corrosive MAR 10

    Accompaniment Points

    0-3 Stinger or Wolf Class Escorts

    (see page 39) 15 each

    0-2 Bane Class Shunt Cruisers

    (see page 38) 55 each

    0-2 Assassin, Gila or Swarm Class

    Cruisers (see page 39) 60 each

    0-3 Zenian League Escorts Variable

    Designation Battle Station

    Name Weaver

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    7 11 1/6 9 8 9 6 0

    Cost Shield Wings Turn Limit

    190 Cloaking 8 0

    Primary Weapons 8 16 24 32

    Starboard/Port 9 11 7 -

    Fore 9 11 7 -

    Aft 9 11 7 -

    Torpedo Weapons 12 24 36 48

    Any 6 8 8 10

    Any 6 8 8 10

    MARs

    Bigger Batteries, Maneuverable, No FSD, Self

    Repair, Systems Network

    Hardpoints Points Select up to TWO from the following

    0-1: Remove the No FSD MAR 40

    0-1: Gain the Launch Tubes MAR 5

    0-1: +4 Command Distance 10

    0-1: +2 Wings 5

    Upgrades Points

    EITHER give all Primary Weapons the

    Biohazard Ammo MAR 10

    OR give all Primary Weapons the

    Corrosive MAR 15

    Important Note: Installations, such as the Battle Station shown on this page, have two Movement values. The first is the distance that the Installation can move whilst under a players control, just like any other model. The second is the distance that it will move during the End Phase of each Turn if the rules for Moving Terrain are being used. This movement is conducted in the same manner as other Terrain Movement.

  • 38 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Battlecruiser

    Name Raptor

    Size class Large Capital

    Squadron size 1-2

    DR CR Mv HP CP AP PD MN

    5 9 9 6 5 7 5 0

    Cost Shield Wings Turn Limit

    120 Cloaking 0 2

    Primary Weapons 8 16 24 32

    Starboard/Port 9 12 6 -

    Torpedo Weapons 12 24 36 48

    Fore 6 6 7 7

    MARs

    Assault Blitz, Stealth Systems, Systems Network

    Hardpoints Points Select up to ONE from the following

    0-1: +2 AP 5

    0-1: -1 Turn 5

    0-1: Gain the Second Assault MAR 10

    Upgrades Points

    EITHER give all Primary Weapons the

    Biohazard Ammo MAR 10

    OR give all Primary Weapons the

    Corrosive MAR 10

    Accompaniment Points

    If the squadron contains only 1 model, it may be

    accompanied by:

    0-2 Drone or Widow Class Frigates

    (see page 39) 20 each

    Designation Shunt Cruiser

    Name Bane

    Size class Medium Capital

    Squadron size 2 - 3

    DR CR Mv HP CP AP PD MN

    4 6 8 4 5 5 4 0

    Cost Shield Wings Turn Limit

    55 Cloaking 1 1

    Primary Weapons 8 16 24 32

    Fore 5 7 2 1

    Torpedo Weapons 12 24 36 48

    Fore 3 4 4 5

    MARs

    Shunt Matrix (8), Stealth Systems

    Upgrades Points

    Give the Primary Weapons the

    Corrosive MAR 5

    Designation Heavy Cruiser

    Name Huntsman,

    Scarab

    Size class Medium Capital

    Squadron size 2 - 3

    DR CR Mv HP CP AP PD MN

    5 7 7 6 6 5 5 4

    Cost Shield Wings Turn Limit

    95 Cloaking 0 1

    Primary Weapons 8 16 24 32

    Starboard/Port 5 9 4 -

    Fore (Fixed) 5 7 3 2

    Torpedo Weapons 12 24 36 48

    Fore 4 4 4 5

    MARs

    Self Repair, Stealth Systems

    Upgrades Points

    EITHER give all Primary Weapons the

    Biohazard Ammo MAR 10

    OR give all Primary Weapons the

    Corrosive MAR 15

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    Designation Cruiser

    Name Assassin, Gila,

    Swarm

    Size class Medium Capital

    Squadron size 2 - 3

    DR CR Mv HP CP AP PD MN

    4 6 9 4 5 3 3 4

    Cost Shield Wings Turn Limit

    60 Cloaking 0 1

    Primary Weapons 8 16 24 32

    Starboard/Port 5 8 4 -

    Fore (Fixed) 3 6 2 -

    Torpedo Weapons 12 24 36 48

    Fore 4 4 4 5

    MARs

    Stealth Systems

    Upgrades Points

    Give all Primary Weapons the

    Corrosive MAR 10

    Give the Torpedo Weapons the

    Corrosive MAR 5

    Designation Destroyer

    Name Venom

    Size class Medium Capital

    Squadron size 2

    DR CR Mv HP CP AP PD MN

    4 7 7 6 5 3 5 0

    Cost Shield Wings Turn Limit

    80 Cloaking 0 0

    Primary Weapons 8 16 24 32

    Starboard/Port 6 8 2 -

    Fore (Fixed) 6 9 4 2

    MARs

    Ambush (2), Maneuverable, Stealth Systems

    Upgrades Points

    EITHER give all Primary Weapons the

    Biohazard Ammo MAR 10

    OR give all Primary Weapons the

    Corrosive MAR 15

    Designation Frigate

    Name Drone, Widow

    Size class Small

    Squadron size 2 4

    DR CR Mv HP CP AP PD MN

    3 5 10 2 3 1 1 0

    Cost Shield Wings Turn Limit

    20 0 0 0

    Primary Weapons 8 16 24 32

    Starboard/Port 4 5 - -

    MARs

    Difficult Target, Systems Network

    Designation Frigate

    Name Nidus

    Size class Small

    Squadron size 2 4

    DR CR Mv HP CP AP PD MN

    3 5 11 2 2 1 1 0

    Cost Shield Wings Turn Limit

    25 0 1 0

    Primary Weapons 8 16 24 32

    Starboard/Port 2 3 - -

    Fore (Fixed) 2 5 2 -

    MARs

    Difficult Target, Systems Network

    Designation Escort

    Name Stinger, Wolf

    Size class Small

    Squadron size 1 3

    DR CR Mv HP CP AP PD MN

    3 5 12 2 2 2 1 0

    Cost Shield Wings Turn Limit

    15 0 0 0

    MARs

    Difficult Target, Systems Network

  • 40 | P a g e Revised: 2/25/2014 2:54 PM

    TYPE OF WING MOVEMENT AD PD AP COST

    FIGHTERS 18 2 1 0 5

    INTERCEPTORS 12 0 2 0 5

    BOMBERS 12 3 1 0 5

    ASSAULT CRAFT 8 0 1 2 5

    SUPPORT SHUTTLE 8 0 0 0 5

    MARs

    o Ambush: A Squadron with the Ambush MAR may be deployed using the Hidden

    Set-Up rules.

    However, rather than only having one Hidden Set-Up Marker, you may place a

    number of Markers equal to the value of this MAR on the Board. Only one of

    these Markers has the Squadron name recorded on it, the others are left blank.

    When a blank Marker is revealed, nothing happens the Marker is simply discarded.

    o Assault Blitz: When compiling an Anti-Boarding dice pool against a Boarding

    Assault from one or more models with Assault Blitz, the total Point Defense pool of all models and tokens contributing to the defense (including the target) is

    reduced by HALF, after Firing Options but before it is added to the targets Assault Points.

    o Bigger Batteries: The Point Defense systems on a model with Bigger Batteries

    have a Range of 8 instead of 4. This also increases the range of Attacks using the Point Defense Barrage MAR.

    o Difficult Target: If a Capital Class model makes a ranged attack against a

    Difficult Target, their Attack Dice will suffer a -1 to hit modifier. Most commonly, this will mean that their Attack Dice will only score hits on a 5 or 6.

    o Elite Crew: A model with Elite Crew receives a +1 to hit modifier on all dice rolled to take Command Checks. When a Squadron (rather than a particular

    model) takes a Command Check, unless all models within the Squadron have

    this MAR, the effect is lost. Escort Type models are ignored for this purpose.

    o Impervious: To Capture a model with Impervious, a Boarding Assault must roll

    successes equal to or in excess of TRIPLE the models current Crew Point total. o Maneuverable: If a Maneuverable model is at a Full Stop, it can rotate up to 90

    degrees around its Flight Peg during the Secondary Movement segment of its

    activation.

    o No FSD: A model with No FSD CANNOT perform a Fold Space Escape, or deploy

    using Shunt Deployment.

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    o Self-Repair: If a model with Self Repair does not have a Cloaking Field activated,

    it may restore 1 lost Hull Point on a D6 roll of a 4, 5 or 6. This roll is made at the

    end of the models activation. A model may only attempt this once per Turn and it cannot be used to increase a models Hull Points beyond its starting total.

    o Shunt Matrix: During the Secondary Movement Segment of its activation, a

    model with the Shunt Matrix MAR may declare that it is going to perform a Battle

    Shunt.

    To make a Battle Shunt, the controlling player must first declare the direction

    and final orientation of the model that is about to perform the Battle Shunt. The

    final orientation must be a direction; it is not acceptable to declare a particular

    target to be a model's orientation after a Battle Shunt.

    The model must choose a number of D6 between 2 and the Value of its Shunt

    Matrix MAR. These dice should then be rolled.

    The sum of all of the dice rolled determines the exact distance in Inches that the

    model must move in a straight line in the direction that it previously declared.

    Once the model has moved it must be placed in the orientation that was

    previously declared.

    Battle Shunt movement ignores the rules of intervening terrain and Mines. A

    model can declare any other Secondary Movement actions after a Battle

    Shunt.

    A model can make attacks normally after making a Battle Shunt, and can

    perform a Boarding Assault.

    Important Note: the Dice rolled to determine how far a model using Shunt Matrix

    moves does NOT use the Exploding Dice mechanic.

    o Stealth Systems: Any Attack against a model with the Stealth Systems MAR must

    re-roll ALL successful rolls if any weapon in the Attack is firing from further than

    20. This re-roll is performed BEFORE any extra rolls for Exploding Dice, and before

    Hits are discounted by Shield Systems or Point Defense. Only ONE dice is re-rolled

    for any 6s scored. The second result MUST be accepted. o Systems Network: If a model with Systems Network is within the Command

    Distance of a friendly model with an active Cloaking Field that also has System

    Network, this model automatically gains the Stealth Systems MAR.

    The effects of multiple Cloaking Fields are not cumulative. A model using

    Systems Network to gain Stealth Systems cannot then pass the Stealth Systems

    on to other models with Systems Network.

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    Hardpoints & Upgrades

    o Biohazard Ammo: Coherence Effect - If ALL Weapons contributing to an Attack

    have Biohazard Ammo, and the number of hits equals or exceeds the Damage

    Rating (DR) of the target model, the target model loses 1 Crew Point, in addition

    to any other effects.

    o Corrosive: Coherence Effect - If ALL weapons contributing to an attack are

    Corrosive and the Attack exceeds the targets Damage Rating, the target model gains a Corroded Marker.

    A Repair Attempt MUST be made to remove each Corroded Marker that a

    model carries during the End Phase of each Turn, on a 4, 5 or 6 the attempt

    succeeds and the Marker is removed, on a 1, 2 or 3 the attempt fails, the Marker

    remains and the model loses one Hull Point.

    o Launch Tubes: A model with Launch Tubes can initiate a Boarding Assault

    against a target within 12. o Point Defense Barrage: A model with Point Defense Barrage can use its Point

    Defense systems to Attack non-Capital Class models during its Squadron

    Activation, as if it were a Scatter Weapon System. This Attack follows the normal

    Attack procedure, requiring Line of Sight and so on.

    o Shunt Matrix: During the Secondary Movement Segment of its activation, a

    model with the Shunt Matrix MAR may declare that it is going to perform a Battle

    Shunt.

    To make a Battle Shunt, the controlling player must first declare the direction

    and final orientation of the model that is about to perform the Battle Shunt. The

    final orientation must be a direction; it is not acceptable to declare a particular

    target to be a model's orientation after a Battle Shunt.

    The model must choose a number of D6 between 2 and the Value of its Shunt

    Matrix MAR. These dice should then be rolled.

    The sum of all of the dice rolled determines the exact distance in Inches that the

    model must move in a straight line in the direction that it previously declared.

    Once the model has moved it must be placed in the orientation that was

    previously declared.

    Battle Shunt movement ignores the rules of intervening terrain and Mines. A

    model can declare any other Secondary Movement actions after a Battle

    Shunt.

  • 43 | P a g e Revised: 2/25/2014 2:54 PM

    A model can make attacks normally after making a Battle Shunt, and can

    perform a Boarding Assault.

    Important Note: the Dice rolled to determine how far a model using Shunt Matrix

    moves does NOT use the Exploding Dice mechanic.

    o Self-Repair: If a model with Self Repair does not have a Cloaking Field activated,

    it may restore 1 lost Hull Point on a D6 roll of a 4, 5 or 6. This roll is made at the

    end of the models activation. A model may only attempt this once per Turn and it cannot be used to increase a models Hull Points beyond its starting total.

    o Stealth Systems: Any Attack against a model with the Stealth Systems MAR must

    re-roll ALL successful rolls if any weapon in the Attack is firing from further than

    20. This re-roll is performed BEFORE any extra rolls for Exploding Dice, and before Hits are discounted by Shield Systems or Point Defense. Only ONE dice is re-rolled

    for any 6s scored. The second result MUST be accepted.

  • 44 | P a g e Revised: 2/25/2014 2:54 PM

    The Directorate Fleet Tactics = 1 Command Distance = 6

    Designation Dreadnought

    Name Persecution

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    6 13 6 11 7 8 7 8

    Cost Shield Wings Turn Limit

    280 1 0 2

    Beam Weapons 10 20 30 40

    Turrets (Any) 9 14 6 3

    Primary Weapons 8 16 24 32

    Starboard/Port 8 12 6 -

    Fore (Fixed) 8 12 6 -

    MARs

    Elite Crew, Impervious, Reinforced (Fore),

    Superior Design

    Hardpoints Points Select up to THREE from the following

    0-1: +1 Shield 15

    0-2: +1 Mv 5

    0-1: -1 Turn Limit 5

    0-1: +2 AP 10

    0-1: Give the Turrets the Split Fire

    MAR Free

    Upgrades Points

    Give all Beam Weapons the

    Biohazard Ammo MAR 10

    Give Primary Weapons the Decimator

    Warheads MAR 10

    Gain the Special Forces MAR 10

    Gain the Second Assault MAR 10

    Accompaniment Points

    0-3 Punisher or Suppression Class

    Escorts (see page 48) 15 each

    0-3 Zenian League Escorts Variable

    Designation Battleship

    Name Eliminator,

    Judgment

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    6 11 6 8 6 6 5 7

    Cost Shield Wings Turn Limit

    170 1 1 2

    Beam Weapons 10 20 30 40

    Turrets (Any) 9 14 6 3

    Primary Weapons 8 16 24 32

    Fore (Fixed) 8 9 6 2

    Torpedo Weapons 12 24 36 48

    Starboard/Port 6 6 6 6

    MARs

    Countermeasures, Reinforced (Fore), Superior

    Design

    Hardpoints Points Select up to THREE from the following

    0-1: +1 Shield 15

    0-2: +1 Mv 10

    0-1: -1 Turn Limit 5

    0-1: +2 AP 10

    0-1: +2 Wings 5

    0-1: Give the Turrets the Split Fire

    MAR Free

    Upgrades Points

    Give all Beam Weapons the

    Biohazard Ammo MAR 10

    Give Torpedoes Weapons the

    Biohazard Ammo MAR OR Corrosive

    MAR

    10

    Gain the Special Forces MAR 10

    Accompaniment Points

    0-3 Punisher or Suppression Class

    Escorts (see page 48) 15 each

    0-3 Zenian League Escorts Variable

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    Designation Carrier

    Name Dominance,

    Overseer

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    5 9 6 7 5 5 5 0

    Cost Shield Wings Turn Limit

    125 Cloaking 6 2

    Beam Weapons 10 20 30 40

    Fore 6 7 5 2

    Starboard/Port 6 8 4 2

    Torpedo Weapons 12 24 36 48

    Starboard/Port 5 5 5 5

    MARs

    Countermeasures, Reinforced (Fore)

    Hardpoints Points Select up to TWO from the following

    0-1: +1 Mv 5

    0-1: +2 AP 10

    0-1: +2 Wings 5

    0-1: +2 Command Distance 10

    0-1: Change Beam (Fore) to a

    Cyberwarfare Weapon Free

    Upgrades Points

    Give all Beam Weapons the

    Biohazard Ammo MAR 10

    Give Torpedoes Weapons the

    Decimator Warheads MAR 10

    Accompaniment Points

    0-3 Punisher or Suppression Class

    Escorts (see page 48) 15 each

    0-2 Abraxas, Executioner or

    Vanquisher Class Cruisers

    (see page 47)

    55 each

    0-2 Tormentor Class R&D Cruisers

    (see page 46) 60 each

    0-3 Zenian League Escorts Variable

    Designation Battle Station

    Name Firewall

    Size class Large Capital

    Squadron size 1

    DR CR Mv HP CP AP PD MN

    7 11 2/6 10 7 6 7 0

    Cost Shield Wings Turn Limit

    190 Cloaking 0 0

    Beam Weapons 10 20 30 40

    Turrets (Any) 5 10 9 6

    Turrets (Any) 5 10 9 6

    Cyberwarfare

    Weapons

    10 20 30 40

    Turrets (Any) 10 9 8 5

    Turrets (Any) 10 9 8 5

    MARs

    Countermeasures, Launch Tubes,

    Maneuverable, No FSD

    Hardpoints Points Select up to TWO from the following

    0-1: +2 PD Free

    0-2: +3 Wings 5

    0-1: +3 AD 5

    0-1: Add a second Cyberwarfare

    Turret 20

    Upgrades Points

    Give all Beam Weapons the

    Biohazard Ammo MAR 5

    Gain the Special Forces MAR 5

    Important Note: Installations, such as the Battle Station shown on this page, have two Movement values. The first is the distance that the Installation can move whilst under a players control, just like any other model. The second is the distance that it will move during the End Phase of each Turn if the rules for Moving Terrain are being used. This movement is conducted in the same manner as other Terrain Movement.

  • 46 | P a g e Revised: 2/25/2014 2:54 PM

    Designation Battlecruiser

    Name Deterrent

    Size class Large Capital

    Squadron size 1-2

    DR CR Mv HP CP AP PD MN

    5 8 9 6 4 4 5 0