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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
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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
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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
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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
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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
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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.
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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.
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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.
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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
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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)
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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.
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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.
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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
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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.
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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
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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
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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.
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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.
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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
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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
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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
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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
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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.
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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 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.
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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.
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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
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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.
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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
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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.
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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.
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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.
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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