Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU...

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After first contact with the Centauri Earth underwent a brief golden period of contentment and prosperity, the problems that nearly caused World War Four disap- peared and all of Humanity comes together. This was not to last for ever however. Squabbling between Senators in EarthGov strained the relations between the EA's members, other people were not happy with the way the EA was being run, regardless of who was President. During this time the Belt Alliance saw a huge increase in its number of workers, as people left Earth in droves in what was later called the 'gold rush'. This voluntary depopulation annoyed some Senators, so much so that they were able to force through a law placing a limit on the amount of people that could leave Earth. This very unpopular law only lasted two years before being abolished but caused the first stirrings of resentment towards EarthGov. Other people disliked the more authoritarian streak that had emerged in EarthGov. Also during this period the EA's fleet became more streamlined, using only a few types of ships from major manufacturers. Almost overnight the call for military ships dried up to a trickle, and those that were built were constructed mainly by British and American firms. Smaller contractors and corporations faced bankruptcy and extinction. Many firms petitioned to the EA that the Ship Selection Board was discriminating against other con- tractors by refusing to give them ship con- tracts. EarthGov ignored these petitions. This set the scene for the creation of the FHU. In 2165 a small conglomeration of compa- nies and people met with House Radda rep- resentatives. They met with the intent of either moving to Centauri space, which would not be tolerated, or moving out of the EA to set up a separate colony. The House Radda representative was under orders to make a deal with the Humans, and when the Humans asked about using one of House Raddas small colonies near the Markab boarder House Radda quickly agreed. The colony called Beta 16 by the Centauri was nothing more than a small mining outpost with mini- mal facilities for large numbers of people, it would cost a great deal of money to bring the colony up to habitable standards, but money was one thing the humans had and the Centauri needed. Over the period of 2167 to 2173 the fledgling FHU built up the facilities on Beta 16, which was re- named, to Home. More dome colonies were con- structed as well as mining facilities and orbital yards. The first colonists were moved in as soon as the deal with House Radda was confirmed, and the first companies and corporations also moved in. By 2169 Home was self sufficient as a colony, and the FHU was also working on two more ex House Radda systems, now called Terra Firma and Liberty. By 2185 all three systems were up and running, Once the diplomatic fallout had settled between the EA and Centauri, the EA server all links with the FHU and went so far to destroy the jump beacon linking the EA to the FHU. Any people living in the FHU were denied citizenship in the EA, and would never be allowed to return. This didn't stop over three million people leaving the EA for the FHU though. The FHU built up its space force using older but still effective designs, and in a short time built up quite a fleet for what was in essence a minor power. Through the BA the FHU began escorting convoys and running supplies for any and all cus- tomers FHU : History Chapter 1: Free Human union

Transcript of Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU...

Page 1: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

After first contact with the CentauriEarth underwent a brief golden period ofcontentment and prosperity, the problemsthat nearly caused World War Four disap-peared and all of Humanity comes together.This was not to last for ever however.Squabbling between Senators in EarthGovstrained the relations between the EA'smembers, other people were not happy withthe way the EA was being run, regardless ofwho was President.During this time the Belt Alliance saw a hugeincrease in its number of workers, as peopleleft Earth in droves in what was later calledthe 'gold rush'. This voluntary depopulationannoyed some Senators, so much so thatthey were able to force through a law placinga limit on the amount of people that couldleave Earth. This very unpopular law onlylasted two years before being abolished butcaused the first stirrings of resentmenttowards EarthGov. Other people disliked themore authoritarian streak that had emergedin EarthGov.

Also during this period the EA's fleet becamemore streamlined, using only a few types ofships from major manufacturers. Almostovernight the call for military ships dried upto a trickle, and those that were built wereconstructed mainly by British and Americanfirms. Smaller contractors and corporationsfaced bankruptcy and extinction. Many firmspetitioned to the EA that the Ship SelectionBoard was discriminating against other con-tractors by refusing to give them ship con-tracts. EarthGov ignored these petitions.This set the scene for the creation of theFHU.In 2165 a small conglomeration of compa-nies and people met with House Radda rep-resentatives.

They met with the intent of either moving toCentauri space, which would not be tolerated, ormoving out of the EA to set up a separate colony.The House Radda representative was under ordersto make a deal with the Humans, and when theHumans asked about using one of House Raddassmall colonies near the Markab boarder HouseRadda quickly agreed. The colony called Beta 16 by the Centauri wasnothing more than a small mining outpost with mini-mal facilities for large numbers of people, it wouldcost a great deal of money to bring the colony up tohabitable standards, but money was one thing thehumans had and the Centauri needed.

Over the period of 2167 to 2173 the fledgling FHUbuilt up the facilities on Beta 16, which was re-named, to Home. More dome colonies were con-structed as well as mining facilities and orbitalyards. The first colonists were moved in as soonas the deal with House Radda was confirmed, andthe first companies and corporations also moved in.By 2169 Home was self sufficient as a colony, andthe FHU was also working on two more ex HouseRadda systems, now called Terra Firma andLiberty. By 2185 all three systems were up and running,

Once the diplomatic fallout had settled between theEA and Centauri, the EA server all links with theFHU and went so far to destroy the jump beaconlinking the EA to the FHU. Any people living in theFHU were denied citizenship in the EA, and wouldnever be allowed to return. This didn't stop overthree million people leaving the EA for the FHUthough.

The FHU built up its space force using older butstill effective designs, and in a short time built upquite a fleet for what was in essence a minorpower. Through the BA the FHU began escortingconvoys and running supplies for any and all cus-tomers

FHU : History

Chapter 1: Free Human union

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This built good relation between theFHU and the League races. The FHU alsoturned to the Narns to supply moreadvanced technology, such as metals andweapons. The period prior to the Dilgar warsaw FHU ships escorting and running con-voys throughout known space.

During the Dilgar war the FHU along with theIML decided to support the League againstthe Dilgar. The FHU never formed any bat-tle fleets, but began blockade-running opera-tions as soon as possible. The FHU andPak'Ma'Ra worked together in their convoys,the Pak ships would haul the cargo and theFHU ships would cover them. FHU spacewas never threatened, but was subject to arecon in force whilst the Dilgar were attack-ing Markab. This attack caused heavy dam-age before being trapped and destroyed. After the Dilgar war the FHU underwent arenacessance of technology, FHU shipswere outfitted with Dilgar weapons andhelped the League in its reconstruction. TheFHU was heavily involved in evacuatinghuman colonies and providing escorts duringthe disastrous Minbari War. There were afew times when FHU ships fought along sideEA ships, but the result was the same aswhen an EA ship challenged the Minbari.

During the War of Retribution the FHU sup-plied material aid to the Narns. And whenthe war turned against the Narns the FHUaccepted Narn refugees, both civilian andmilitary.This caused the Centauri to station afleet near FHU space in case any moreNarns attempted to flee. Helping the Narnsannoyed the Centauri, but pleased theHouse Radda personnel in FHU space.

The Shadow War affected the FHUs fleet butnot its colonys.. The Shadows first tried totempt the FHU with promises of power andprotection. The FHU soundly ignored theShadows representatives, and were to latersuffer attacks from the Cascor and Vree.

Both races had been led to belive by theShadows that the FHU was responsible for raidersin their space, as well as helping the Pak'Ma'Rawith a biological weapons programme. The FHUfleet and convoys also suffered from the occasionalShadow attack, but the Shadows generally ignoredthe FHU when the Army of Light was formed. Afterthe Shadow War the FHU concentrated on rebuild-ing and helping League races involved in that terri-ble conflict.

During the EA Civil War the FHU was minimallyinvolved, although it did take in refugees and'rogue' warships. During this time there were a fewskirmishes with loyalist ships and squadrons butthese were rare. During this period the FHU andBA grew very close, and formed defence treatiesand many trade agreements, the FHU also gavethe BA space to redevelop itself and carry outweapons developments and refits. When Clarkedeclared that all BA ships had to surrender to theloyalists all that could get away fled to the FHU.Captain Sherridan asked the FHU for help, but theFHU declined, many people were still bitter with theEA's decision to isolate the FHU from Earth. "Letthem sort out their own problems" slogan seen onmany posters and bill boards in FHU space duringthe Civil War.

After the civil war the FHU turned down the oppor-tunity to join the ISA because the EA threatened toveto any vote to allow the FHU into the ISA. TheFHU continues as an independent nation, stillescorting convoys and protecting other races inter-ests at a very competitive price.

Free Human Union

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The FHU Government is modelledupon the lines of a Republic, all threecolonies have a four yearly elected leaderand these three meet every Earth standardmonth to set and agree on policy. This formof government appears to be factional but itsactually quite effective and there have neverbeen any political problems in the FHU. Thecurrent administration has seen the FHUthrough the League Wars, the Shadow Warand the EA Civil War, in each conflict theFHU emerged economically stable and withits military intact. The FHU has made tenta-tive approaches to the new EA Government,but these are only baby steps towards someform of reconciliation. The EA has recentlyopened an Embassy on Home.

The only major problem the Government hasis a small group that has an official politicalwing. The so called Neo Soviet Unionbelives that the FHU should revert toCommunism and become a true Communiststate. This has struck a cord with some civil-ians, but not enough to present a seriouschallenge to the Government. The NSUbelives in a political approach, but some rad-icals within the group have been blamed forsome terrorist acts within FHU space includ-ing the explosion on the Seydlitz space sta-tion which killed 40 crew and one diplomat.

The crews of the Free Human UnionSpace Force (FHUSF) warships are volun-teers and professionals, and is based on tra-ditional naval lines rather than the army/navyhybrid of the EA. There are eight non-com-missioned ranks, and 8 commissionedranks. The FHUSF High Command is onthe Seydlitz Starbase in orbit over Home,and from there the Admiral of the Fleet,Admiral Sir John Betty the third commandsthe entire FHUSF.

The FHUSF consists of 4 battlegroups, theHome Fleet is kept within the Home system, the 1stFleet is charged with defence of the FHU fromexternal threats and usually has the latest ships.The 1st Fleet is lead by the FHUS Varyag. The2nd Fleet is charged with the defence of TerraFirma and is led by the FHUS Oriel, the 3rd Fleetled by the FHUS Kirov is stationed in Liberty, andthe 4th Expeditionary fleet is used as a mobilereserve force and is commanded by the FHUSDzerzinshky. The FHU trains its fleets regularlyand often trains with League nations fleets. The4th Fleet has been deployed to Narn space to helpthe Narns defend their territory until they rebuilt thefleet.The FHU fleet doctrine is based around defendingagainst an EA attack on one or more of theircolonies and holdings. Exercises with the Leaguehave involved Cascor fighters modified to broad-cast the signature of larger EA fighters and actaccordingly. The FHU also trains extensively inconvoy operation and pirate suppression. With thenear union with the Belt Alliance the FHU has themost experience with anti-raider operations of anyspace going force, even the Minbari and Rangerscant match the FHUs expertise in this area.Due to its largely civilian nature the FHU also

makes use of civilian reservists. The CivilianDefence Force (CDF) uses common freighter hullslike the Bulk Freighter and standard Transport butfits them with weapons. The Raider Galleon designwas cloned and many FHU Bulk Freighters arenicknamed East Indiamen after the famous sailingships of the British Empire, capable of carryinggoods and defending themselves against pirates.The capable Wolf Raider has also been cloned, butreplaces the Particle cannons with Bolters. TheCDF is also provides most of the fighter pilots forthe FHU fleet itself. The only professional fightersquadrons are the 1st Chiorny Oriols (BlackEagles) and Jagdgeschwader 1 (The Red Barons).For ground forces the FHU uses mainly Russiandesigned equipment, and once again is a volunteerforce. The Army takes second place to the spaceforces in terms of funding and equipment but theFHU still has a quite capable army.

The government

The Military

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Bismark Class Heavy Cruiser

The Bismark designed by Krupps was putforward as a competitor to the Hyperionclass being proposed by Ingalls an Americanfirm. The EA selected the Hyperion eventhough the Bismark was superior in somerespects. The hull eventually became themost important ship in the FHU and one ofits most important warships. The hull hasseen many upgrades and weapon changes,from its original Bil-pro weapons, through toDilgar bolters and pulsars. The biggestweakness of the Bismark is its rather weakanti fighter armament, and it is undergunned when compared to some races mainships like the EA Omega. This aside theBismark is a respectable cruiser for such asmall 'race'. With its advanced modulardesign the Bismark is easily upgradeableand is very easy to repair. The Bismark isconsidered a match for many League cruis-ers, and can give a Hyperion a run for itsmoney. The Deneth have offered to buy theBismark plans off the FHU but this wasrefused, as the Deneth have strong links toraiders and other pirates. Due to itsupgradeable nature the Bismark is promiseda long life in FHU service.

Sharnhorst Class BomberBismark variant ( limited deployment 33% )

The Sharhorst bomber is a variant of themighty Bismark design to perform long-ranged attack . Its main weapon is a Dualbil-pro cannon made for planeteryBombardemant . Its also equiped with longrange missile rack for long ranged ingage-ment .

Kremlin Class Heavy CruiserLimited deployment (limited 33% )

The Kremlin is the most powerful ship in the FHU,and would be classed as a Dreadnought in manyraces fleets. With its five heavy weapon mounts aKremlin can smash anything in its path. Somewhatlacking in anti fighter defences, the Kremlin carriesa dozen fighters of any size in its sizeable hanger.The ships main weapon the Hellfire torpedo causedcontroversy when the specifications of the weaponwere released. The Hellfire is a massive missile,bigger than any fighter barring the Drazi SkySerpent. Launched individually the Hellfire is con-trolled by an operator on the Kremlin.This was no problem, the main problem was theHellfire's warhead. The torpedo has a 1 kilotonnuclear warhead, which causes massive damage toany ship caught in the blast. The weapon wasnearly banned as a WMD but the FHU made apolitical statement of never using the Hellfireagainst ground targets. During the Civil War thefirepower of a Kremlin was displayed when a loyal-ist Omega pursued a crippled rebel Hyperion intoFHU space. The Kremlin Gangut responded to theincursion and was offering assistance to theHyperions crew when the Omega arrived andopened fire. The Kremlin caused enough damageto the Omega to force it to turn away from theHyperion, but it was still firing. One Hellfire strikeagainst the bow of the Omega led to the crewabandoning the ship and being interned in the FHUfor the remainder of the war. These ships are quiterare, and are always the flagship of any FHU for-mation

Ship for the FHUSF and CDF

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Varyag class command ship.Limited deployement :only 4 exist

During the league wars in the build up to theShadow war the FHU found that racesinvolved in the fighting had specialised com-mand ships, such as the Primus Maximus, orthe Iroki Kal. The FHU wanted a ship thatcould be a fleet leader, in other words theywanted a command ship. A study was done to see what would bedesirable for a command ship, instead ofbuilding a new hull the FHU modified 4Kremlin class heavy cruisers whilst theywere being built. The Varyag, Orel, Kirov andDzerzhinsky were placed in seperate berthsand totally modified.

The massive Hellfire torpedo launcher, aswell as the re-load rack were removed, thetwo forward Hvy Bolters were replaced bythe expensive Quad Pulsar, a third QP wasadded in the space freed up by the removalof the Hellfire. The FHU also removed thetwo ER missile racks, and managed to cramtwo more Quad Pulsars into their mounts,giving the Varyags an un-precedented fiveQuad Pulsars.. This freed up a massiveammount of internal space in the ships hull,and this ment that the hanger could beenlarged. Eventually the FHU managed to fit36 fighters into a cramped and overly com-plex hanger area deep in the hull of theships. The aft missile rack as well as one ofthe primary class D racks were also sacri-ficed to free up the space needed for thehangar. The FHU increased the sensors to7, and installed 3 scatter pulsars (1 port, 1Stbd, and 1 aft). The project was veryexpensive and the FHU Government had tobail the project out twice, the main expensewas the increased armour on the ships hull(+1 to all structure and weapons), as it costa great deal of credits to get the correctmachinery of the Narns.

Due to the increased sensors and improved com-mand facilities, the Varyag's crews were more effi-cient (no init penalty) and the fleet commander hadaccess to a wide range of data, thus allowing forbetter control of the fleet. The ships lacked the rawdirect firepower of the Kremlin class, but thanks totheir enlarged hanger and long ranged firepowerthese 4 ships were very welcom additions to theFHU.

Unfortuatly the cost of the 4 ships ment that theFHU would not be converting any further Kremlinsfor the forseable future. Thus keeping the 4 shipsunique in the FHU fleet.

Minsk Class Fleet CarrierLimited deployment: only 4 exist

The Minsk is the FHUSFs biggest carrier. A newconstruction hull, the Minsk has been deployed tofill the biggest gap in the FHUSF, its lack of deploy-able fighters. The Minsk carries 56 fighters whichare launched from a single massive hangar. TheMinsk can launch 12 fighters at once. The ship iswell protected with 4 medium bolters, 5 scatter pul-sars, and eight light particle beams. The cost ofthese ships means that the FHU will not deploy anymore than the current ships the Minsk, Tashkent,Berezina and Sovetskiy Soyuz. These large shipslook quite like the old EA Avenger class, a fact thatwas probably chose to irritate the EA.

Ship for the FHUSF and CDF

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Kaiser Class Destroyer

The Kaiser was for a long time the biggestship in the FHU. The design was competingagainst the Chandley class Corvette thatlater became the Olympus class. In somerespects the Kaiser is superior to theOlympus, it carries a flight of 6 fighters andis cheaper to build, but it lacks the firepowerof an Olympus, and the firepower factor costthe Kaiser designers the EA contract. Themost common combat ship in the FHUKaisers often operates in pairs, or as agroup of three when with a Bismark. TheKaiser has seen the same number ofupgrades as the Bismark, and although anold design is still a capable ship by modernstandards.

Sturmgeschutz Class Escort CarrierKaiser uncommon Variant

The most common carrier in the FHU fleetthe Sturmgeschutz Escort Carrier. TheSturmgeschutz is based on the Kaiser hulland has enlarged hanger facilities at theexpense of weapons. The Sturmgeschutzcan hold 18 fighters, twelve of which mustbe lights. To defend itself the Sturmgeschutzhas two medium bolters and four scatter pul-sars. The ship lacks the class SO missileracks of the Kaiser class, but this frees upenough internal space for the fighters. Apopular ship in the FHU the Sturmgeschutzis well liked by its crews and is a lynchpin ofthe FHU because its the only ship in theFHUSF that is available in large numbersthat carries a decent number of fighters with-out having to rely on Bismarks.

Terpitz Class Heavy EscortUncommon Kaiser Hull

The Terpitz is another variant of the versitile Kaiserhull. The Terpitz is designed to defend other shipsagainst fighters, and its primary weapon in this roleis its four class D missile racks which replace theClass S racks and downgrade the heavy bolters tomed laser.. The class D rack is a capable weaponsystem and is loved by the FHU as its one of thefew weapons that can take down a large fighterwith a single hit. The main drawback to the Terpitzis that the Class D racks ammo takes up a lot ofinternal space, which results in a crowded andcramped vessel.

Nanuchka Class ScoutRare Kaiser Hull

The Nanuchka class scout is the third variant of theKaiser hull and is the rarest of the three. The shipclassified as a Sudno Suyazyy or Communicationsship but its real role is ELINT. The EA didnt knowabout the Nanuchka's ELINT abilities until aHyperion that was sneaking up on a FHU convoywas jumped by three Bismarks. The only ship inthe region before the Bismarks arrived was theNanuchka, and the Hyperion was well outside itssupposed sensor range. The FHU fitted theNanuchka with the same sensor suite as theDeneth Watcher class scout, which was purchasedat great cost from the Deneth. This sensor suite isweak compaired to any other races ELINT ship andis weaker than the ancient Oracle class's sensorsbut it serves the FHU well. The sensors replace the fighter bay on theNanuchka, and the weapons fit has been radicallyaltered. The ship has two medium lasers instead ofthe Hvy bolters and replaces is Class S racks withtwo valuable and expensive Class L racks. Thisgives the ship some standoff firepower. To savespace the medium bolters were replaced by lightparticle beams. All additional power was re-routedto the sensor suite.

Ship for the FHUSF and CDF

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Lenin Class Corvette

The Lenin originally competed against theLaretes design, and could have been thepolice ship of the EA. Unfortunately theLenin was more expensive than the Laretes,and this made the Fleet Selection Boardsdecision so much easier. The Lenin can fitthree medium scale weapons and two lightweapons which means that the Lenin packsquite a punch for its size. Modified manytimes, the original ship carried Bil-proweapons, and in its current incarnation isloaded with Dilgar bolters. The Lenin isslower than many MCVs as it sacrificesspeed for firepower, and its armour is quiteweak but its crews love it.

Riga Class Escort

The Riga is based on the old Lenin hull, andwas originally classed as a Lenin hull, butthe number of changes made it a new class.The Lenin has served the FHU as a patroland interdiction vessel for decades, andeven though it's seen many updates it'sstarting to show its age. The Lenin is vulner-able to fighters, as it's not fast enough toevade even the slowest assault fighter. TheRiga was designed to be a fighter killer afterFHU officers saw Brakiri Halilks in action.The prototype was simply a Lenin hull thathad its weapons swapped out. The Riga replaces the Lenin's 3 Mediumbolters with 3 Energy Pulsars, but it kept theLenin's light bolters.Initial trials showed thedesign to have great promise as a escortand harasser, it was proposed to replace thelight bolters with scatter pulsars, but thebolters were kept because of their superiordamage against ships. The end result was avery capable if low-tech fighter killer

Home Early Base.

The original FHU starbase was built onto a heavilymodified standard EA Civilian platforms hull. TheFHU armed it with the best weapons they had atthe time and crammed as many weapons onto thestation. The station has a very respectable Bil-Propunch, and carries four flights of fighters. The main problem with the Home Class Base wasthe slow firing speed of its Bil-Pro weapons andtheir limited range, which ment a hostile force couldstand off at range and destroy the base at theirleisure.

Seydlitz Orbital Platform

The FHU purchased the plans for a Orion Base ofa corrupt buisness contact on Proxima, and beganconstruction on the largest project ever made bythe FHU. The Seydlitz when completed formed thelynchpin in the defence grid of Home, and plansare underway to construct Seydlits Class Platformsat Terra Firma and Liberty. Although based on aessentially Civilian platform the Seydlitz is wellarmed and carries an impressive number of fight-ers, with Bolters, Pulsars and Hellfire Torpedoesmaking up the stations main armament.

Ship for the FHUSF and CDF

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Emden Class Merchant Raider -Limited Deployment 33%

The Emden Class Raider is a unique vesseleven in the FHU. Compaired to other FHUships whos designs are many decades oldthe Emden is a brand new design. It alsocombines the capabilities of a cruiser andcarrier on one hull. But instead of being amain combat unit the Emden was designedfor one role. Merchant raiding. Armed withfour Burst Beams purchased off the Narns inlate 2248 the Emden can disable shipsquickly and packs enough offensive firepow-er to drive off or destroy and convoy escort.Capable of carrying a dozen fighters theEmden is a capable warship in all respects.The ship also has a moderatly sized cargobay for storage off 'acquired' goods, and ajump drive provides strategic mobility.Unfortunatly for the FHU the cost of thisships construction and the inclusion of somany features makes the Emden a rare shipin the FHUSF.

East Indiaman

During the few first years of the deal withHouse Radda the FHU need a ship thatwas able to transport and defend cargo itwas name after the famous ship the BritishEmpire, capable of carrying goods anddefending themselves against pirates. Armedwith either Bolters are Blast Cannons and adozen light fighters the East Indiaman isquite capable of defending itself from raidersand small warships and in groups can forcelarger warships to disengage.

Patrol ship

After the Exodus from Earth the FHU found itselfwith a huge number of surplus Standard Freighterhulls. Rather than sell off these hulls or scrap themthe Freighter was converted to become the FHUsfirst 'warship'. Armed initally with Bil-Pro weaponsand later with Bolters the Patrol Ship could havebeen the inspiration behind the Raiders Wolf Raiderdesign.

Alpha Class Fighter

The Alfa was the first human space fighter to bemass-produced. Incredibly basic the fighter isnothing more than an engine with a gun and cock-pit attached. Considered quite capable whendesigned the Alfa is almost extinct today.Some are preserved in museums, others are heldby major corporations to act as escorts for impor-tant shipments, and a few are used by the FHU.The Alfas original machine gun armament wasstripped out as quickly as possible and the few inservice now mount two light particle guns (as onthe Sentri).The only role the Alfa is used for is as a trainer,which is has served admirably as for the past 30years. Some reserve units are still fielding the Alfa,but it is hopelessly outclassed in the modern periodthe FHU is due to retire the Alfa entirely by the startof next year, where the Beta will take over thereserve and trainer role.

Ship fro the FHUSF and CDF

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Beta Class Fighter

A slight modification to the Alfa chassis, themajor difference between the Alfa and Betais that the Beta is atmosphere capable. Aswith the Alfa the Beta is used by some com-panies and the FHU but only sparingly. TheBeta design was later replaced by the Deltaseries as soon as the Delta was design, thelatest version of the Delta is the Sentinel,which the FHU makes extensive use of. TheBeta was re-fitted with more capableweapons, and perversely was fitted with theplasma weapons of early Centauri fighterswith the intention of using it as an assaultfighter. To send such a weak fighter at aship is suicide and its pilots did not appreci-ate this role.As with the Alfa, the Beta is a relic of abygone age. With the Alfa due to be retired,the Beta is filling its role as a basic trainer,and is used entirly by reserve units. Nofrontline fighter wing uses either the Alfa orBeta.

ME-409 Stosser Medium Fighter

The Messerschmitt Corporation designed theStosser to be the next fighter for EarthForce, and was designed as an interceptor.The design eventually lost out to the largerand tougher Starfury range of fighters putforward by McDonald Douglas andLockheed. Although disheartenedMesserschmitt continued to tinker andchange the design, confident that the EAwould see the need for an interceptor fighter.Unfortunately for Messerschmitt the Stosserwas never accepted, and facing financialruin the company decided to move off ofEarth and into the FHU. Along with othersmaller corporations Messerschmitt becameone of the major contractors for the fledglingFHU Space Force (FHUSF).

The Stosser Mk12 is the current service modelserving with the FHUSF. A capable fighter, it hasbeen compared to the Narn Gorith medium fighter,both in capabilities and design. Its improved lightbolters give it good firepower, and its high thrustmakes it fast and manoeuvrable. The designs onlyfaults are its high production costs, and rather aver-age armour. One growing sorce of income hasbeen the export of fighters to large compaines andgroups who are unwilling to rely on Governmentforces. The Stosser has been at the frontline ofthis export drive along with the Delta Sentinel. TheBA purchased the Sentinel design and is buying uptwelve flights of Stossers as soon as a deal can beconfirmed. The Sorinthians have also purchasedthe Sentinel, along with the TFS and IML.

Mk 9 serve as CDF main figther Replace speed to 9Change weapon to light bolter 1d6+2

SU-2000 Taifun Class Advanced Fighter

The Taifun is the latest in the long like of Sukhoi airand space fighters. Like the jet fighters made bySukhoi on Earth in the 20th and 21st Century theTaifun is a large and impressive fighter. The Taifunwas developed solely for the FHU as their answerto more powerful League fighters and the EAThunderbolt. Armed with two bolters cannon theTaifun has the same firepower as a Aurora Starfury,the Taifun also has four missile hard points whichoften mount two dogfight missiles and two class FL(Fighter long ranged) missiles. For strike missionsthe Taifun can hold two FH missiles instead of theusual four. The Taifun is a large fighter, much likethe Sukhoi fighters from the 20th Century. TheTaifun is atmosphere capable and looks like aground based fighter that has been adapted tospace flight. The Taifun's performance is alsoimpressive, it's as fast as a Thunderbolt, and hasAurora scale armour as well as a very capablecomputer system (5+ OB). The only drawback tothis superb fighter is its price tag.

Ship for the FHUSF and CDF

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For a flight of SU-2000s the FHU could builda squadron of Delta Sentinels. This pricetag will ensure that the SU-2000 will remaina rare sight within the FHU for the foresee-able future, although 12 of the fighters arebased on each of the four Varyag classCommand Ship.

MiG-1200 Floh Interceptor

The Floh is an odd design even in the some-what eclectic FHU fleet. The MiG-1200 wasdesigned for speed, the craft is very fast, butit lacks manoeuvrability and the high speedmeans the Floh lacks endurance.The MiG Bureau designed the Floh as a hitand run fighter, its two light particle beamsgive it an adequate punch against hostilecraft, and once its made its strike the Flohwould use its formidable speed to escapepursuit.Although not a loved fighter the FHU use theFloh as it was intended, to intercept andharass enemy fighters, to generally tie downthe enemy craft whilst other fighters move in.The Floh as previously mentioned lacksmanoeuvrability, and also has a weak bodywith little capacity to take damage, but this isoff set my its very small forward profile andthick front armour.

To have a early version (2192)Speed at 8And use ultralight particle gun

Other FHU figtherDelta V (common but being phased out ofservice or upgraded to Delta Sentinels)Delta Sentinel (originally developed by theFHU, it serves as their main fighter)Double Delta (Used in limited numbers,many are captured hulls)Starfox (much liked by the FHU, but uncom-mon due to its size and cost)Some wild rumor that FHU have hiddensomewhere some Dilgar thorun figther butits very unlikely ...

OSATS AND MINES:In the early years after the foundation of the FHU

the FHU Government realised how vulnerable theytruly were, their fleet was still under constructionand the House Radda forces were streached thinguarding all three systems. To solve this problemthe FHU bought a large number of mines andOSATs to make up their Orbital Defence Grid. Astime passed and the FHU improved upon its econ-imy, this grid was updated where possible.

OSATs Before 2225: The FHU purchased the same OSATs as theAlacan Cacaras OSATs off the Abbai. These werequickly refitted with Cutting Lasers and called theDefender Class. In 2226 the Medium Laser waspurchased off the Narns and put on the existingDefender Grid, roughly 50% of all Defendersrecived the Medium Laser Upgrade, whilst theother half kept the Laser Cutter. These OSATs arestill in service today, but are often seen protectedlow key installations.

OSATs After 2234: After the holocaust of the Dilgar War the FHUwere held in good standing with the Leaguebecause of their actions in the War. The FHUapproached the Pak'Ma'Ra with the intention ofpurchasing copies of the Paks stripped downThor'Ka OSATs. The Pak quickly gave the FHU theplans, but refused to allow the FHU to purchase thedesigns of the Mega Plasma Cannon, which theFHU hoped to arm the OSAT with. The FHU quick-ly produced a copy of the OSAT called the AvengerOSAT. The first Avenger was armed with two LaserCutters and one Medium laser, but this provedunsatifactory, a version mounting a Heavy Bolterproved to be sucessful as did a version with aQuad Pulsar. In 2256 the Pak'Ma'Ra sold thedesign of the Mega Plasma to the FHU, but said itcould only be based on the OSAT. The FHUagreed but found the Mega Plasma Cannon anexpensive and time consuming weapon to produce,and so this type of mine remains rare.

Ship for the FHUSF and CDF

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FHU Mines:

The FHU has a large array of mines in itsinventory, most are either the stock CivilianMines or conversions of Pak'Ma'Ra Mines.

Before 2225:Civilian Defender Proximity Mine - SeeSOTF 1 page 76 for rules.Civilian Paladin Captor Mine - See SOTF 1page 76 for rules.

After 2234:The FHU had by now purchased standardPak'Ma'Ra mines and converted them toFHU tech levels, they also produced a familyof mines based on the original Pak hulls.Type-P66 Proximity Mine: Cost 13, damage14, Sig 5Type-P80 Proximity Mine: Cost 21, damage14 (resolved as plasma), Sig 5Type-C-AA CAPTOR Mine: cost 17, range7, accuracy +4 , damage 12, Sig 4.Type-C-AB CAPTOR Mine: cost 30, range5, accuracy +5, damage 25, Sig 3.Type-D1 DEW Mine: Cost 32, range 7,accuracy +4, sig 4(1), armour 1, fires aMedium Plasma Cannon.Type-D2 DEW Mine: Cost 40, range 8,accuracy +4, sig 4(1), armour 1, fires aMedium Bolter.Type-D3 DEW Mine: Cost 55, range 10,accuracy +6, sig 4(3), armour 2, fires aQuad Pulsar.

All FHU mines after 2234 have the Friend orFoe Recognition system.

Class ER Missile rack: The Class ER was devel-oped by both the FHU and House Radda. A capa-ble missile rack, it combines the featuresof both the Class L and R racks into onelauncher, it has superior fire controlsagainst Capital ships but has difficultytracking Medium ships and cant fire atFighters. The biggest drawback to the ER Rack isits vulnerablity to criticals, all critical hits on the ERrack get a +4 modifier to their roll.

Hellfire Torpedo: A massive missile system theHellfire is the most powerful weapon inthe FHU. The Hellfire missile itself is big-ger than any fighter with the possible exe-ception of the Drazi Fanged Serpent.Coated in thick armour the Hellfire isdesigned to get to its target no matterwhat. Armed with a 1 kiloton nuclear war-head a hit from a Hellfire can do terrific ammountsof damage.

Rules: The Hellfire is treated like a super heavyfighter and moves the same time as fighters, usingthe profile provided. To detonate the missile it sim-ply must move into the hex of a hostile ship.Damage is caused immediatly in flash mode. TheHellfire requires one full turn to arm itself, becauseof this it can not be fired and detonated in the sameturn.

Spinal Blast Cannon: Only mounted on the KremlinMk 2 the SBC was a gigantic weapon capable ofcausing a devastating ammount of dam-age, combined with a good range and firecontrol the SBC was one of the mostpowerful weapons developed by the FHU.It fell out of favour due to its slow rate of fire, terri-ble firing arc which was made worse by the lack ofmanuverability of the Kremlin hull, and the constantneed for maintenance. It was replaced with themore reliable and cheaper Heavy Bolter.

Ship for the FHUSF and CDF

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On June 6th 2156 the Centauri GarutExplorer Light of the Emperor entered theSol system. It immediately detected signs ofa relatively advanced race, they hadcolonised their moon and one of the planetsin system, and the 3rd planet from the sunwas teeming with life. The Garut's com-mander deemed the race advanced enoughto be contacted peacefully rather than con-quered and made his report to his HouseLord.

Three days later a Royal Navy taskforcejumped in near Jupuiter and began exten-sive sweeps of the system. On the 14th ofJune the EA Tycho class Cruiser Kidd stum-beled across the Centauri ships. And humanhistory was forever changed.

Once sucessful first contact had been made,the Centauri noble house, House Radda wasone of the first to make a major trade agree-ment with the EA. House Radda had beenloosing power and prestige for the last 200years, this was mainly due to poor leader-ship and bad economic decisions. HouseRadda only survived because it had themonopoly on the construction of the GarutClass explorer and had extensive particleweapon production facilities (mainly forground forces) in the Houses home systemof Ragesh. House Radda also controlledQuadrant 01 and Beta 3, as well as a quartetof small systems near the Markab/Vree bor-der.Once proper relations had been made withthe Humans, House Radda led from thefront in making diplomatic and trade connec-tions with the terrans. It was them who soldthe EA jump drive technology, as well asbuild the first jump gate located near themoon

This generosity was mainly fuled by House Raddaseconomic position in the Centarumn. House Raddaneeded hard cash and it needed it now, and theHumans were viewed as the best way of making aquick buck. Unfortunatly this did not improveHouse Raddas standing in the Republic, theHumans were viewed as un-developed and shouldonly be given a limited ammount of help from theCentauri. Such 'garage sales' to younger raceswere later banned by the Centarumn and theEmperor, but it was too late, House Radda hadalready sold the EA the technoligy, and had alreadyspent the money. To make matters worse, when afinancial audit of the House turned up many anomi-lies in dealings with the Humans (mainly regardingnon taxation of goods sold to the EA) House Raddarefused to help the audit, it used a back out clausein old Centauri Law, in that a house has every rightover its assets, and can do what it pleases withthem.Not wanting to create a beuracratic nightmare theaudit team backed down, but made a strong reportto the Centarumn. When information of this reportleaked out, House Radda began to move suppliesand personnel to their secret systems and otherlocations to provide the Nobles with a bolt hole 'justin case'.

House Radda also supported the separatist risingon Earth. The separatist first contacted theCentauri through the BA. Although it took decades,and millions of credits the fledgling FHU startedplanning to leave the EA. House Radda initiallyloaned the FHU a small system near the Markabboarder. The system boasted one life substain-ing but very unpleaseant planet and two un-remarkable mars like planets four gas giants and alarge asteroid belt. From this starting point theFHU with heavy BA and House Radda help built upa small self supporting colony, complete with facto-ries and mining facilities. The FHU then moved onloaning another two systems off of House Radda.The Centauri considered these systems of littleimportance. Because of this House Radda did notinform the Centarumn of its actions with the FHU.

House Radda : History

Chapter 2: Centauri House Radda

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House Raddas fortunes had been waning foralmost half a century before going to the Solsystem, after first contact their coffersswelled, but inefficient and weak leadershipled to the squandering of this fortune. TheFHU offered House Radda a lifeline in theform of hard cash and supplies as well asany equipment that House Radda mightwant. Lord Reza could not turn down theFHU offer, as he would not see his housedecline into obscurity. He also saw the FHUas a opportunity to create a small nationstate that could help House Radda if any-thing untoward was to happen to the housein the Centarum.

The FHU built up their 3 systems all the timemoving people who wanted to leave the EAof their own free will. Smaller corporationsand military manufacturers were the mostimportant movers to the FHU, these movedmainly for financial reasons. The EA finallynoticed that something was up in 2187 whenit was noticed that corporations were disap-pearing off of Earth and her colonies as wellquite a large number of people. But the EAcould not figure out where they were going,it was assumed they were going offprospecting, or establishing facilities offworld. In 2189 the EA finally discovered what hadhappened between the FHU and theCentauri. Purely by accident a Tycho(g)class cruiser jumped into what it assumedwas an un-inhabited system only to find thatit was swarming with human designed mer-chant vessels as well as various industrialfacilities. To make matters worse there wasa Centauri Optine in orbit over the maincolony world, and more importantly it was aHouse Radda ship.The EA wasted little timein issuing a diplomatic complaint directly tothe Centarumn. This totally stunned theCentaurmn and the Emperor as they hadnow knowledge of House Raddas involve-ment with the FHU.

The Houses recent good fortunes were attributed toprofitable trade deals with the EA and other LeagueRaces. Almost overnight all House Radda accounts werefrozen, any House Radda personnel on CentauriPrime were placed under arrest and a fleet wassent to the centre of House Raddas power. In real-ity the only personnel detained were minor staff andservants as the vast majority of House Raddasleadership had fled Centauri space and headedtowards the FHU, others had fled as far as theirbank accounts would take them.

House Radda already a setting sun, now waseclipsed never to shine again. The few houses thatwere still supporters of Radda abandoned them,less they court the Emperors displeasure. HouseRadda became a Pariah overnight, and was finan-cially ruined, but it was not the end of the Houseyet.

The house was saved from extinction by the oneace House Radda had up its sleeve, black mail.Thanks to the supprisingly large number of Garutsin the House fleet (6 ships) there was little thatHouse Radda didnt know about other housessytems and programes, such as black projects,both military and economic as well as other housessafe havens and any other dirty little secrets theHouses had. House Raddas spies were very good(their charges also helped with the downfall of theHouse). A few subtle threats to corrupt Centauriofficials, and a large series of bribes ensured thatthe House survived in some form. Lord Reza hadcommitted suicide after learning that his house hadits assets frozen and his son Rezarri took over asHouse Lord. Even with this subterfuge, HouseRadda was forced to admit to helping the FHU toEarthGov, and was forced to pay reperations toEarth.Finnaly the vast majority of the House Raddafleet, fully three quarters of its fleet was taken overby the Centarum, only a few Orieni era ships aswell as the Garuts managed to escape to theHouses bolt hole in FHU space.

Centauri House Radda

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Members of EarthGov said that the FHUwas a rogue state and should be treated assuch. Plans were drawn up to invade theFHU and re-educate the FHU people. Someeven went as far as to label people living inthe FHU as traitors to Earth. Instead coolerheads prevailed, and the EA severed all con-tact with the FHU both diplomatically andeconomically. The EA decided that it would rather let theFHU get crushed by another power, or col-lapse economically and Governmentally, tocome crawling back to the EA (with threemore systems for the EA) rather than bloodyits hands fighting a small fish, and its ownpeople (there also happened to be an elec-tion coming up).

House Radda now only exists as a few scat-tered Nobels and followers spread through-out FHU space. House Radda was instru-mental in forging trade deals with the Brakiriand Vree, who were both looking for newmarkets, thus helping the FHU through theproblems caused by the houses fall fromgrace.

Although a vast majority of the House RaddaFleet was detained by the Centarumn anumber of warships and support vesselsmanaged to escape to FHU territory, mostimportantly the 6 Garuts owned by HouseRadda escaped, these massive ships werecarrying most of the House Radda personneland much of their goods, and equipment.The most important Radda ship classes orindividual vessels are as follows:

CRS Radda's Might -Optine II Class Battlecruiser.

The Radda's Might was the Flagship of the HouseRadda fleet, and was the ship on which LordLorrotu commited suicide. Now in orbit over Homethe Might rarely moves, and has fired its weaponstwice in the last 20 years.

CRS Radda's Vengance -Celerian II Warcruiser

The second biggest warship to flee to the FHU theVengance is a truly ancient ship but is still servica-ble and takes part regulaly in FHU exercises alongwith the Balcirons, and usually act as the 'hostile'force in these exercises.

Balciron II Destroyers

A total of nine Balciron II Destroyers escaped fromCentauri space, and they form the mainstay of thesurviving House Radda 'fighting' strenght. Moreactive than the Radda's Might, the Balcirons havebeen involved in escort duties as well as diplomatictransports.

Falenna II Garrison Ships

Only three of these ships remain in House Raddaservice, two others were scrapped to keep thesetwo running. Neither has moved for thirty yearsand are classed by the FHU as hulks.

Centauri House Radda

House Radda Fleet

Ship of House Radda

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Garut Class Explorers

All 6 of House Raddas Garut Class ships arestill in service, one of them the CRS Eyes ofthe Republic is often used by the FHU as asupply point for battlegroups out of FHUspace. It was with the assistance of theRepublic that the FHU tracked down anddestroyed the Pirate band called the JunkYard Dogs. Operating in Narn space afterthe War of Retribution the Narns didnt havethe forces to spare to track down theRaiders, so they called in the FHU. After atwo week long search aided by the Garut,the FHU discovered the Junk Yard Dogsmain base hidden deep within an asteroidbelt. The FHU fleet jumped right on top ofthe Raiders catching them totally by sup-prise, not one Raider ship escaped and theLeader of the Raiders was captured, andlater executed by the Narns.

Please note that the upgraded Centauriships used here can be found on the B5Wars Repository and the SCSs were doneby Sebastian aka SXS 75.

Planet Home:This small unpleasant Planet a former HouseRadda mining facility during the orieni war.The ecosystem is bearly capable to substain lifeits atmosphere is thick , green , smelly .The FHU was more that happy to colonize theplanet 9 the House Radda never understand withthe FHU official where so happy to have thissmelly , ugly un friendly planet . But this wouldbecome there home . Force to live under dome city( storm and other climatic event force to FHU toput even the smallest colony neither in dome oras a fortifed instalation even the field are pro-tected )Most culture are sea culture the planet as no lifeform except plant)

Terra firma and liberty:Those two planet are unremarkable mars like plan-et . those are mostly miming and military outpostand shipyard 90% of the infrastucture are insideformer miming shaft . there a artificial atmosphereinside the miming shaft gift from Centauri technol-ogy Those two planet are geostable so earthquake

are not existant

Allied Cascor Commonwealth before and afterthe shadow war and the Pakmara Dictat

Enemy : Earth alliance Centauri RepublicDilgar Cascor and vree during the shadow war

Friendly ;all league race at the exception of theDescarie

: the Narn Regime

Unfriendly :minbari as a request of EA

client : evrybody you are the money

Ship of House Radda

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Credit : Well well where to beginAog thx for producing that excellentgame that make me a slave :)

Nicolas Koumdrous : man thx for allthat time you have help me

Ben Rubery : thx for the bil-pro andall the idea

Anthony Pakizer : thx you so muchfor all the silhouette btw all silhou-ette are from mr pakinzer ALL ofthem

Tyrel Lohr : thx for all my demandyou have help me a lot thx for mak-ing that book what its look like tyrelis the guy who did the final renderthx many time ( if that god d.....machine could do what i told,,,,,)

the last addition of this great bunchof people that i can call friend .

Steve Cross :Man you are the one that make thatbook a reality you did survive mylimited english And you turn all my idea into thegreat text that is in this book thx

THX you all for everything its the first not the last

BE AFRAID BE VERY AFRAID

CREDIT

Page 17: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-4: Retro Thrust5-7: Light Chatter cannon�8-9: Super Bilpro cannon�10-18: Forward Structure19-20: PRIMARY Hit

SIDE HITS1-4: Port/Stb Thrust5-8: Triple Hvy b-pro�9: Light Chatter cannon�10-18: Port/Stb Structure19-20: PRIMARY Hit

PRIMARY HITS1-9: Primary Struct10-12: Main Thrust13-14: Sensors15-16: Engine17-18: Hangar19: Reactor20: C & C

4

2

4

4

46

4

4 6

2

1

1 1

1 1

1 1

1

3

2

3

Fhu/ Germany Bismark Cruiser mk1MANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 5+5 Thrust

SPECSClass: Capital ShipIn Service: 2135�Point Value: 500�Ramming Factor: 180Jump Delay: 36 Turns

Name: ______________ Counter: ____________

WEAPON DATA

TM & C 2000 WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 14Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +2

2

4

4

2

4

4

HANGAR12 Fighters 2 Shuttles: Thrust: 4Armor: 0 Defense: 8/9

AFT

PRIMARY

PO

RT

STA

RBO

ARD4

6

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

3

1

4

5

8 9

6 7

SPECIAL NOTESSpecial Hull Arrangement(No Aft Hits or Structure)�Antique sensor�

2 2

2

1

Triple Heavy Bil-Pro Cannon BatteryClass: Bil-ProMode: StandardDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +2/+1/--Intercept Rating: --Rate of Fire: 3 per 5 turnsORHigh Explosive RoundMode: FlashDamage: 3d10+6

Super Heavy Bil-Pro Cannon Mk1Class: Bil-ProMode: StandardDamage: 4d10+15Range Penalty: -1 per 3 hexesFire Control: +2/-1/--Intercept Rating: --Rate of Fire: 1 per 7 turnsORHigh Explosive RoundMode: FlashDamage: 4d10+8

6

Chatter CannonClass: Bil-ProMode: StandardDamage: 1d6+3Range Penalty: -3 per hexFire Control: +1/+1/+3Intercept Rating: -1 (ballistic only)Rate of Fire: 1 per turn

1

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16

Page 18: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-4: Retro Thrust5-7: light Blast Cannon�8-9: Heavy blast cannon�10-18: Forward Structure19-20: PRIMARY Hit

SIDE HITS1-4: Port/Stb Thrust5-7: Med Blast Cannon�8-10: Heavy Blast Cannon�11: Light blast cannon�12-18: Port/Stb Structure19-20: PRIMARY Hit

PRIMARY HITS1-9: Primary Struct10-12: Main Thrust13-14: Sensors15-16: Engine17-18: Hangar19: Reactor20: C & C

4

2

4

4

46

5

4 6

2

1

1 1

1 1

1 1

1

3

2

3

Free Human Union Bismark Cruiser MK3MANEUVERINGTurn Cost: 1X SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 5+5 Thrust

SPECSClass: Capital ShipIn Service: 2168�Point Value: 600�Ramming Factor: 180Jump Delay: 36 Turns

Name: ______________ Counter: ____________

WEAPON DATA

TM & C 2000 WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 14Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: -2

2

4

4

2

4

4

HANGAR12 Fighters 2 Shuttles: Thrust: 4Armor: 0 Defense: 8/9

AFT

PRIMARY

PO

RT

STA

RBO

ARD4

6

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

3

1

4 5

8 9

6 7

2

SPECIAL NOTESSpecial Hull Arrangement(No Aft Hits or Structure)�Antique sensor�

1Light Blast CannonClass: MatterModes: PulseDamage: 3 1d3 timesMaximum Pulses: 4Grouping Range: +1 per 5Range Penalty: -1 per hexFire Control: +2/+1/+0Intercept Rating: -1Rate of Fire: 1 per turn

4Heavy Blast CannonClass: MatterModes: PulseDamage: 8 1d6 timesMaximum Pulses: 6Grouping Range: +1 per 5Range Penalty: -1 per 3 hexesFire Control: +4/+3/+0Intercept Rating: -1Rate of Fire: 1 per 3 turns

2

Medium Blast CannonClass: MatterModes: PulseDamage: 5 1d5 timesMaximum Pulses: 5Grouping Range: +1 per 5Range Penalty: -1 per 2 hexesFire Control: +3/+2/+0Intercept Rating: -1Rate of Fire: 1 per 2 turns

2 2

2

1

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

alternate weapon (replace medbolter by med plasma cannon educe by12 pt

alternate weapon (rreplace lighblast cannon by light part beam freely

3Med. Plasma CannonClass: PlasmaModes: StandardDmg: 3d10+4 (-1 per 2 hexes)Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4RangePenalty: -1 per hexFire Control: +3/+4/+5Intercept Rating: -2Rate of Fire: 1 per turn

33

Super Heavy Bil-Pro Cannon Mk2�Class: Bil-ProMode: StandardDamage: 4d10+15Range Penalty: -1 per 4 hexesFire Control: +3/+1/--Intercept Rating: --Rate of Fire: 1 per 5 turnsORHigh Explosive RoundMode: FlashDamage: 4d10+8

6

bil-pro cannonAmmunitionWeapon #1

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FORWARD HITS1-4: Retro Thrust5-7: light Blast Cannon�8-9: Super Bil-pro cannon�10-18: Forward Structure19-20: PRIMARY Hit

SIDE HITS1-4: Port/Stb Thrust5-7: Med Blast Cannon�8-10: Heavy Blast Cannon�11: Light blast cannon�12-18: Port/Stb Structure19-20: PRIMARY Hit

PRIMARY HITS1-8: Primary Struct9-11: Main Thrust12-13: Sensors�14-15: engine15-16: jump drive�17-18: Hangar19: Reactor20: C & C

4

5

5

5

56

6

5 6

2

2

3 2

2 2

2 3

2

3

2

3

Free Human Union Bismark Cruiser MK-4MANEUVERINGTurn Cost: 1X SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 5+5 Thrust

SPECSClass: Capital ShipIn Service: 2235�Point Value: 625�Ramming Factor: 180Jump Delay: 36 Turns

Name: ______________ Counter: ____________

WEAPON DATA

TM & C 2000 WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 14Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: -2

4

4

4

4

4

4

HANGAR12 Fighters 2 Shuttles: Thrust: 4Armor: 0 Defense: 8/9

AFT

PRIMARY

PO

RT

STA

RBO

ARD4

6

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

3

1

4 5

8

9

6 7

2

SPECIAL NOTESSpecial Hull Arrangement(No Aft Hits or Structure)�

2 2

2

3

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

6

Heavy BolterClass: ParticleModes: StandardDamage: 24Range Penalty: -1 per 3 hexesFire Control: +3/+2/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

2

Light BolterClass: ParticleModes: StandardDamage: 12Range Penalty: -1 per hexFire Control: +2/+2/+3Intercept Rating: -1Rate of Fire: 1 per turn

2

1

2

2

2alternate weapon (repalce medbobolter with med laer 25 point up

alternate weapon (repalce medbobolter with SO-class missile rack

0

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

Super Heavy Bil-Pro Cannon Mk3�Class: Bil-ProMode: StandardDamage: 4d10+15Range Penalty: -1 per 4 hexesFire Control: +3/+1/--Intercept Rating: --Rate of Fire: 1 per 4 turnsORHigh Explosive RoundMode: FlashDamage: 4d10+8

6

bil-pro cannonAmmunitionWeapon #1

5 4

Page 20: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-4: Retro Thrust5-7: Scatter pulsar8-9: Mag Gun10-18: Forward Structure19-20: PRIMARY Hit

SIDE HITS1-4: Port/Stb Thrust5-7: Med Bolter�8-10: Heavy bolter�11: light scatter�12-18: Port/Stb Structure19-20: PRIMARY Hit

PRIMARY HITS1-8: Primary Struct9-11: Main Thrust12-13: Sensors14-15: Engine�16: Jump engine17-18: Hangar19: Reactor20: C & C

4

5

5

5

56

7

5 6

2

2

3 2

2 2

2 3

2

3

2

3

Free Human Union Bismark Cruiser MK-6MANEUVERINGTurn Cost: 1X SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 5+5 Thrust

SPECSClass: Capital ShipIn Service: 2260�Point Value: 650�Ramming Factor: 180Jump Delay: 36 Turns

Name: ______________ Counter: ____________

WEAPON DATA

TM & C 2000 WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 14Engine Efficiency: 3/1Extra Power: -2�Initiative Bonus: -2

4

4

4

4

4

4

HANGAR12 Fighters 2 Shuttles: Thrust: 4Armor: 0 Defense: 8/9

AFT

PRIMARY

PO

RT

STA

RBO

ARD4

6

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

3

1

4 5

8 9

6 7

2

SPECIAL NOTESSpecial Hull Arrangement(No Aft Hits or Structure)�

2 2

2

3

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

6

Heavy BolterClass: ParticleModes: StandardDamage: 24Range Penalty: -1 per 3 hexesFire Control: +3/+2/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

2

1

2

2

2

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

alternate weapon (repalce medbobolter with med laer 25 point up

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

4 4

8Mega Plasma CannonClass: PlasmaModes: StandardDmg: 6d10+12 (-1 per 2 hexes)Range Penalty: -1 per 2 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

alternate weapon (replace mag gunby mega plasma or ranged fuser for free

4

Quad PulsarClass: ParticleModes: PulseDamage: 14 1d3 timesMaximum Pulses: 4Pulse Grouping: +1 per 5Range Penalty: -1 per 3 hexesFire Control: +3/+3/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

Page 21: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-5: Retro Thrust6-7: dual hvy Bil-pro Cannon8-9: Class ER missile rack�10-11: Super torpedo�12-18: Forward Struct19-20: PRIMARY Hit

SIDE HITS1-4: Port/Stb Thrust5-9: Dual med Bil-pro�10-18: Port/Stb Struct19-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: triple chatter�9-10: Class ER missile rack�11-12: Jump drive �13-18: Aft Struct19-20: PRIMARY Hit

�PRIMARY HITS1-7: Primary Struct�8-9: missile rack10-11: Class D missile rack�12-13: Sensors14-15: Engine16-17: Hangar18-19: Reactor20: C & C

3

4

4

4

4 4

43

3

2

11

1 1

5

Free Human Union kremlin Monitor mk-1MANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2132�Point Value::880�Ramming Factor: 280Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

TM & C 2000 WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

2

2

2

13

FORWARD

2

14

COMBAT STATSFwd/Aft Defense: 16 Stb/Port Defense: 18 Engine Efficiency: 4/1Extra Power: 0Initiative Penalty: -2

4

2

3 4

2

3

HANGAR12 Fighters2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

1

1

1 1

1

1 1

3

5

6 8

7 9

1112

10

12

1

4

6

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/SF

6

D

0

Class-D Missile RackClass: BallisticMissiles: 25Range Penalty: NoneFire Control: +1/+1/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A,I

D

D

2 2

5 3

22 2

0

Class-ER Missile RackClass: BallisticMissiles: 20Range Penalty: None (+10)Fire Control: +4/+2/--�Rate of Fire: 1 per turn

Super Heavy TorpedoClass: BallisticMode: flash �Damage: 80�Range Penalty: NoneMax Range: 35 hexesFire Control: +1/-1/--Intercept Rating: n/aRate of Fire: 1 per 3 turns�4 torpedo ,they take full turn� before hitting the ship

6

Medium Bil-Pro Cannon Battery Class: Bil-ProMode: StandardDamage: 2d10+7Range Penalty: -1 per hexFire Control: +2/+1/--Intercept Rating: --Rate of Fire: 2 per 3 turnsORHigh Explosive RoundMode: FlashDamage: 2d10+2

4

Triple Chatter CannonClass: Bil-ProMode: StandardDamage: 1d6+3Range Penalty: -3 per hexFire Control: +1/+1/+3Intercept Rating: -1 (ballistic only)Rate of Fire: 3 per turn

3

Super Heavy Bil-Pro Cannon BatteryClass: Bil-ProMode: StandardDamage: 4d10+15Range Penalty: -1 per 3 hexesFire Control: +2/-1/--Intercept Rating: --Rate of Fire: 2 per 7 turnsORHigh Explosive RoundMode: FlashDamage: 4d10+8

12

Hellfire TorpedoCost: free Defense: 6/6Thrust: 6 Offense: 0Armor: 5 No Weapons

1 2

3 4

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16

MISSILESRack #4

Rack #5

Rack #12

Page 22: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-5: Retro Thrust6-7: Spinal Blast Cannon8-9: Class ER missile rack�10-11: Super torpedo�12-18: Forward Struct19-20: PRIMARY Hit

SIDE HITS1-4: Port/Stb Thrust5-9: med blast cannon�10-18: Port/Stb Struct19-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: light Blast cannon9-10: Class ER missile rack�11-12: Jump drive �13-18: Aft Struct19-20: PRIMARY Hit

�PRIMARY HITS1-7: Primary Struct�8-9: missile rack10-11: Class D missile rack�12-13: Sensors14-15: Engine16-17: Hangar18-19: Reactor20: C & C

3

4

4

4

4 4

63

3

2

11

1 1

5

Free Human Union kremlin Monitor mk-2MANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2235�Point Value: 880�Ramming Factor: 280Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

TM & C 2000 WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

3

1

2

2

13

FORWARD

2

14

COMBAT STATSFwd/Aft Defense: 16 Stb/Port Defense: 18 Engine Efficiency: 4/1Extra Power: 0Initiative Penalty: -2

3

3

3 3

3

3

HANGAR12 Fighters2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

1

1

1 1

1

1 1

3

5

6 8

7 9

1112

10

1

2

1

4

6

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/SF

6

D

0

Class-D Missile RackClass: BallisticMissiles: 25Range Penalty: NoneFire Control: +1/+1/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A,I

D

D

1Light Blast CannonClass: MatterModes: PulseDamage: 3 1d3 timesMaximum Pulses: 4Grouping Range: +1 per 5Range Penalty: -1 per hexFire Control: +2/+1/+0Intercept Rating: -1Rate of Fire: 1 per turn

2

Medium Blast CannonClass: MatterModes: PulseDamage: 5 1d5 timesMaximum Pulses: 5Grouping Range: +1 per 5Range Penalty: -1 per 2 hexesFire Control: +3/+2/+0Intercept Rating: -1Rate of Fire: 1 per 2 turns

2 2

5 3

22 2

0

Class-ER Missile RackClass: BallisticMissiles: 20Range Penalty: None (+10)Fire Control: +4/+2/--�Rate of Fire: 1 per turn

Super Heavy TorpedoClass: BallisticMode: flash �Damage: 80�Range Penalty: NoneMax Range: 35 hexesFire Control: +1/-1/--Intercept Rating: n/aRate of Fire: 1 per 3 turns�4 torpedo ,they take full turn� before hitting the ship

6

53

Hellfire TorpedoCost: free Defense: 6/6Thrust: 6 Offense: 0Armor: 5 No Weapons

1 2

3 4

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16

9Spinal Blast CannonClass: MatterModes: PulseDamage: 20 1d3 timesMaximum Pulses: 4Grouping Range: +1 per 5Range Penalty: -1 per 4 hexesFire Control: +3/+2/+0Intercept Rating: -1Rate of Fire: 1 per 5 turns

MISSILESRack #4

Rack #5

Rack #12

Page 23: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-5: Retro Thrust6-7: Heavy Bolter Cannon8-9: Class ER missile rack�10-11: Super torpedo�12-18: Forward Struct19-20: PRIMARY Hit

SIDE HITS1-4: Port/Stb Thrust5-9: med Bolter cannon�10-18: Port/Stb Struct19-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: light Bolter cannon9-10: Class ER missile rack�11-12: Jump drive �13-18: Aft Struct19-20: PRIMARY Hit

�PRIMARY HITS1-7: Primary Struct�8-9: missile rack10-11: Class D missile rack�12-13: Sensors14-15: Engine16-17: Hangar18-19: Reactor20: C & C

3

4

4

4

4 4

63

3

2

11

1 1

5

Free Human Union Kremlin Monitor mk-3MANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2241�Point Value: 980�Ramming Factor: 280Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

TM & C 2000 WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

3

1

2

2

13

FORWARD

2

14

COMBAT STATSFwd/Aft Defense: 16 Stb/Port Defense: 18 Engine Efficiency: 4/1Extra Power: 0Initiative Penalty: -2

3

3

3 3

3

3

HANGAR12 Fighters2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

1

1

1 1

1

1 13 5

6 8

7 9

1112

10

1

2

1

4

6

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/SF

6

D

0

Class-D Missile RackClass: BallisticMissiles: 25Range Penalty: NoneFire Control: +1/+1/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A,I

D

D

2 2

5 3

22 2

0

Class-ER Missile RackClass: BallisticMissiles: 20Range Penalty: None (+10)Fire Control: +4/+2/--�Rate of Fire: 1 per turn

Super Heavy TorpedoClass: BallisticMode: flash �Damage: 80�Range Penalty: NoneMax Range: 35 hexesFire Control: +1/-1/--Intercept Rating: n/aRate of Fire: 1 per 3 turns�4 torpedo ,they take full turn� before hitting the ship

6

53

6

Heavy BolterClass: ParticleModes: StandardDamage: 24Range Penalty: -1 per 3 hexesFire Control: +3/+2/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

2

Light BolterClass: ParticleModes: StandardDamage: 12Range Penalty: -1 per hexFire Control: +2/+2/+3Intercept Rating: -1Rate of Fire: 1 per turn

Hellfire TorpedoCost: free Defense: 6/6Thrust: 6 Offense: 0Armor: 5 No Weapons

1 2

3 4

MISSILESRack #4

Rack #5

Rack #12

Page 24: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-5: Retro Thrust6-11: Quad pulsar12-18: Forward Struct19-20: PRIMARY Hit

SIDE HITS1-4: Port/Stb Thrust5-9: med Bolter cannon�10-11: Scatter pulsar�12-18: Port/Stb Struct19-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: light Bolter cannon9-10: Scatter Pulsar �11-12: Jump drive �13-18: Aft Struct19-20: PRIMARY Hit

�PRIMARY HITS1-8: Primary Struct�9-10: Class D missile rack�11-12: Sensors13-14: Engine15-17: Hangar18-19: Reactor20: C & C

5

4

5

4

5

75

3

4

2

2

1 2

5

Free Human Union Varyag Command ShipMANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2241�Point Value::1000�Ramming Factor: 280Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

TM & C 2000 WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

4

2

3

13

FORWARD

14

COMBAT STATSFwd/Aft Defense: 16 Stb/Port Defense: 18 Engine Efficiency: 4/1Extra Power: 0Initiative Penalty:

4

4

3 4

4

3

HANGAR36 Fighters2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

2

2 2

2

3 5

6 8

7 9 11

12

10

1

2 4

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/SF

6

D

0

Class-D Missile RackClass: BallisticMissiles: 25Range Penalty: NoneFire Control: +1/+1/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A,I

D

2 2

5 4

44 4

63

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

2

Light BolterClass: ParticleModes: StandardDamage: 12Range Penalty: -1 per hexFire Control: +2/+2/+3Intercept Rating: -1Rate of Fire: 1 per turn

4

Quad PulsarClass: ParticleModes: PulseDamage: 14 1d3 timesMaximum Pulses: 4Pulse Grouping: +1 per 5Range Penalty: -1 per 3 hexesFire Control: +3/+3/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns3 3

14

2

22

SPECIAL NOTESCommand bonus +2+1init to friendly shipwithin 5 hex �limited 1per fleet only 4 exist

412

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

Page 25: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-4: Retro Thrust5-7: Scatter pulsar8-9: Bilpro �10-18: Forward Structure19-20: PRIMARY Hit

SIDE HITS1-4: Port/Stb Thrust5-7: missile rack�8-10: Heavy bolter�11: light scatter�12-18: Port/Stb Structure19-20: PRIMARY Hit

PRIMARY HITS1-8: Primary Struct9-11: Main Thrust12-13: Sensors14-15: Engine�16: Jump engine17-18: Hangar19: Reactor20: C & C

4

5

5

5

56

7

5 6

2

2

3 2

2

2 3

2

3

2

3

Free Human Union Sharnhorst BomberMANEUVERINGTurn Cost: 1X SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 5+5 Thrust

SPECSClass: Capital ShipIn Service: 2260�Point Value:750�Ramming Factor: 180Jump Delay: 36 Turns

Name: ______________ Counter: ____________

WEAPON DATA

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 14Engine Efficiency: 3/1Extra Power: -6�Initiative Bonus: -2

4

4

4

4

4

4

HANGAR6 Fighters 2 Shuttles: Thrust: 4Armor: 0 Defense: 8/9

AFT

PRIMARY

PO

RT

STA

RBO

ARD4

6

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

3

1

4 5

8

9

6 7

2

SPECIAL NOTESSpecial Hull Arrangement(No Aft Hits or Structure)�cannot redirect power�from main cannon ,can only affect the power�shortage .

2 2

2

3

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

6

Heavy BolterClass: ParticleModes: StandardDamage: 24Range Penalty: -1 per 3 hexesFire Control: +3/+2/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

2

1

2

2

2

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

4 4

Super Heavy Bil-Pro Cannon BatteryClass: Bil-ProMode: StandardDamage: 4d10+15Range Penalty: -1 per 3 hexesFire Control: +2/-1/--Intercept Rating: --Rate of Fire: 2 per 7 turnsORHigh Explosive RoundMode: FlashDamage: 4d10+8

12

0

Class-L Missile RackClass: BallisticMissiles: 20Range Penalty: None (+10)Fire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

2

MISSILESRack #3

Rack #4

Page 26: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS 1-4: Retro Thrust 5-6: Lt Particle beam� 7: med bolter 8-10: scatter pulsar� 11-18: Forward Struct 19-20: PRIMARY Hit

SIDE HITS 1-3: Port/Stb Thrust 4-5: Med bolter 6-7: Ltparticle cannon� 8-10: scatter pulsar� 11-18: Port/Stb Struct 19-20: PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-10: Light particle beam 11-18: Aft Struct 19-20: PRIMARY Hit

PRIMARY HITS 1-10: Primary Struct 11-12: Jump Engine 13-14: Sensors 15-16: Engine 17: Primary Hangar 18-19: Reactor 20: C & C

5

4

5

5

58

6

53

4

3

4

3

5 4

Fhu Minsk Heavy CarrierMANEUVERINGTurn Cost: 5/4 SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2246�Point Value: 625�Ramming Factor: 260Jump Delay: 24 Turns

Name: ______________ Counter: ____________

WEAPON DATA

TM & C 2000 WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

4

4

4

4

4

2

2

10

4

5

6 7

13

FORWARD

2

16

8 9

2

17

COMBAT STATSFwd/Aft Defense: 14 (11)Stb/Port Defense: 17 (14)Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +0

3

1

211

4

3

4 4

3

4

MAIN HANGAR52 Fighters2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 5 7 8 9 10 12 13 14 15Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

32 33

2

2

2 2

122

14

2

15

2

2 2

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/SF

412

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4RangePenalty: -1 per hexFire Control: +3/+4/+5Intercept Rating: -2Rate of Fire: 1 per turn

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

SPECIAL NOTESRestricted Deployment (10%)Only 4 Exist

Page 27: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-4: Retro Thrust5-6: Light chatter Cannon�7-8: Class SO Missile�9-10: Tri-med-bil-pro Cannon�11-18: Forward Struct19-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: Dual med bil-pro Cannon�9-10: Light chatter Cannon�11-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS1-9: Primary Struct10-12: Port/Stb Thrust13-14: Sensors15: Primary Engine16-17: Hangar18-19: Reactor20: C & C

2

2

3 3

2

3

25

5

2 4

3

11

3

3

3

FHU /Germany Kaiser/ frigate Mk 1MANEUVERINGTurn Cost: 1 xSpeedTurn Delay:1 XSpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2+2 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Hvy Combat VslIn Service: 2134�Point Value: 400�Ramming Factor: 150Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

2

3

1

7

34

8

2

9 10

FORWARD

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +7

1

11

1

1

4

1

4

HANGAR6 Fighters2 Shuttles: Thrust: 5Armor: 1 Defense: 9/10

AFT

PRIMARY

PORT STARBOARD3

6

1

1

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 1: 2E/S4

created by krieg �.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

0

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

5

Chatter CannonClass: Bil-ProMode: StandardDamage: 1d6+3Range Penalty: -3 per hexFire Control: +1/+1/+3Intercept Rating: -1 (ballistic only)Rate of Fire: 1 per turn

1

Medium Bil-Pro Cannon Battery Class: Bil-ProMode: StandardDamage: 2d10+7Range Penalty: -1 per hexFire Control: +2/+1/--Intercept Rating: --Rate of Fire: 2 per 3 turnsORHigh Explosive RoundMode: FlashDamage: 2d10+2

4

Triple Med Bil-Pro Cannon Battery Class: Bil-ProMode: StandardDamage: 2d10+7Range Penalty: -1 per hexFire Control: +2/+1/--Intercept Rating: --Rate of Fire: 3 per 3 turnsORHigh Explosive RoundMode: FlashDamage: 2d10+2

6

65

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

MISSILESRack #3

Rack #4

0

Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

Page 28: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-4: Retro Thrust5-6: Light Blast Cannon�7-8: Class SO Missile�9-10: Heavy Blast Cannon�11-18: Forward Struct19-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: Medium Blast Cannon�9-10: Light Blast Cannon�11-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS1-9: Primary Struct10-12: Port/Stb Thrust13-14: Sensors15: Primary Engine16-17: Hangar18-19: Reactor20: C & C

2

2

1 1

2

3

25

5

2 4

1

11

3

1

3

FHU Kaiser frigate Mk2MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2+2 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Hvy Combat VslIn Service: 2220�Point Value: 440�Ramming Factor: 150Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

2

3

1

7

34

8

2

9

6

10

FORWARD

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +7

1

1 1

1

1

4

1

4

HANGAR6 Fighters2 Shuttles: Thrust: 5Armor: 1 Defense: 9/10

AFT

PRIMARY

PORT STARBOARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

3

6

1

1

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 1: 2E/S4

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

1Light Blast CannonClass: MatterModes: PulseDamage: 3 1d3 timesMaximum Pulses: 4Grouping Range: +1 per 5Range Penalty: -1 per hexFire Control: +2/+1/+0Intercept Rating: -1Rate of Fire: 1 per turn

4Heavy Blast CannonClass: MatterModes: PulseDamage: 8 1d6 timesMaximum Pulses: 6Grouping Range: +1 per 5Range Penalty: -1 per 3 hexesFire Control: +4/+3/+0Intercept Rating: -1Rate of Fire: 1 per 3 turns

2

Medium Blast CannonClass: MatterModes: PulseDamage: 5 1d5 timesMaximum Pulses: 5Grouping Range: +1 per 5Range Penalty: -1 per 2 hexesFire Control: +3/+2/+0Intercept Rating: -1Rate of Fire: 1 per 2 turns

0

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

5

alternate weapon(replace all med byweapon by med plasma cannon reduce by12pt

alternate weapon (replace lighblast cannon by light part beam freely

alternate weapon (replace each SOrack with 2 D-class rack for 10 point )�

0

Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, I

D

DDDD

MISSILESRack #3

Rack #4

0

Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

Page 29: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-4: Retro Thrust5-6: Light Bolter Cannon�7-8: Class SO Missile�9-10: Heavy bolter Cannon�11-18: Forward Struct19-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: Medium Bolter Cannon�9-10: Light bolter Cannon�11-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS1-9: Primary Struct10-12: Port/Stb Thrust13-14: Sensors15: Primary Engine16-17: Hangar18-19: Reactor20: C & C

4

4

1 1

3

4

27

6

3 4

3

11

3

3

3

FHU Kaiser frigate Mk3MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2+2 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Hvy Combat VslIn Service: 2235�Point Value: 500�Ramming Factor: 150Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

3

3

1

7

34

8

2

9

6

10

FORWARD

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +7

1

1 1

3

3

4

3

4

HANGAR6 Fighters2 Shuttles: Thrust: 5Armor: 1 Defense: 9/10

AFT

PRIMARY

PORT STARBOARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

3

6

3

1

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

created by krieg�PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

0

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

7

alternate weapon(replace all med byweapon by med plasma cannon reduce by12pt

alternate weapon (replace lighblast cannon by light part beam freely

alternate weapon (replace each SOrack with 2 D-class rack for 10 point )�

DD

6

Heavy BolterClass: ParticleModes: StandardDamage: 24Range Penalty: -1 per 3 hexesFire Control: +3/+2/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

2

Light BolterClass: ParticleModes: StandardDamage: 12Range Penalty: -1 per hexFire Control: +2/+2/+3Intercept Rating: -1Rate of Fire: 1 per turn

alternate weapon (replace lighbolter cannon by scatter Pulsar +20

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4RangePenalty: -1 per hexFire Control: +3/+4/+5Intercept Rating: -2Rate of Fire: 1 per turn

3Med. Plasma CannonClass: PlasmaModes: StandardDmg: 3d10+4 (-1 per 2 hexes)Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

MISSILESRack #3

Rack #4

0

Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

Page 30: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-4: Retro Thrust5-6: Light Bolter Cannon�7-8: Class SO Missile�9-10: Heavy bolter Cannon�11-18: Forward Struct19-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: Medium Bolter Cannon�9-10: Light bolter Cannon�11-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS1-9: Primary Struct10-12: Port/Stb Thrust13-14: Sensors15: Primary Engine16-17: Hangar18-19: Reactor20: C & C

4

4

1 1

4

27

3

11

3

3

3

FHU Nanuchka scoutMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2+2 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Hvy Combat VslIn Service: 2250�Point Value: 450�Ramming Factor: 150Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

3

3

1

7

34

8

2

9

6

10

FORWARD

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +7

1

1 1

3

3

4

3

4

HANGAR6 Fighters2 Shuttles: Thrust: 5Armor: 1 Defense: 9/10

AFT

PRIMARY

PORT STARBOARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

3

2

3

1

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

created by krieg�PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

7

2

Light BolterClass: ParticleModes: StandardDamage: 12Range Penalty: -1 per hexFire Control: +2/+2/+3Intercept Rating: -1Rate of Fire: 1 per turn

alternate weapon (replace lighbolter cannon by scatter Pulsar +20

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4RangePenalty: -1 per hexFire Control: +3/+4/+5Intercept Rating: -2Rate of Fire: 1 per turn

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

8

5 3

4

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

0

Class-L Missile RackClass: BallisticMissiles: 20Range Penalty: None (+10)Fire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

5

SPECIAL NOTESLimited Deployment (33%)ELINT Ship

MISSILESRack #1

Rack #2

Page 31: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-4: Retro Thrust5-6: Light Bolter Cannon�7-8: Class SO Missile�9-10: Heavy bolter Cannon�11-18: Forward Struct19-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: Medium Bolter Cannon�9-10: Light bolter Cannon�11-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS1-9: Primary Struct10-12: Port/Stb Thrust13-14: Sensors15: Primary Engine16-17: Hangar18-19: Reactor20: C & C

4

4

1 1

3

4

27

6

3 4

3

3

3

3

FHU Sturmgesthutz Escort Carrier MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2+2 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Hvy Combat VslIn Service: 2240�Point Value: 450�Ramming Factor: 150Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

light)

3

3

1

7

34

8

2

9

6

10

FORWARD

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +7

1

1 1

3

3

4

3

4

HANGAR18 Fighters (12)2 Shuttles: Thrust: 5Armor: 1 Defense: 9/10

AFT

PRIMARY

PORT STARBOARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

3

3

1

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

created by krieg�PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

7

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

3Med. Plasma CannonClass: PlasmaModes: StandardDmg: 3d10+4 (-1 per 2 hexes)Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

12

0

Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, C, I, or Z.

D

D

D

Page 32: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-4: Retro Thrust5-6: Light Bolter Cannon�7-8: d rack�9-10: Med laser Cannon�11-18: Forward Struct19-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: light rack �9-10: Light bolter Cannon�11-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS1-9: Primary Struct10-12: Port/Stb Thrust13-14: Sensors15: Primary Engine16-17: Hangar18-19: Reactor20: C & C

4

4

1 1

3

4

27

6

3 4

3

11

3

3

3

FHU Terpitz escort DestroyerMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2+2 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Hvy Combat VslIn Service: 2245�Point Value: 650�Ramming Factor: 150Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

3

3

1

7

34

8

2

9

6

10

FORWARD

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +7

1

1 1

3

3

4

3

4

HANGAR6 Fighters2 Shuttles: Thrust: 5Armor: 1 Defense: 9/10

AFT

PRIMARY

PORT STARBOARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

3

6

3

1

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

created by krieg�PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

7

alternate weapon (replace lighblast cannon by light part beam freely

D

D

alternate weapon (replace lighbolter cannon by scatter Pulsar +20

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

11

2

Light BolterClass: ParticleModes: StandardDamage: 12Range Penalty: -1 per hexFire Control: +2/+2/+3Intercept Rating: -1Rate of Fire: 1 per turn

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

0

Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, F, I, or C.

D

D

D

D

D D

Page 33: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-6: Retro Thrust7-8: hvy Bil-pro Cannon9-10: Light chatter11: Ed-class missile�12-17: Structure18-20: PRIMARY Hit

AFT HITS1-6: Main Thrust�7-8: Med Bil-pro Cannon9-10: Engine11: ED-MIssile rack12-17: Structure18-20: PRIMARY Hit

PRIMARY HITS1-9: Port/Stb Thrust10-12: Sensors13: Hangar14-16: Reactor17-20: C & C

3

1

3

11

1

2

4

6

3 4

3

1

FHU Lenin Corvette mk1MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 1+1 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Medium ShipIn Service: 2129�Point Value: 380�Ramming Factor: 60Jump Delay: N/A

Name: ______________ Counter: ____________

FORWARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15�Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +12

1 4 14

HANGAR0 Fighters1 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

AFT

PRIMARY

PORT STARBOARD

4 5

1

6

2 3

1 1

1

WEAPON DATA

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 1: 2E/RPP

1

3

1

4

1

1

7

SPECIAL NOTESAntique sensorMines sweeper bonus +3

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

0

Class-ED Missile RackClass: BallisticMissiles: 20�Range Penalty: NoneFire Control: +1/+1/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A,I

D

D

D

1

3

Medium Bil-Pro CannonClass: Bil-ProMode: StandardDamage: 2d10+7Range Penalty: -1 per hexFire Control: +2/+1/--Intercept Rating: --Rate of Fire: 1 per 3 turnsORHigh Explosive RoundMode: FlashDamage: 2d10+2

2

Heavy Bil-Pro CannonClass: Bil-ProMode: StandardDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +2/+1/--Intercept Rating: --Rate of Fire: 1 per 5 turnsORHigh Explosive RoundMode: FlashDamage: 3d10+6

4

Chatter CannonClass: Bil-ProMode: StandardDamage: 1d6+3Range Penalty: -3 per hexFire Control: +1/+1/+3Intercept Rating: -1 (ballistic only)Rate of Fire: 1 per turn

1

mk

Page 34: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FHU Lenin Corvette Mk-2MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 1+1 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Medium ShipIn Service: 2168/2172�Point Value: 360�Ramming Factor: 60Jump Delay: N/A

Name: ______________ Counter: ____________

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15�Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +12

HANGAR0 Fighters1 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

WEAPON DATA

Version 1: 2E/RPP

1Light Blast CannonClass: MatterModes: PulseDamage: 3 1d3 timesMaximum Pulses: 4Grouping Range: +1 per 5Range Penalty: -1 per hexFire Control: +2/+1/+0Intercept Rating: -1Rate of Fire: 1 per turn

2

Medium Blast CannonClass: MatterModes: PulseDamage: 5 1d5 timesMaximum Pulses: 5Grouping Range: +1 per 5Range Penalty: -1 per 2 hexesFire Control: +3/+2/+0Intercept Rating: -1Rate of Fire: 1 per 2 turns

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

0

Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, F, I, or C.

D

alternate weapon(replace all med byweapon by med plasma cannon 2172

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4RangePenalty: -1 per hexFire Control: +3/+4/+5Intercept Rating: -2Rate of Fire: 1 per turn

Replace light blast cannon by light particle beam freely�2172

FORWARD HITS1-6: Retro Thrust7-8: Med blast cannon�9-10: light blast cannon11: Ed-class missile�12-17: Structure18-20: PRIMARY Hit

AFT HITS1-6: Main Thrust�7-8: Med Blast cannon�9-10: Engine11: ED-MIssile rack12-17: Structure18-20: PRIMARY Hit

PRIMARY HITS1-9: Port/Stb Thrust10-12: Sensors13: Hangar14-16: Reactor17-20: C & C

3

1

3

11

1

4

6

3 4

3

1

FORWARD

1 4 14

AFT

PRIMARY

PORT STARBOARD

4 5

1

6

2 3

1 1

1

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

1

3

1

4

1

1

7

SPECIAL NOTESAntique sensorMines sweeper bonus +3

D

D

1

3

created by krieg

Page 35: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FHU Lenin Corvette Mk-3MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 1+1 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Medium ShipIn Service: 2235�Point Value: 400�Ramming Factor: 60Jump Delay: N/A

Name: ______________ Counter: ____________

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15�Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +12

HANGAR0 Fighters1 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

WEAPON DATA

Version 1: 2E/RPP

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

0

Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, F, I, or C.

D

alternate weapon(replace all med byweapon by med plasma c

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4RangePenalty: -1 per hexFire Control: +3/+4/+5Intercept Rating: -2Rate of Fire: 1 per turn

Replace light blast cannon by light particle beam freely�

FORWARD HITS1-6: Retro Thrust7-8: Med Bolter�9-10: light Bolter�11: Ed-class missile�12-17: Structure18-20: PRIMARY Hit

AFT HITS1-6: Main Thrust�7-8: Med Bolter�9-10: Engine11: ED-MIssile rack12-17: Structure18-20: PRIMARY Hit

PRIMARY HITS1-9: Port/Stb Thrust10-12: Sensors13: Hangar14-16: Reactor17-20: C & C

3

1

3

11

1

5

6

3 4

3

1

FORWARD

1 4 14

AFT

PRIMARY

PORT STARBOARD

4 5

1

6

2 3

1 1

1

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

1

3

1

4

1

1

7

SPECIAL NOTESMines sweeper bonus +3

D

D

1

3

created by krieg

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

2

Light BolterClass: ParticleModes: StandardDamage: 12Range Penalty: -1 per hexFire Control: +2/+2/+3Intercept Rating: -1Rate of Fire: 1 per turn

Page 36: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FHU Riga Corvette MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 1+1 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Medium ShipIn Service: 2242�Point Value: 380�Ramming Factor: 60Jump Delay: N/A

Name: ______________ Counter: ____________

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15�Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +12

HANGAR0 Fighters1 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

WEAPON DATA

Version 1: 2E/RPP

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

FORWARD HITS1-6: Retro Thrust7-8: Med Bolter�9-10: light Bolter�11: Ed-class missile�12-17: Structure18-20: PRIMARY Hit

AFT HITS1-6: Main Thrust�7-8: Med Bolter�9-10: Engine11: ED-MIssile rack12-17: Structure18-20: PRIMARY Hit

PRIMARY HITS1-9: Port/Stb Thrust10-12: Sensors13: Hangar14-16: Reactor17-20: C & C

3

1

3

11

1

5

6

3 4

3

1

FORWARD

1 4 14

AFT

PRIMARY

PORT STARBOARD

4 5

1

6

2 3

1 1

1

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

1

3

1

4

1

1

7

SPECIAL NOTES

Mines sweeper bonus +4�

D

D

1

3

created by krieg

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

3

Energy PulsarClass: ParticleModes: PulseDamage: 10 1d2 timesMaximum Pulses: 3Pulse Grouping: +1 per 5Range Penalty: -1 per hexFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

Page 37: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-6: Retro Thrust7-8: med bolter 1-29-10: light bolter 5-611-17: Structure18-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: med bolter 3-49-10: Scatter Pulsar 7-811-17: Structure18-20: PRIMARY Hit

PRIMARY HITS1-7: Port/Stb Thrust8-9: Scatter Pulsar10-12: Sensors13-15: Engine16-17: Hangar18-19: Reactor20: C & C 32 2

2 2

2 2

2 22

3

3

6

4

3 33

36

2

5

Fhu (CDF) Patrol Ship Mk 1 MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: N/ARoll Cost: N/A

SPECSClass: Medium ShipIn Service: 2225�Point Value: 325�Ramming Factor: 80Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

2

6

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: -2�Initiative Bonus: 0

2

3

2

3

PRIMARY

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

9

1 2

3 4

5 6

7 8

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

PORT STARBOARD

AFT

FORWARD

Version 2: 2E/SF2

3

HANGAR6 Fighters2 Cargo Shuttles: Thrust: 3Armor: 0 Defense: 12/12

Chatter CannonClass: Bil-ProMode: StandardDamage: 1d6+3Range Penalty: -3 per hexFire Control: +1/+1/+3Intercept Rating: -1 (ballistic only)Rate of Fire: 1 per turn

1

2

Medium Blast CannonClass: MatterModes: PulseDamage: 5 1d5 timesMaximum Pulses: 5Grouping Range: +1 per 5Range Penalty: -1 per 2 hexesFire Control: +3/+2/+0Intercept Rating: -1Rate of Fire: 1 per 2 turns

Page 38: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-6: Retro Thrust7-8: med bolter 1-29-10: light bolter 5-611-17: Structure18-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: med bolter 3-49-10: Scatter Pulsar 7-811-17: Structure18-20: PRIMARY Hit

PRIMARY HITS1-7: Port/Stb Thrust8-9: Scatter Pulsar10-12: Sensors13-15: Engine16-17: Hangar18-19: Reactor20: C & C 32 2

2 2

2 2

2 22

3

3

6

5

3 33

36

2

5

Fhu (CDF) Patrol Ship MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: N/ARoll Cost: N/A

SPECSClass: Medium ShipIn Service: 2235�Point Value: 400Ramming Factor: 80Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

2

6

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: -2�Initiative Bonus: 0

2

3

2

3

PRIMARY

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

9

1 2

3 4

5 6

7 8

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

PORT STARBOARD

AFT

FORWARD

Version 2: 2E/SF2

3

HANGAR6 Fighters2 Cargo Shuttles: Thrust: 3Armor: 0 Defense: 12/12

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

2

Light BolterClass: ParticleModes: StandardDamage: 12Range Penalty: -1 per hexFire Control: +2/+2/+3Intercept Rating: -1Rate of Fire: 1 per turn

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

Page 39: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

4

3

4

3 4

3

FORWARD HITS1-6: Retro Thrust7-8: Heavy Bolter9-10: lt particle beam�11-18: Forward Struct19-20: PRIMARY Hit

SIDE HITS1-6: Port/Stb Thrust7-8: Med laser Cannon�9-12: Burst Beam13-18: Port/Stb Struct19-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-9: Med Bolter�10-12: Lt particle Beam�13-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS1-7: Primary Struct8-10: Jump Engine�11-12: Cargo13: Sensors14-15: Engine16-17: Hangar18-19: Reactor20: C & C

4

4

Fhu Emden Merchant RaiderSPECSClass: Capital ShipIn Service: 2248�Point Value: 680�Ramming Factor: 270Jump Delay: 20 Turns

Name: ______________ Counter: ____________

WEAPON DATA

FORWARD

COMBAT STATSFwd/Aft Defense: 13�Stb/Port Defense: 16Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +1

4

4

4

4

4

4

4

AFT

PRIMARY

PO

RT

STA

RBO

ARD

78

2

9

2

10

2 2

4

4

5

4

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/SF

6

4

34

4

6

6

4 44

4 4

4

3

4 4

A

4

4

33

6

Heavy BolterClass: ParticleModes: StandardDamage: 24Range Penalty: -1 per 3 hexesFire Control: +3/+2/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

3

Burst BeamClass: ElectromagneticMode: StandardDamage: NoneRange Penalty: -2 per hexFire Control: +2/+2/+4Intercept Rating: n/aRate of Fire: 1 per turnSpecial: -1 power if structurehit; deactivates power-usingsystems; +4 criticals to non-powered systems; forces auto-dropout on fighters. See rules.

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4RangePenalty: -1 per hexFire Control: +3/+4/+5Intercept Rating: -2Rate of Fire: 1 per turn

1

2

11

12 13

4

2

2 2

22

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 3+3 Thrust

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

HANGAR12 Fighters 2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

Page 40: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-4: Retro Thrust5-6: lt Blast Canon�7-8: Med Blast Canon�9-10: Heavy Blast Canon�11-13: Cargo A14-18: Forward Struct19-20: PRIMARY Hit

AFT HITS1-4: Main Thrust5-8: Light Blast Canon�9-11: Cargo B12-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS1-6: Primary Struct7-11: Cargo12-13: Sensors14-15: Engine16-17: Hangar18-19: Reactor20: C & C

4

4

4

4

4

4

5

8

4 3

33

6

3

22

6

3

2

33

6

Fhu/CFD East Indianmen Cruiser mk1MANEUVERINGTurn Cost: 3/2 SpeedTurn Delay: 3/2 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Hvy Combat VslIn Service: 2190�Point Value: 450Ramming Factor: 130Jump Delay: N/A

Name: ______________ Counter: ____________

4

8

FORWARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: -2�Initiative Bonus: +6

3 4 34

AFT

PRIMARY

PORT STARBOARD

31

5

6

9 10

2

WEAPON DATA

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 1: 2E/RPP

HANGARS6 Fighters Each2 Cgo Shtls Each: Thrust: 3Armor: 0 Defense: 12/12

4

A

34

B

33

42

2

7

8

2

1Light Blast CannonClass: MatterModes: PulseDamage: 3 1d3 timesMaximum Pulses: 4Grouping Range: +1 per 5Range Penalty: -1 per hexFire Control: +2/+1/+0Intercept Rating: -1Rate of Fire: 1 per turn

4Heavy Blast CannonClass: MatterModes: PulseDamage: 8 1d6 timesMaximum Pulses: 6Grouping Range: +1 per 5Range Penalty: -1 per 3 hexesFire Control: +4/+3/+0Intercept Rating: -1Rate of Fire: 1 per 3 turns

2

Medium Blast CannonClass: MatterModes: PulseDamage: 5 1d5 timesMaximum Pulses: 5Grouping Range: +1 per 5Range Penalty: -1 per 2 hexesFire Control: +3/+2/+0Intercept Rating: -1Rate of Fire: 1 per 2 turns

Page 41: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FORWARD HITS1-4: Retro Thrust5-6: Light Bolter�7-8: med bolter�9-10: Heavy Bolter�11-13: Cargo A14-18: Forward Struct19-20: PRIMARY Hit

AFT HITS1-4: Main Thrust5-6: Light Bolter�7-8: Scatter pulsar �9-11: Cargo B12-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS1-6: Primary Struct7-11: Cargo12-13: Sensors14-15: Engine16-17: Hangar18-19: Reactor20: C & C

4

4

4

4

4

4

5

8

4 3

33

6

3

22

6

3

2

33

6

Fhu/CFD East Indianmen CruiserMANEUVERINGTurn Cost: 3/2 SpeedTurn Delay: 3/2 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Hvy Combat VslIn Service: 2235�Point Value: 450Ramming Factor: 130Jump Delay: N/A

Name: ______________ Counter: ____________

4

8

FORWARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: -2�Initiative Bonus: +6

3 4 34

AFT

PRIMARY

PORT STARBOARD

31

5

6

9 10

2

WEAPON DATA

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 1: 2E/RPP

HANGARS6 Fighters Each2 Cgo Shtls Each: Thrust: 3Armor: 0 Defense: 12/12

4

A

34

B

33

42

2

7

8

2

6

Heavy BolterClass: ParticleModes: StandardDamage: 24Range Penalty: -1 per 3 hexesFire Control: +3/+2/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

2

Light BolterClass: ParticleModes: StandardDamage: 12Range Penalty: -1 per hexFire Control: +2/+2/+3Intercept Rating: -1Rate of Fire: 1 per turn

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

Page 42: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

SECTION HITS1: triple chatter�2-3: Dual heavy bil-pro�4-8: Cargo9: Hangar10: Reactor11-18: Section Structure19-20: PRIMARY Hit

PRIMARY HITS1-8: Primary Structure�9-10: triple chatter11-14: Cargo15-16: Sensors17: Reactor19-20: C & C

Fhu Home early base MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: Capital BaseIn Service: 2180�Point Value: 800�Ramming Factor: 400Jump Delay: N/A

COMBAT STATSFwd/Aft Defense: 18Stb/Port Defense: 18Engine Efficiency: N/AExtra Power: 0Initiative Bonus: N/A

Name: ______________ Counter: ____________

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

HANGARS6 Fighters Each1 Shuttle Each: Thrust: 3Armor: 1 Defense: 8/10

6

4

6

4

9 10

21

1010 1010 10

10 10 10 1010

1010 1010 10

10 10 10 1010

6

5FORWARD

5

5AFT

PRIMARY

5PORT

1010 1010 10

5 STBD

Version 1: 2E/RPP

A

2

C

2

B

2

D

2

WEAPON DATA

15

7 8

16

12

11

3

6

6

6

4

14

13

5

6

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

3

Triple Super Hvy Bil-Pro Cannon BatteryClass: Bil-ProMode: StandardDamage: 4d10+15Range Penalty: -1 per 3 hexesFire Control: +2/-1/--Intercept Rating: --Rate of Fire: 3 per 7 turnsORHigh Explosive RoundMode: FlashDamage: 4d10+8

18

Triple Chatter CannonClass: Bil-ProMode: StandardDamage: 1d6+3Range Penalty: -3 per hexFire Control: +1/+1/+3Intercept Rating: -1 (ballistic only)Rate of Fire: 3 per turn

3

Page 43: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

SECTION HITS1: Hvy bolter�2: Hvy Pulse Cannon3: Medium bolter�4-5: Scatter pulsar�6: Hangar7: Reactor8-18: Section Structure19-20: PRIMARY Hit

PRIMARY HITS1-10: Primary Structure11-12: Cargo13-14: Sensors15-16: Super torpedo17: Reactor18: Hangar19-20: C & C

4

Fhu Seydlitz Orbital Platform (g)MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: Enormous BaseIn Service: 2240Point Value: 2300�Ramming Factor: 750Jump Delay: N/A

COMBAT STATSFwd/Aft Defense: 20 Stb/Port Defense: 20 Engine Efficiency: N/AExtra Power: 0Initiative Bonus: N/A

Name: ______________ Counter: ____________

TM & C 2000 WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

OUTER HANGARS6 Fighters0 Shuttles

PRIMARY HANGAR0 Fighters6 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

6

6 6

6 6

2

7 7

4

13

7

9

3 17

25

2614

8

216

23

24

27

28 18 4

10 11

5 19 30

29

20

31 32

12 6

1

15

21 22

10 10 10

10 10 10

10 10 10

10 10 10 1010

10 10

6

10 10 10

10 10 10

10 10 10

10 10 10

10 10 10

10 10 10

4FORWARD

6

4AFTPRIMARY

4FORWARD PORT

AFT PORT 4

10 10 10

10 10 10

10 10 10

10 10 10

4 FORWARD STBD

AFT STBD4

Version 2: 2E/SF

A

3

WEAPON DATA

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

4

Quad PulsarClass: ParticleModes: PulseDamage: 14 1d3 timesMaximum Pulses: 4Pulse Grouping: +1 per 5Range Penalty: -1 per 3 hexesFire Control: +3/+3/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

6

Heavy BolterClass: ParticleModes: StandardDamage: 24Range Penalty: -1 per 3 hexesFire Control: +3/+2/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

Super Heavy TorpedoClass: BallisticMode: flash �Damage: 80�Range Penalty: NoneMax Range: 35 hexesFire Control: +1/-1/--Intercept Rating: n/aRate of Fire: 1 per 3 turns�4 torpedo ,they take full turn� before hitting the ship

6

Hellfire TorpedoCost: free Defense: 6/6Thrust: 6 Offense: 0Armor: 5 No Weapons

1 2

3 4

5 6

7 8

Page 44: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

5

55

4

2

4

33

NA

4

FHU Avenger Defense Satellites (4)MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: OSATIn Service: 2225�Point Value: 220 eachRamming Factor: 20Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

22 4

2

5

31

COMBAT STATSFwd/Aft Defense: 11Stb/Port Defense: 11Engine Efficiency: N/AExtra Power: +2Initiative Bonus: +10

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/SF

5

55

4

2

4

33

NA

4

22 4

2

5

31

5

55

4

2

4

33

NA

4

22 4

2

5

31

5

55

4

2

4

33

NA

4

22 4

2

5

31

3Med. Plasma CannonClass: PlasmaModes: StandardDmg: 3d10+4 (-1 per 2 hexes)Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

8Mega Plasma CannonClass: PlasmaModes: StandardDmg: 6d10+12 (-1 per 2 hexes)Range Penalty: -1 per 2 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4RangePenalty: -1 per hexFire Control: +3/+4/+5Intercept Rating: -2Rate of Fire: 1 per turn

6

Heavy BolterClass: ParticleModes: StandardDamage: 24Range Penalty: -1 per 3 hexesFire Control: +3/+2/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

2

Light BolterClass: ParticleModes: StandardDamage: 12Range Penalty: -1 per hexFire Control: +2/+2/+3Intercept Rating: -1Rate of Fire: 1 per turn

4

Quad PulsarClass: ParticleModes: PulseDamage: 14 1d3 timesMaximum Pulses: 4Pulse Grouping: +1 per 5Range Penalty: -1 per 3 hexesFire Control: +3/+3/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

2225 2248

22352226

PRIMARY HITS1-9: Primary Struct10-11: Thruster12: heavy weapon�13-14: med weapon�15-16: light weapon�17-18: Sensors19-20: Reactor

4

Laser CutterClass: LaserModes: Raking (6)Damage: 4d10+2Range Penalty: -1 per 2 hexesFire Control: +2/+1/-2Intercept Rating: n/aRate of Fire: 1 per 3 turns

Page 45: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

PRIMARY HITS1-10: Primary Struct11-13: Laser14-15: Light Particle Beam16-17: Sensors18-20: Reactor

Abbai /FHU Defender OSAT (4)MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: OSATIn Service: 2170/2206Point Value: 100/125Ramming Factor: 15Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 7Stb/Port Defense: 7Engine Efficiency: N/AExtra Power: 0Initiative Bonus: +12

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

3

3

4

3

2

22 131 2

4 5

1 1

3

3

4

3

2

22 131 2

4 5

1 1

Version 1: 2E/DW

4

Laser CutterClass: LaserModes: Raking (6)Damage: 4d10+2Range Penalty: -1 per 2 hexesFire Control: +2/+1/-2Intercept Rating: n/aRate of Fire: 1 per 3 turns

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

3

3

4

3

2

22 131 2

1 1

3

3

4

3

2

22 131 2

1 1

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

Page 46: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

Fhu alpha Serie FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

1

SPECSClass: Heavy FightersIn Service: 2155�Point Value: 32eachRamming Factor: 18Jinking Limit: 6 Levels

COMBAT STATSFwd/Aft Defense: 8Stb/Port Defense: 8�Free Thrust: 5�Offensive Bonus: +2Initiative Bonus: +10

0

011

ARMOR

WEAPON DATAPlasma blasterNumber of Guns: 2 (Linked)Damage: 1d3+2 -1/hex�Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

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Ftr #1

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Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

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5

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

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Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

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7

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

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8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Version 2: 2E/SF2

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

WEAPON DATAUltralight Particle BeamNumber of Guns: 2 (Linked)Damage: 1d6+1Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

WEAPON DATALight Particle GunNumber of Guns: 2 (Linked)Damage: 1d6+2Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

The upgrade weapon can be upgrade freesince this figther is so old we cant upgrade the OB or IB but thrust can.2155-5 thrust�2169-6 thrust�2201-7 thrust�but 7 point of thrust is the� max�as far as weapon plasma balster 2180�ultralight Particle beam 2190�light particle gun 2210�

Page 47: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

Fhu beta Serie FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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1

SPECSClass: Heavy FightersIn Service: 2185�Point Value: 38 eachRamming Factor: 18Jinking Limit: 6 Levels

COMBAT STATSFwd/Aft Defense: 8Stb/Port Defense: 7�Free Thrust: 7�Offensive Bonus: +3Initiative Bonus: +14

2

211

ARMOR

WEAPON DATAPlasma blasterNumber of Guns: 2 (Linked)Damage: 1d3+2 -1/hex�Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

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2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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3

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

4

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

5

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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6

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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7

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Version 2: 2E/SF2

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

WEAPON DATAUltralight Particle BeamNumber of Guns: 2 (Linked)Damage: 1d6+1Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

WEAPON DATALight Particle GunNumber of Guns: 2 (Linked)Damage: 1d6+2Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

Page 48: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

Fhu /Mig 1200 Floh Light FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/2 Speed�Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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1

SPECSClass: Light FightersIn Service: 2235�Point Value:28 eachRamming Factor: 14Jinking Limit: 10 Lvls

COMBAT STATSFwd/Aft Defense: 6Stb/Port Defense: 5Free Thrust: 16�Offensive Bonus: +3Initiative Bonus: +17

2

111

ARMOR

WEAPON DATAlight BolterNumber of Guns: 2 (Linked)Damage: 1d6+2�Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

TM & C 2000 WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

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2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

3

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

4

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

5

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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6

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

7

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Version 2: 2E/SF

WEAPON DATAUltralight Particle BeamNumber of Guns: 2 (Linked)Damage: 1d6+1Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

Page 49: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

Fhu Me 409 Stosser Medium Fighters mk12MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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1

SPECSClass: Med. FightersIn Service: 2230�Point Value: 40 eachRamming Factor: 18Jinking Limit: 8 Lvls

COMBAT STATSFwd/Aft Defense: 7Stb/Port Defense: 9Free Thrust: 12�Offensive Bonus: +4�Initiative Bonus: +16

2

122

ARMOR

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

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2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

3

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

4

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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5

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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7

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

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8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Version 1: 2E/RPP

WEAPON DATA(impr)light bolter Number of Guns: 2 (Linked)Class: particle�Damage: 1d6+3�Range Penalty: -2 per hexFire Control: n/aRate of Fire: 1 per turn

SPECIAL NOTESCan carry 4 Y-missiles

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Page 50: Chapter 1: Free Human union - Fire Nebula · 2006. 3. 12. · After the Dilgar war the FHU underwent a renacessance of technology, FHU ships were outfitted with Dilgar weapons and

FHU SU-2000 Advance FigtherMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

1

SPECSClass: Heavy FightersIn Service: 2260�Point Value: 55 eachRamming Factor: 18Jinking Limit: 6 Levels

COMBAT STATSFwd/Aft Defense: 8Stb/Port Defense: 7Free Thrust: 12Offensive Bonus: +5�Initiative Bonus: +16

3

222

ARMOR

WEAPON DATALight Bolt CannonNumber of Guns: 2 (Linked)Class: PulseDamage: 1d6+4Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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3

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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4

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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5

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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6

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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7

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

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8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Version 1: 2E/DW

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SPECIAL NOTESCan carry 4 missilesLaunch rate 2 per turnNavigator available

Basic Fighter MissileCost: 8 Combat PointsClass: BallisticDamage: 10Max Range: 10 hexesFire Control: n/aIntercept Rating: n/a