Na Fleets Pre

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FLEETS OF THE FADING SUNS FLEETS OF THE FADING SUNS S PECIAL P REVIEW After the fall of the Second Republic, many of the worlds of Human Space were lost behind sealed jumpgates. Only in the Known Worlds has civilisation maintained a tenuous hold against a plunge into barbarism – or so the nobles and Church would have others believe. In truth, other star-faring nations exist in fractured jumpwebs throughout space and some of these distant kingdoms are no longer content to stay put. The riches of the Known Worlds lure them – just as the Empire reaches out for more planets to rule. F LEETS OF THE F ADING S UNS Fleets of the Fading Suns is designed to expand your games, allow you to meet new and interesting fleets and hammer them with noble zeal! The book starts with a range of new rules and ships to expand the fleets of the Noble Houses, permitting your ships to carry specialised troop types, throw martyr fighters into the fray and reinforce your squadrons with a range of new vessels, such as the mighty Hazat Shamshir strike cruiser and the Li Halan Naga grand cruiser. We also introduce psychics and theurgy, harnessing the power of the occult to bring a whole new dimension to the game. Fleets of the Fading Suns also introduces four new fleets including the dominating Church, as well as three from further afield – the ‘barbaric’ Kurgan and Vuldrock, and the alien Vau. Every new fleet plays in a very different manner to those of the Noble Houses and comes with a range of new rules and ships to reflect their style of war. Fleets of the Fading Suns expands A Call to Arms: Noble Armada in a host of new directions, allowing you to span the galaxy as you dominate your foes and reap the rewards.

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Transcript of Na Fleets Pre

FLEETS OF THE FADING SUNSFLEETS OF THE FADING SUNS

SPECIAL PREVIEW

After the fall of the Second Republic, many of the worlds of Human Space were lost behind sealed jumpgates. Only in the Known Worlds has civilisation maintained a tenuous hold against a plunge into barbarism – or so the nobles and Church would have others believe. In truth, other star-faring nations exist in fractured jumpwebs throughout space and some of these distant kingdoms are no longer content to stay put. The riches of the Known Worlds lure them – just as the Empire reaches out for more planets to rule.

FLEETS OF THE FADING SUNSFleets of the Fading Suns is designed to expand your games, allow you to meet new and interesting fleets and hammer them with noble zeal!

The book starts with a range of new rules and ships to expand the fleets of the Noble Houses, permitting your ships to carry specialised

troop types, throw martyr fighters into the fray and reinforce your squadrons with a range of new vessels, such as the mighty Hazat Shamshir strike cruiser and the Li Halan Naga grand cruiser. We also introduce psychics and theurgy, harnessing the power of the occult to bring a whole new dimension to the game.

Fleets of the Fading Suns also introduces four new fleets including the dominating Church, as well as three from further afield – the ‘barbaric’ Kurgan and Vuldrock, and the alien Vau.

Every new fleet plays in a very different manner to those of the Noble Houses and comes with a range of new rules and ships to reflect their style of war. Fleets of the Fading Suns expands A Call to Arms: Noble Armada in a host of new directions, allowing you to span the galaxy as you dominate your foes and reap the rewards.

REINFORCEMENTS

HOUSE HAWKWOOD

Aurora-class Steal th Fighter 25 Points

Speed: 8Turn: SMHull: 3Shields: 1Damage: 1Ramming: 0Dogfight: –2Traits: Dodge 4+, Fighter, Stealth 4+

Weapon Range Arc AD SpecialMicro-Torpedoes 4 T 2 Guided, Multihit 2, One-Shot, Slow

Though true technological breakthroughs or discoveries are rare in the universe of the Fading Suns, there is little that will stop one Noble House trying to gain an edge over a rival. Each fleet will strain its resources to acquire new and unique ships, enhance its

fighters and shipboard troops, or recruit psychics and theurgists into its ranks.Use such tools to surpass your opponents, take the advantage and lead your fleet to victory.

Sawf ly-class Command Frigate 150 Points

Speed: 12Turn: 2/45o

Hull: 5Shields: 3Damage: 18/6Ramming: 2Troops: 4Craft: NoneTraits: Command +1

Weapon Range Arc AD SpecialGrapple Gun — F — —Missile Launchers 28 T 2 Guided, SlowLight Lasers 24 P 4 Accurate, Burn-out, PreciseLight Lasers 24 S 4 Accurate, Burn-out, Precise

HOUSE DECADOS

Donatel lo-class Gunship 25 Points

Speed: 8Turn: SMHull: 5Shields: 2Damage: 1Ramming: 0Dogfight: –2Traits: Dodge 5+, Fighter

Weapon Range Arc AD SpecialMeson Tubes 2 T 2 Devastating, Multihit 2, One-ShotMicro-Torpedo 4 T 1 Guided, Multihit 2, One-Shot, Slow

Leonardo-class Monitor 75 Points

Speed: 10Turn: 1/45o

Hull: 4Shields: 2Damage: 18/6Ramming: 2Troops: 1Craft: NoneTraits: None

Weapon Range Arc AD SpecialLight Meson Cannon 15 F 1 Devastating +1, Multihit 4Medium Blasters 24 P 2 Burn-out, Multihit 2Medium Blasters 24 S 2 Burn-out, Multihit 2

HOUSE HAZAT

Immor tal -c lass Boarding Shutt le 15 Points

Speed: 8Turn: SMHull: 5Shields: 1Damage: 1Ramming: 0Dogfight: –2Traits: Dodge 4+, Fighter

Weapon Range Arc AD SpecialPoint Slug Gun 2 T 1 Weak

Troops: The Immortal carries 2 Troops at the beginning of the battle (which may be upgraded as normal) and may ‘rearm’ by taking new Troops from a carrier.Boarding: The Immortal will make a boarding action as soon as it moves on to an enemy ship. Gatling Lasers may be used against the Immortal itself but not against the troops on board. No grapple needs to be made and the Troops will be able

to attack the defenders in the Boarding Phase.

Allat -c lass Escor t 80 Points

Speed: 12Turn: 2/45o

Hull: 4Shields: 2Damage: 18/6Ramming: 2Troops: 6Craft: NoneTraits: Escort

Weapon Range Arc AD SpecialGrapple Gun — F — —Light Blasters 16 P 3 Burn-out, Multihit 2Light Blasters 16 S 3 Burn-out, Multihit 2Gatling Laser — T — —Gatling Lasers x 3 — P — —Gatling Lasers x 3 — S — —

HOUSE LI-HALAN

Naga-class Grand Cr uiser 500 Points

Speed: 5Turn: 1/45o

Hull: 5Shields: 5Damage: 54/18Ramming: 7Troops: 12*Craft: NoneTraits: Lumbering

Weapon Range Arc AD SpecialEM Pulse Guns 24 T 3 Double BurnHeavy Blasters 32 T 3 Burn-out, Multihit 3Heavy Blasters 32 T 3 Burn-out, Multihit 3Light Meson Cannon 15 F 2 Devastating +1, Multihit 4Heavy Lasers 36 P 6 Accurate, Burn-out, Multihit 2, PreciseHeavy Lasers 36 S 6 Accurate, Burn-out, Multihit 2, PreciseGatling Lasers x2 — P — —Gatling Lasers x2 — S — —Grapple Guns x2 — P — —Grapple Guns x2 — S — —

* The Naga’s Troops comprise 6 Marines and 6 Marauders.

Shamshir-c lass Str ike Cr uiser 380 Points

Speed: 10Turn: 1/45o

Hull: 5Shields: 4Damage: 42/14Ramming: 6Troops: 10Craft: 2Traits: Carrier 2

Weapon Range Arc AD SpecialHeavy Blasters 32 T 3 Burn-out, Multihit 3Heavy Blasters 32 T 3 Burn-out, Multihit 3Light Blasters 16 P 6 Burn-out, Multihit 2Light Blasters 16 S 6 Burn-out, Multihit 2Gatling Lasers — P — —Gatling Lasers — S — —Grapple Gun — P — —Grapple Gun — S — —

* The Shamshir’s Troops comprise 6 Marines and 4 Marauders.

HOUSE AL-MALIK

Wraith-class Steal th Destroyer 220 Points

Speed: 10Turn: 1/45o

Hull: 3Shields: 4Damage: 30/10Ramming: 3Troops: 12Craft: NoneTraits: Stealth 4+, Think Machine

Weapon Range Arc AD SpecialTorpedo Launchers 32 F 3 Guided, Multihit 2, SlowRocket Launchers 20 P 10 Inaccurate, SlowRocket Launchers 20 S 10 Inaccurate, SlowGrapple Gun — P — —Grapple Gun — S — —

Rashid-class Escor t Carrier 100 Points

Speed: 12Turn: 2/90o

Hull: 3Shields: 3Damage: 21/7Ramming: 2Troops: 4Craft: 4Traits: Carrier 1, Think Machine

Weapon Range Arc AD SpecialMissile Launchers 28 T 2 Guided, SlowRocket Launchers 20 P 4 Inaccurate, SlowRocket Launchers 20 S 4 Inaccurate, SlowGrapple Gun — F — —

NEW RULESNEW RULESWEAPON TRAITSHeat Blaster: Against a target with active Shields, a Heat Blaster will have the Inaccurate trait. However, it also counts as a Slow weapon. In addition, if a Heat Blaster causes any Critical Hits, it will automatically raise the Critical Score of the Crew location by +1 as well.

Tractor: All Tractor weapons ignore Shields. A Tractor weapon that has successfully hit a target will temporarily suffer –1 penalty to its Speed. In addition, if a Tractor weapon hits the same target in the next Attack Phase, this penalty increases by a further –1. So long as at least one Tractor weapon successfully hits the same target every turn, its Speed will eventually be reduced to 0.

A target’s Speed immediately returns to normal at the end of any Attack Phase in which a Tractor weapon fails to hit it. Multiple Tractor weapons hitting the same target will have no additional effect – a ship will not have its Speed reduced any further or faster.

SHIP TRAITSEscort: This ship is designed with advanced systems and focussed gatling lasers that are designed to protect other ships in the fleet. Any gatling lasers that have a friendly ship within 4 inches and within their arc of fire may be used to protect that ship as if they

were actually mounted upon it. They may be used to defend against fighters, grapple lines and boarders as normal but may still only be used once per turn for each type of defence.

Suicide Fighter: A craft with this trait is treated as though it had the Fighter trait in all respects. However, it is packed full of explosives and may intentionally ram other ships. To ram another ship (or Fighter) simply move the Suicide Fighter into base contact with it. The enemy ship may use its Dodge trait if it has one but otherwise immediately roll the Suicide Fighter’s bomb Attack Dice against the target. Remove the Suicide Fighter as a casualty, unless the target successfully dodged it. A Suicide Fighter that rams an enemy ship yields Victory Points as normal for a destroyed fighter and may not be recovered by a ship with the Carrier trait.

WEAPONRYWeapon Range SpecialLight Heat Blaster 15 Heat BlasterMedium Heat Blaster 20 Heat Blaster, Multihit 2Heavy Heat Blaster 30 Heat Blaster, Multihit 3Light Slug Gun – Shell 8 Accurate, Burn-out,Medium Slug Gun – Shell 12 Accurate, Burn-out,

Multihit 2Heavy Slug Gun - Shell 16 Accurate, Burn-out,

Multihit 3Tractor Beam 10 Tractor

A traveller from the Empire of Alexius Hawkwood will be struck by the dazzling contrasts found among the worlds of the Kurga Caliphate. Breathtaking luxury lives alongside abject poverty; plump, perfumed hedonists take counsel with skeletal ascetics; refinement, piety and civility mark every social interaction, while crimes are punished with gut-wrenching brutality. To Known Worlders, Kurgan space is a lawless, barbarous region, devoid of any guidance from the Royal Houses or inspiration from the Universal Church, where even the Merchant League hesitates to trade.

The peoples of the Caliphate, however, look upon the Known Worlds with similar feelings. In their view, Kurgan society is the most perfected of all cultures, the last bastion of enlightenment in a chaotic universe. Everybody occupies a place in the well-ordered social system, directed by the wise and beneficent Caliph who rules in the name of the Maker of Stars.

Options and UpgradesThe following are optional upgrades available to the Kurgan:

THE KURGAN FLEETElite Marines: Any Kurgan ship may replace all of its Troops with Elite Marines for +2 points per Troop. This may be combined with Cyber Troops.Grimsons: Any Kurgan ship may replace any of its Troops with Grimsons for +5 points per Troop.Occult School of El-Din: One ship for every 1,000 points or part of in the fleet may purchase a Psychic Crew at a cost of +20 points per level (maximum of 6).

KURGAN INITIATIVE: +1

Attakhan-class Fighter 10 pointsBogatyr-class Multi-role Fighter 15 pointsKhangard-class Martyr Fighter 15 pointsMujahidin -class Raider 60 pointsQawwas-class Frigate 100 pointsSheerkhur-class Galliot 120 pointsKhabir-class Light Carrier 125 pointsYildugh-class Destroyer 150 pointsArigaba-class Carrier 300 pointsJuhangiz-class Cruiser 380 pointsKublai-class Dreadnought 550 points

Attakhan-class Fighter 10 Points

Speed: 20Turn: SMHull: 3Shields: 0Damage: 1Ramming: 0Dogfight: +2Traits: Dodge 2+, Fighter

Weapon Range Arc AD SpecialPoint Slug Gun 2 T 1 Weak

Bogatyr-class Mult i - role Fighter 15 Points

Speed: 12Turn: SMHull: 4Shields: 0Damage: 1Ramming: 0Dogfight: +1Traits: Dodge 3+, Fighter

Weapon Range Arc AD SpecialPoint Slug Gun 2 T 2 WeakMicro-Torpedoes 4 T 1 Guided, Multihit 2, One-Shot, Slow

Khangard-class Mar tyr Fighter 15 Points

Speed: 12Turn: SMHull: 4Shields: 0Damage: 1Ramming: 0Dogfight: -2Traits: Dodge 4+, Suicide Fighter

Weapon Range Arc AD SpecialBomb — — 1 Accurate, Devastating +1, Guided, Multihit D6,

One-Shot, Slow

Mujahidin -c lass Raider 60 Points

Speed: 12Turn: 2/45o

Hull: 4Shields: 3Damage: 15/4Ramming: 2Troops: 2Craft: NoneTraits: Raider

Weapon Range Arc AD SpecialGrapple Gun — F — —Light Heat Blaster 15 T 1 Heat BlasterLight Heat Blasters 15 P 2 Heat BlasterLight Heat Blasters 15 S 2 Heat Blaster

Qawwas-class Frigate 100 Points

Speed: 12Turn: 2/45o

Hull: 4Shields: 3Damage: 22/6Ramming: 2Troops: 8Craft: NoneTraits: None

Weapon Range Arc AD SpecialGrapple Gun — F — —Medium Heat Blasters 20 T 2 Heat Blaster, Multihit 2Rocket Launchers 20 P 10 Inaccurate, SlowRocket Launchers 20 S 10 Inaccurate, SlowGrapple Gun — P — —Grapple Gun — S — —

Sheerkhur-class Gall iot 120 Points

Speed: 12Turn: 2/45o

Hull: 4Shields: 3Damage: 26/7Ramming: 3Troops: 10*Craft: NoneTraits: None

Weapon Range Arc AD SpecialGrapple Gun — F — —Rocket Launchers 20 P 5 Inaccurate, SlowRocket Launchers 20 S 5 Inaccurate, SlowGrapple Gun x2 — P — —Grapple Gun x2 — S — —

* The Sheerkhur’s Troops comprise 6 Marines and 4 Grimsons.

Khabir-c lass Light Carrier 125 Points

Speed: 8Turn: 1/45o

Hull: 4Shields: 4Damage: 36/10Ramming: 4Troops: 10Craft: 8Traits: Carrier 2, Command +1

Weapon Range Arc AD SpecialGrapple Gun — F — —Medium Heat Blasters 20 T 2 Heat Blaster, Multihit 2Medium Heat Blasters 20 P 3 Heat Blaster, Multihit 2Medium Heat Blasters 20 S 3 Heat Blaster, Multihit 2

Yildugh-class Destroyer 150 Points

Speed: 12Turn: 2/45o

Hull: 5Shields: 4Damage: 36/10Ramming: 5Troops: 9Craft: NoneTraits: None

Weapon Range Arc AD SpecialGrapple Gun — F — —Medium Heat Blasters 20 T 2 Heat Blaster, Multihit 2Medium Heat Blasters 20 T 2 Heat Blaster, Multihit 2Rocket Launchers 20 P 12 Inaccurate, SlowRocket Launchers 20 S 12 Inaccurate, SlowGrapple Gun — P — —Grapple Gun — S — —

Arigaba-class Carrier 300 Points

Speed: 8Turn: 1/45o

Hull: 4Shields: 4Damage: 51/14Ramming: 5Troops: 8Craft: 16Traits: Carrier 4, Command +1,

Weapon Range Arc AD SpecialHeavy Heat Blasters 30 T 3 Heat Blaster, Multihit 3Medium Heat Blasters 20 P 3 Heat Blaster, Multihit 2Medium Heat Blasters 20 S 3 Heat Blaster, Multihit 2Gatling Lasers — P — —Gatling Lasers — S — —Grapple Gun — P — —Grapple Gun — S — —

Juhangiz-class Cr uiser 380 Points

Speed: 8Turn: 1/45o

Hull: 5Shields: 4Damage: 51/14Ramming: 6Troops: 12Craft: NoneTraits: Lumbering

Weapon Range Arc AD SpecialTorpedo Launchers 32 T 3 Guided, Multihit 2, SlowTorpedo Launchers 32 T 3 Guided, Multihit 2, SlowMissile Launchers 28 P 3 Guided, SlowMissile Launchers 28 S 3 Guided, SlowMedium Heat Blasters 20 P 4 Heat Blaster, Multihit 2Medium Heat Blasters 20 S 4 Heat Blaster, Multihit 2Gatling Lasers — P — —Gatling Lasers — S — —Grapple Guns x2 — P — —Grapple Guns x2 — S — —

Kublai -c lass Dreadnought 550 Points

Speed: 8Turn: 1/45o

Hull: 5Shields: 6Damage: 90/25Ramming: 9Troops: 18 *Craft: 4Traits: Carrier 2, Lumbering

Weapon Range Arc AD SpecialTorpedo Launchers 32 T 3 Guided, Multihit 2, SlowTorpedo Launchers 32 T 3 Guided, Multihit 2, SlowTorpedo Launchers 32 T 3 Guided, Multihit 2, SlowMedium Heat Blasters 20 P 5 Heat Blaster, Multihit 2Medium Heat Blasters 20 S 5 Heat Blaster, Multihit 2Heavy Heat Blasters 30 P 4 Heat Blaster, Multihit 3Heavy Heat Blasters 30 S 4 Heat Blaster, Multihit 3Grapple Guns x2 — P — —Grapple Guns x2 — S — —Gatling Lasers x2 — P — —Gatling Lasers x2 — S — —

* The Kublai’s Troops comprise 12 Marines and 6 Grimsons.

The Vuldrok Star-Nation is composed of the fierce warrior peoples of Fingisvold, Frost, Hargard, Raven and Wolf ’s Lament, and Vuldrok conquerors have founded colonies on Gwynneth, Leminkainen and Antioch. The title of Star-Nation, however, is something of a misnomer, for the Vuldrok are hardly a united power and the Vuldrok themselves are not one people. Their worlds are a fusion of many peoples and nations, loosely united by language and culture. Lacking centralised power, the Vuldrok war with each other as much as they raid the rich trade routes of the Known Worlds and Kurgan Caliphate. Their origins are known only dimly, through oral legends, the truth of which is lost in that time of darkness between the Fall of the Second Republic and the rise of the Kurgan Caliphate.

Special RulesThe following special rules apply to the Vuldrok fleet.

Armour: The Vuldrok have few shipyards capable of building vessels with shield technology and, in any case, generally prefer to board their enemies than trade fire. Instead, their ships are heavily reinforced with armour.

A Vuldrok ship will count any roll on the Attack Table equal to or less than its Armour score as a Bulkhead hit, and will then take no damage.

For example, the Froljir galliot has an Armour score of 3. If a Light Laser (a precise weapon) hits the galliot, causing a roll on the Attack Table, a roll of a 1 or a 2 will result in no damage taken at all (normaly it would be a roll of a 1,2 or 3, but the Precise trait of the light laser adds one to the roll).

In addition Vuldrok ships ignore damage on a 4 or more when using the Close Blast Doors! Special Action.

If an armoured ship uses the All Power To Engines! Special Action, roll a dice. On a 5 or more its Armour score will be reduced by 1 (to a minimum of 1) as it is worn down by impacts from micro-meteorites and other debris.

Any Critical Hits rolled against Shields on a Vuldrok ship will be ignored.

Vuldrok ships cannot use the Bring Battle Shields Online! Special Action and ignore all references to Shields in other critical Hit Locations. Weak weapons cannot affect a Vuldrok ship.

Slug Guns: The Vuldrok tend to use their slug guns in a different fashion than fl eets form the Known Worlds. They have access to specially designed explosive shell charges that are capable of burning out shields. Whenever a Vuldrok ship fi res a slug gun, its player may

decide whether to fi re solid shot (using the characteristics given in the ship description) or explosive shot, using the characteristics that follow. The Arc and Attack Dice of the slug gun will remain the same.

Runecasters: Runecasters use the same rules as for Psychic Crews and Theurgic Crews, except the ship will have the Runecaster X trait. For every level of Runecaster, the ship may take one of the following runes. Runes follow all the rules for Psychic and Theurgic Powers.

Concealing Rune: The ship gains the Stealth 4+ trait for this turn.

Knowing Rune: The player can either move one other ship at the same time as this one, or force his opponent to move one ship of his choice at any point during the Movement Phase, out of the normal initiative sequence.

Making Rune: The ship either reduces the Critical Score of one location by 1, or repairs D6 Damage points.

Revealing Rune: The ship gains the Scout trait for this turn. If the ship already has the Scout trait, it gains a +1 bonus to all Crew Quality checks made when using Scout that turn. Either way, the ship does not need line of sight in order to use its Scout trait.

Shielding Rune: Can automatically negate one Psychic or Theurgic Power used against it this turn.

Travelling Rune: The ship can either move through Stellar Debris with no negative effects (will not suffer damage in an asteroid field, for example), or it can teleport this turn instead of moving normally. Treat it as Turns SM but its Speed will be halved.

Shaping Rune: The ship gains +1 Troops for this turn.

Unmaking Rune: Choose one enemy ship within 12 inches. The Hull of the enemy ship is reduced by –1 this turn. In addition, all Burn-Out weapons fired against will be treated as Double Burn weapons instead.

Options and UpgradesThe following are optional upgrades available to the Vuldrok:

Elite Marines: Any Vuldrok ship may replace all of its Troops with Elite Marines for +2 points per Troop.

Runecaster: One ship in every 1,000 points or part of may include a Runecaster. The Runecaster trait will cost +30 points per level of Runecaster, up to a maximum of 5.

THE VULDROK FLEET

VULDROK INITIATIVE: +1

Myrkwyrm-class Explorer 30 pointsDarraor-class Frigate 75 pointsHadruk-class Frigate 100 pointsFroljir-class Galliot 120 pointsLangskip-class Destroyer 180 pointsSlatra Konungr-class Dreadnought 750 points

Weapon Range SpecialLight Slug Gun – Shell 8 Accurate, Burn-out,Medium Slug Gun – Shell 12 Accurate, Burn-out, Multihit 2Heavy Slug Gun - Shell 16 Accurate, Burn-out, Multihit 3

Myrkwyrm-class Explorer 40 Points

Speed: 16Turn: 2/90o

Hull: 3Armour: 2Damage: 9/2Ramming: 2Troops: 2 (3)*Craft: NoneTraits: Agile

Weapon Range Arc AD SpecialGrapple Gun x 2 — T — —

* The Vuldrok Captain joins all boarding parties. While he does this, the Ship suffers a –1 penalty to all Crew Quality checks until the Captain rejoins the ship. The Captain counts as an Elite Troop.

Darraor-class Frigate 75 Points

Speed: 14Turn: 2/90o

Hull: 3Armour: 1Damage: 16/5Ramming: 3Troops: 8Craft: NoneTraits: Agile

Weapon Range Arc AD SpecialGrapple Gun — F — —Light Slug Guns 12 P 5 Accurate, Multihit 2Light Slug Guns 12 S 5 Accurate, Multihit 2

Hadr uk-class Frigate 100 Points

Speed: 12Turn: 2/45o

Hull: 4Armour: 2Damage: 18/5Ramming: 4Troops: 8Craft: NoneTraits: None

Weapon Range Arc AD SpecialGrapple Gun — F — —Light Slug Guns 12 P 5 Accurate, Multihit 2Light Slug Guns 12 S 5 Accurate, Multihit 2Grapple Gun — P — —Grapple Gun — S — —

Frol j i r -c lass Gall iot 120 Points

Speed: 12Turn: 2/90o

Hull: 4Armour: 3Damage: 21/6Ramming: 5Troops: 12Craft: NoneTraits: None

Weapon Range Arc AD SpecialGrapple Gun — F — —Light Slug Guns 12 P 2 Accurate, Multihit 2Light Slug Guns 12 S 2 Accurate, Multihit 2Grapple Guns x3 — P — —Grapple Guns x3 — S — —

Langskip-class Destroyer 180 Points

Speed: 12Turn: 2/45o

Hull: 5Armour: 3Damage: 30/8Ramming: 7Troops: 12Craft: NoneTraits: None

Weapon Range Arc AD SpecialGrapple Gun — F — —Medium Slug Guns 18 T 4 Accurate, Multihit 3Medium Slug Guns 18 P 3 Accurate, Multihit 3Medium Slug Guns 18 S 3 Accurate, Multihit 3Grapple Guns x2 — P — —Grapple Guns x2 — S — —

Slatra Konungr-class Dreadnought 550 Points

Speed: 8Turn: 1/45o

Hull: 5Armour: 3Damage: 75/20Ramming: 12Troops: 20Craft: NoneTraits: None

Weapon Range Arc AD SpecialGrapple Guns x3 — F — —Heavy Slug Guns 24 T 3 Accurate, Multihit 3Heavy Slug Guns 24 T 3 Accurate, Multihit 3Heavy Slug Guns 24 T 3 Accurate, Multihit 3Medium Slug Guns 18 P 10 Accurate, Multihit 3Medium Slug Guns 18 S 10 Accurate, Multihit 3Gatling Laser — P — —Gatling Laser — S — —Grapple Guns x3 — P — —Grapple Guns x3 — S — —

The Rack-class Frigate 100 Points

Speed: 8Turn: 1/45o

Hull: 4Shields: 3Damage: 18/6Ramming: 2Troops: 4Craft: NoneTraits: None

Weapon Range Arc AD SpecialGrapple Gun — F — —Gremlin Guns 12 T 2 Disable, SlowMedium Heat Blasters 20 P 4 Heat Blaster, Multihit 2Medium Heat Blasters 20 S 4 Heat Blaster, Multihit 2

THE CHURCH FLEETNo single institution has as much impact on day-to-day life in the Known Worlds than does the Church. Despite the Church’s many factions and sects, the average peasant sees it as a giant monolith, dedicated to saving humanity from the evil inherent in the universe. As far as commoners can tell, all priests, bishops, archbishops and patriarchs work

toward the same goal, hand-in-hand, fighting evil together. Never mind the fact that they call one another heretics; the Church itself is good. The peasants’ view only changes when someone tries to replace the sect of their ancestors with a new one.