Noble Armada Ship

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FLEETS 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 SUNS
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.
REINFORCEMENTS
HOUSE HAWKWOOD
Aurora- cl ass St eal t h Fi ght er 25 Poi nt s
Speed: 8
Turn: SM
Hull: 3
Shields: 1
Damage: 1
Ramming: 0
Dogfight: 2
Traits: Dodge 4+, Fighter, Stealth 4+
Weapon Range Arc AD Special
Micro-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- cl ass Command Fri gat e 150 Poi nt s
Speed: 12
Turn: 2/45
o
Hull: 5
Shields: 3
Damage: 18/6
Ramming: 2
Troops: 4
Craft: None
Traits: Command +1
Weapon Range Arc AD Special
Grapple Gun F
Missile Launchers 28 T 2 Guided, Slow
Light Lasers 24 P 4 Accurate, Burn-out, Precise
Light Lasers 24 S 4 Accurate, Burn-out, Precise
HOUSE DECADOS
Donat el l o- cl ass Gunshi p 25 Poi nt s
Speed: 8
Turn: SM
Hull: 5
Shields: 2
Damage: 1
Ramming: 0
Dogfight: 2
Traits: Dodge 5+, Fighter
Weapon Range Arc AD Special
Meson Tubes 2 T 2 Devastating, Multihit 2, One-Shot
Micro-Torpedo 4 T 1 Guided, Multihit 2, One-Shot, Slow
Leonardo- cl ass Moni t or 75 Poi nt s
Speed: 10
Turn: 1/45
o
Hull: 4
Shields: 2
Damage: 18/6
Ramming: 2
Troops: 1
Craft: None
Traits: None
Weapon Range Arc AD Special
Light Meson Cannon 15 F 1 Devastating +1, Multihit 4
Medium Blasters 24 P 2 Burn-out, Multihit 2
Medium Blasters 24 S 2 Burn-out, Multihit 2
HOUSE HAZAT
Immor t al - cl ass Boardi ng Shut t l e 15 Poi nt s
Speed: 8
Turn: SM
Hull: 5
Shields: 1
Damage: 1
Ramming: 0
Dogfight: 2
Traits: Dodge 4+, Fighter
Weapon Range Arc AD Special
Point 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.
Al l at - cl ass Escor t 80 Poi nt s
Speed: 12
Turn: 2/45
o
Hull: 4
Shields: 2
Damage: 18/6
Ramming: 2
Troops: 6
Craft: None
Traits: Escort
Weapon Range Arc AD Special
Grapple Gun F
Light Blasters 16 P 3 Burn-out, Multihit 2
Light Blasters 16 S 3 Burn-out, Multihit 2
Gatling Laser T
Gatling Lasers x 3 P
Gatling Lasers x 3 S
HOUSE LI-HALAN
Naga- cl ass Grand Cr ui ser 500 Poi nt s
Speed: 5
Turn: 1/45
o
Hull: 5
Shields: 5
Damage: 54/18
Ramming: 7
Troops: 12*
Craft: None
Traits: Lumbering
Weapon Range Arc AD Special
EM Pulse Guns 24 T 3 Double Burn
Heavy Blasters 32 T 3 Burn-out, Multihit 3
Heavy Blasters 32 T 3 Burn-out, Multihit 3
Light Meson Cannon 15 F 2 Devastating +1, Multihit 4
Heavy Lasers 36 P 6 Accurate, Burn-out, Multihit 2, Precise
Heavy Lasers 36 S 6 Accurate, Burn-out, Multihit 2, Precise
Gatling Lasers x2 P
Gatling Lasers x2 S
Grapple Guns x2 P
Grapple Guns x2 S
* The Nagas Troops comprise 6 Marines and 6 Marauders.
Shamshi r- cl ass St ri ke Cr ui ser 380 Poi nt s
Speed: 10
Turn: 1/45
o
Hull: 5
Shields: 4
Damage: 42/14
Ramming: 6
Troops: 10
Craft: 2
Traits: Carrier 2
Weapon Range Arc AD Special
Heavy Blasters 32 T 3 Burn-out, Multihit 3
Heavy Blasters 32 T 3 Burn-out, Multihit 3
Light Blasters 16 P 6 Burn-out, Multihit 2
Light Blasters 16 S 6 Burn-out, Multihit 2
Gatling Lasers P
Gatling Lasers S
Grapple Gun P
Grapple Gun S
* The Shamshirs Troops comprise 6 Marines and 4 Marauders.
HOUSE AL-MALIK
Wrai t h- cl ass St eal t h Dest royer 220 Poi nt s
Speed: 10
Turn: 1/45
o
Hull: 3
Shields: 4
Damage: 30/10
Ramming: 3
Troops: 12
Craft: None
Traits: Stealth 4+, Think Machine
Weapon Range Arc AD Special
Torpedo Launchers 32 F 3 Guided, Multihit 2, Slow
Rocket Launchers 20 P 10 Inaccurate, Slow
Rocket Launchers 20 S 10 Inaccurate, Slow
Grapple Gun P
Grapple Gun S
Rashi d- cl ass Escor t Car ri er 100 Poi nt s
Speed: 12
Turn: 2/90
o
Hull: 3
Shields: 3
Damage: 21/7
Ramming: 2
Troops: 4
Craft: 4
Traits: Carrier 1, Think Machine
Weapon Range Arc AD Special
Missile Launchers 28 T 2 Guided, Slow
Rocket Launchers 20 P 4 Inaccurate, Slow
Rocket Launchers 20 S 4 Inaccurate, Slow
Grapple Gun F
NEW RULES
WEAPON TRAITS
Heat 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 targets 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 TRAITS
Escort: 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 Fighters 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.
WEAPONRY
Weapon Range Special
Light Heat Blaster 15 Heat Blaster
Medium Heat Blaster 20 Heat Blaster, Multihit 2
Heavy Heat Blaster 30 Heat Blaster, Multihit 3
Light Slug Gun Shell 8 Accurate, Burn-out,
Medium Slug Gun Shell 12 Accurate, Burn-out,
Multihit 2
Heavy Slug Gun - Shell 16 Accurate, Burn-out,
Multihit 3
Tractor 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 Upgrades
The following are optional upgrades available to the Kurgan:
THE KURGAN FLEET
Elite 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 points
Bogatyr-class Multi-role Fighter 15 points
Khangard-class Martyr Fighter 15 points
Mujahidin -class Raider 60 points
Qawwas-class Frigate 100 points
Sheerkhur-class Galliot 120 points
Khabir-class Light Carrier 125 points
Yildugh-class Destroyer 150 points
Arigaba-class Carrier 300 points
Juhangiz-class Cruiser 380 points
Kublai-class Dreadnought 550 points
At t akhan- cl ass Fi ght er 10 Poi nt s
Speed: 20
Turn: SM
Hull: 3
Shields: 0
Damage: 1
Ramming: 0
Dogfight: +2
Traits: Dodge 2+, Fighter
Weapon Range Arc AD Special
Point Slug Gun 2 T 1 Weak
Bogat yr- cl ass Mul t i - rol e Fi ght er 15 Poi nt s
Speed: 12
Turn: SM
Hull: 4
Shields: 0
Damage: 1
Ramming: 0
Dogfight: +1
Traits: Dodge 3+, Fighter
Weapon Range Arc AD Special
Point Slug Gun 2 T 2 Weak
Micro-Torpedoes 4 T 1 Guided, Multihit 2, One-Shot, Slow
Khangard- cl ass Mar t yr Fi ght er 15 Poi nt s
Speed: 12
Turn: SM
Hull: 4
Shields: 0
Damage: 1
Ramming: 0
Dogfight: -2
Traits: Dodge 4+, Suicide Fighter
Weapon Range Arc AD Special
Bomb 1 Accurate, Devastating +1, Guided, Multihit D6,
One-Shot, Slow
Muj ahi di n - cl ass Rai der 60 Poi nt s
Speed: 12
Turn: 2/45
o
Hull: 4
Shields: 3
Damage: 15/4
Ramming: 2
Troops: 2
Craft: None
Traits: Raider
Weapon Range Arc AD Special
Grapple Gun F
Light Heat Blaster 15 T 1 Heat Blaster
Light Heat Blasters 15 P 2 Heat Blaster
Light Heat Blasters 15 S 2 Heat Blaster
Qawwas- cl ass Fri gat e 100 Poi nt s
Speed: 12
Turn: 2/45
o
Hull: 4
Shields: 3
Damage: 22/6
Ramming: 2
Troops: 8
Craft: None
Traits: None
Weapon Range Arc AD Special
Grapple Gun F
Medium Heat Blasters 20 T 2 Heat Blaster, Multihit 2
Rocket Launchers 20 P 10 Inaccurate, Slow
Rocket Launchers 20 S 10 Inaccurate, Slow
Grapple Gun P
Grapple Gun S
Sheerkhur- cl ass Gal l i ot 120 Poi nt s
Speed: 12
Turn: 2/45
o
Hull: 4
Shields: 3
Damage: 26/7
Ramming: 3
Troops: 10*
Craft: None
Traits: None
Weapon Range Arc AD Special
Grapple Gun F
Rocket Launchers 20 P 5 Inaccurate, Slow
Rocket Launchers 20 S 5 Inaccurate, Slow
Grapple Gun x2 P
Grapple Gun x2 S
* The Sheerkhurs Troops comprise 6 Marines and 4 Grimsons.
Khabi r- cl ass Li ght Car ri er 125 Poi nt s
Speed: 8
Turn: 1/45
o
Hull: 4
Shields: 4
Damage: 36/10
Ramming: 4
Troops: 10
Craft: 8
Traits: Carrier 2, Command +1
Weapon Range Arc AD Special
Grapple Gun F
Medium Heat Blasters 20 T 2 Heat Blaster, Multihit 2
Medium Heat Blasters 20 P 3 Heat Blaster, Multihit 2
Medium Heat Blasters 20 S 3 Heat Blaster, Multihit 2
Yi l dugh- cl ass Dest royer 150 Poi nt s
Speed: 12
Turn: 2/45
o
Hull: 5
Shields: 4
Damage: 36/10
Ramming: 5
Troops: 9
Craft: None
Traits: None
Weapon Range Arc AD Special
Grapple Gun F
Medium Heat Blasters 20 T 2 Heat Blaster, Multihit 2
Medium Heat Blasters 20 T 2 Heat Blaster, Multihit 2
Rocket Launchers 20 P 12 Inaccurate, Slow
Rocket Launchers 20 S 12 Inaccurate, Slow
Grapple Gun P
Grapple Gun S
Ari gaba- cl ass Car ri er 300 Poi nt s
Speed: 8
Turn: 1/45
o
Hull: 4
Shields: 4
Damage: 51/14
Ramming: 5
Troops: 8
Craft: 16
Traits: Carrier 4, Command +1,
Weapon Range Arc AD Special
Heavy Heat Blasters 30 T 3 Heat Blaster, Multihit 3
Medium Heat Blasters 20 P 3 Heat Blaster, Multihit 2
Medium Heat Blasters 20 S 3 Heat Blaster, Multihit 2
Gatling Lasers P
Gatling Lasers S
Grapple Gun P
Grapple Gun S
Juhangi z- cl ass Cr ui ser 380 Poi nt s
Speed: 8
Turn: 1/45
o
Hull: 5
Shields: 4
Damage: 51/14
Ramming: 6
Troops: 12
Craft: None
Traits: Lumbering
Weapon Range Arc AD Special
Torpedo Launchers 32 T 3 Guided, Multihit 2, Slow
Torpedo Launchers 32 T 3 Guided, Multihit 2, Slow
Missile Launchers 28 P 3 Guided, Slow
Missile Launchers 28 S 3 Guided, Slow
Medium Heat Blasters 20 P 4 Heat Blaster, Multihit 2
Medium Heat Blasters 20 S 4 Heat Blaster, Multihit 2
Gatling Lasers P
Gatling Lasers S
Grapple Guns x2 P
Grapple Guns x2 S
Kubl ai - cl ass Dreadnought 550 Poi nt s
Speed: 8
Turn: 1/45
o
Hull: 5
Shields: 6
Damage: 90/25
Ramming: 9
Troops: 18 *
Craft: 4
Traits: Carrier 2, Lumbering
Weapon Range Arc AD Special
Torpedo Launchers 32 T 3 Guided, Multihit 2, Slow
Torpedo Launchers 32 T 3 Guided, Multihit 2, Slow
Torpedo Launchers 32 T 3 Guided, Multihit 2, Slow
Medium Heat Blasters 20 P 5 Heat Blaster, Multihit 2
Medium Heat Blasters 20 S 5 Heat Blaster, Multihit 2
Heavy Heat Blasters 30 P 4 Heat Blaster, Multihit 3
Heavy Heat Blasters 30 S 4 Heat Blaster, Multihit 3
Grapple Guns x2 P
Grapple Guns x2 S
Gatling Lasers x2 P
Gatling Lasers x2 S
* The Kublais 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 Rules
The 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 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 res a slug gun, its player may
decide whether to 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 Upgrades
The 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 points
Darraor-class Frigate 75 points
Hadruk-class Frigate 100 points
Froljir-class Galliot 120 points
Langskip-class Destroyer 180 points
Slatra Konungr-class Dreadnought 750 points
Weapon Range Special
Light Slug Gun Shell 8 Accurate, Burn-out,
Medium Slug Gun Shell 12 Accurate, Burn-out, Multihit 2
Heavy Slug Gun - Shell 16 Accurate, Burn-out, Multihit 3
Myrkwyr m- cl ass Expl orer 40 Poi nt s
Speed: 16
Turn: 2/90
o
Hull: 3
Armour: 2
Damage: 9/2
Ramming: 2
Troops: 2 (3)*
Craft: None
Traits: Agile
Weapon Range Arc AD Special
Grapple 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.
Dar raor- cl ass Fri gat e 75 Poi nt s
Speed: 14
Turn: 2/90
o
Hull: 3
Armour: 1
Damage: 16/5
Ramming: 3
Troops: 8
Craft: None
Traits: Agile
Weapon Range Arc AD Special
Grapple Gun F
Light Slug Guns 12 P 5 Accurate, Multihit 2
Light Slug Guns 12 S 5 Accurate, Multihit 2
Hadr uk- cl ass Fri gat e 100 Poi nt s
Speed: 12
Turn: 2/45
o
Hull: 4
Armour: 2
Damage: 18/5
Ramming: 4
Troops: 8
Craft: None
Traits: None
Weapon Range Arc AD Special
Grapple Gun F
Light Slug Guns 12 P 5 Accurate, Multihit 2
Light Slug Guns 12 S 5 Accurate, Multihit 2
Grapple Gun P
Grapple Gun S
Frol j i r- cl ass Gal l i ot 120 Poi nt s
Speed: 12
Turn: 2/90
o
Hull: 4
Armour: 3
Damage: 21/6
Ramming: 5
Troops: 12
Craft: None
Traits: None
Weapon Range Arc AD Special
Grapple Gun F
Light Slug Guns 12 P 2 Accurate, Multihit 2
Light Slug Guns 12 S 2 Accurate, Multihit 2
Grapple Guns x3 P
Grapple Guns x3 S
Langski p- cl ass Dest royer 180 Poi nt s
Speed: 12
Turn: 2/45
o
Hull: 5
Armour: 3
Damage: 30/8
Ramming: 7
Troops: 12
Craft: None
Traits: None
Weapon Range Arc AD Special
Grapple Gun F
Medium Slug Guns 18 T 4 Accurate, Multihit 3
Medium Slug Guns 18 P 3 Accurate, Multihit 3
Medium Slug Guns 18 S 3 Accurate, Multihit 3
Grapple Guns x2 P
Grapple Guns x2 S
Sl at ra Konungr- cl ass Dreadnought 550 Poi nt s
Speed: 8
Turn: 1/45
o
Hull: 5
Armour: 3
Damage: 75/20
Ramming: 12
Troops: 20
Craft: None
Traits: None
Weapon Range Arc AD Special
Grapple Guns x3 F
Heavy Slug Guns 24 T 3 Accurate, Multihit 3
Heavy Slug Guns 24 T 3 Accurate, Multihit 3
Heavy Slug Guns 24 T 3 Accurate, Multihit 3
Medium Slug Guns 18 P 10 Accurate, Multihit 3
Medium Slug Guns 18 S 10 Accurate, Multihit 3
Gatling Laser P
Gatling Laser S
Grapple Guns x3 P
Grapple Guns x3 S
The Rack- cl ass Fri gat e 100 Poi nt s
Speed: 8
Turn: 1/45
o
Hull: 4
Shields: 3
Damage: 18/6
Ramming: 2
Troops: 4
Craft: None
Traits: None
Weapon Range Arc AD Special
Grapple Gun F
Gremlin Guns 12 T 2 Disable, Slow
Medium Heat Blasters 20 P 4 Heat Blaster, Multihit 2
Medium Heat Blasters 20 S 4 Heat Blaster, Multihit 2
THE CHURCH FLEET
No single institution has as much impact on day-to-day life
in the Known Worlds than does the Church. Despite the
Churchs 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.

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