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Strike Carrier
Raid PL
Speed 5
Hull 4
Turns 1/45
Dam 30/9
Crew 41/15
Troops 1
Aux Craft 4 Hvy Fighter, 4 Bomber
Special Rules. ** Energy grid 15, Advanced Jump point
^Launch Tubes 10 B 3 ^
@Ion Cannons 15 F/P 1/2 AP TL
@Ion Cannons 15 F/S 1/2 AP TL
@Ion Cannons 15 A/P 1/1 AP TL
@Ion Cannons 15 A/S 1/1 AP TL
Dual Rotary Flak 5 T 6 AF, TL
@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.
^ Launch Tubes. Launch tubes are designed deliver fighter and bombers a good distance away from the carrier. Up to 3 flights may be placed up to 10 inchs from the Carrier. No flight may fire or move on the turn it is launched. No other weapons may be used in the turn the Launch Tubes ae used.
Gunboat Carrier
Raid PL
Speed 5
Hull 4
Turns 1/45
Dam 30/9
Crew 41/15
Troops 2
Aux Craft 2 Hvy Fighter, 8 %Gunboats
Special Rules. ** Energy grid 15, Jump point, Carrier 2
@Ion Cannons 15 F/P 1/2 AP TL
@Ion Cannons 15 F/S 1/2 AP TL
@Ion Cannons 15 A/P 1/1 AP TL
@Ion Cannons 15 A/S 1/1 AP TL
Dual Rotary Flak 5 T 4 AF, TL
% Up to Half the ships complement of Gunboats may be substituted with the following: JPG Corvette, Recon Corvette, C&C Corvette.
@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.
Gunboats.
Patrol PL
Speed 11
Hull 4
Turns 2/90
Dam 7/1
Crew 4/1
Troops -
Aux Craft -
Special Rules. ** Energy grid 7
Weapons
Ion Cannons 8 F 1 AP TL
Ion Cannons 8 T 1 AP TL
Lasers 6 T 1 AP DD Beam
Rotary Flak 2 T 2 AF TL
Fleet Carrier
War PL
Speed 4
Hull 5
Turns 1/45
Dam 52/16
Crew 72/28
Troops 4
Aux Craft 4 Hvy Fighter, 6 Bomber, 4 Interceptors, 4 %Gunboats
Special Rules. ** Energy Grid 25, Jump Point, Carrier 2. Fleet Carrier +1, Command +1
^Launch Tubes 10 B 4 ^
@Ion Cannons 15 F/P 3/3 AP TL
@Ion Cannons 15 F/S 3/3 AP TL
@Ion Cannons 15 A/P 2/3 AP TL
@Ion Cannons 15 A/S 2/3 AP TL
Dual Rotary Flak 5 T 8 AF, TL
%Up to Half the ships complement of Gunboats may be substituted with the following: JPG Corvette, Recon Corvette, C&C Corvette.
@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.
^ Launch Tubes. Launch tubes are designed deliver fighter and bombers a good distance away from the carrier. Up to 3 flights may be placed up to 10 inchs from the Carrier. No flight may fire or move on the turn it is launched. No other weapons may be used in the turn the Launch Tubes ae used. Gun Boats may not be launched using Launch Tubes
Lance Frigate
Raid PL
Speed 6
Hull 5
Turns 2/45
Dam 18/4
Crew 16/7
Troops 2
Aux Craft -
Special Rules. ** Energy grid 10
#Spinal Lance 35 B 5 SAP, TD, Slow Loading
@Ion Cannons 15 F/P 2/3 AP TL
@Ion Cannons 15 F/S 2/3 AP TL
@Ion Cannons 15 A/P 3/3 AP TL
@Ion Cannons 15 A/S 3/3 AP TL
Rotary Flak 5 T 4 AF, TL
@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.
# If the Spinal Lance is fired, no other Weapons except weapons with the AF trait, may be selected to fire in that firing phase.
Battlecruiser
War PL
Speed 9
Hull 6
Turns 2/45
Dam 55/18
Crew 60/22
Troops 4
Aux Craft 2 Hvy Fighter, 2 Interceptors
Special Rules. **Energy grid 30, Advanced Jump Point, Carrier 2
Weapons
#Spinal Lance 35 B 4 SAP TD Slow LD
$Spinal Lance 25 F 2 SAP TD Slow LD
@H. Ion Cannons 20 F/P 5/5 AP DD TL
@H. Ion Cannons 20 F/S 5/5 AP DD TL
@H. Ion Cannons 20 A/P 5/5 AP DD TL
@H. Ion Cannons 20 A/S 5/5 AP DD TL
@Twin Lasers 12 F/P 3/3 AP DD Beam TL
@Twin Lasers 12 F/S 3/3 AP DD Beam TL
@Twin Lasers 12 A/P 3/3 AP DD Beam TL
@Twin Lasers 12 A/S 3/3 AP DD Beam TL
Dual Rotary Flak 5 T 8 AF, TL
@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.
# If the Spinal Lance in Boresight Mode is fired, no other Weapons(including Launch Tubes), except weapons with the AF trait, may be selected to fire in that firing phase.
$ Spinal Lance. Spinal Lances may be fired either Boresight or Forward Arc. If fired in Forward Arc Mode, all other weapons may fire as normal.
Heavy Destroyer
Armageddon PL
Speed 4
Hull 6
Turns 1/45
Dam 80/12
Crew 92/20
Troops 8
Aux Craft 4 Hvy Fighter, 4 Interceptors, 4 Bomber, 2 %Gun Boats
Special Rules. **Energy grid 40, Jump Point, Command +2, Carrier 2
Weapons
#Spinal Lance 45 B 10 SAP TD Slow LD
$Spinal Lance 30 F 5 SAP TD Slow LD
@Heavy Ion Cannons 25 F/P 8/8 AP DD TL
@Heavy Ion Cannons 25 F/S 8/8 AP DD TL
@Heavy Ion Cannons 25 A/P 8/8 AP DD TL
@Heavy Ion Cannons 25 A/S 8/8 AP DD TL
@Twin Lasers 15 F/P 4/4 AP DD Beam TL
@Twin Lasers 15 F/S 4/4 AP DD Beam TL
@Twin Lasers 15 A/P 4/4 AP DD Beam TL
@Twin Lasers 15 A/S 4/4 AP DD Beam TL
Dual Rotary Flak 5 T 10 AF, TL
^Launch Tubes 10 B 2 ^
% Up to Half the ships complement of Gunboats may be substituted with the following: JPG Corvette, Recon Corvette, C&C Corvette.
@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.
# If the Spinal Lance in Boresight Mode is fired, no other Weapons(including Launch Tubes), except weapons with the AF trait, may be selected to fire in that firing phase.
^ Launch Tubes. Launch tubes are designed deliver fighter and bombers a good distance away from the carrier. Up to 3 flights may be placed up to 10 inchs from the Carrier. No flight may fire or move on the turn it is launched. No other weapons may be used in the turn the Launch Tubes ae used. Gun Boats may not be launched using Launch Tubes
$Spinal Lance. Spinal Lances may be fired either Boresight or Forward Arc. If fired in Forward Arc Mode, all other weapons may fire as normal
Gunboats.
Patrol PL , Aux Craft
Speed 11
Hull 4
Turns 2/90
Dam 6/1
Crew 4/1
Troops -
Aux Craft -
Special Rules. ** Energy grid 7, Dodge +4
Weapons
Ion Cannons 8 F 1 AP TL
Ion Cannons 8 T 1 AP TL
Lasers 6 T 1 AP DD Beam
Rotary Flak 2 T 2 AF TL
JPG Corvette
Patrol PL, Aux Craft
Speed 5
Hull 5
Turns 1/45
Dam 10/1
Crew 8/2
Troops -
Aux Craft -
Special Rules. ** Energy grid 10, Jump Point
Weapons
Rotary Flak 2 T 2 AF TL
Recon Corvette
Patrol PL, Aux Craft
Speed 12
Hull 4
Turns 1/90
Dam 6/1
Crew 4/1
Troops -
Aux Craft -
Special Rules. ** Energy grid 5, Dodge +5, *Scout
*Scout. The small size of the ship prohibits sensor carrying gear of any kind of power. Scout Range is reduced to 10"
Weapons
Rotary Flak 2 T 2 AF TL
C&C Corvette
Patrol PL, Aux Craft
Speed 8
Hull 4
Turns 1/90
Dam 6/1
Crew 4/1
Troops -
Aux Craft -
Special Rules. ** Energy grid 5, Dodge +5, *Fleet Carrier +1, Command +1
* The crafts small nature and lack of personnel prohibits the true coordination of a larger ship, Fleet carrier range is reduced to 15"
Weapons
Rotary Flak 2 T 2 AF TL
Scout Cruiser
Raid PL
Speed 8
Hull 5
Turns 1/45
Dam 39/10
Crew 55/16
Troops 2
Aux Craft 2 Interceptors
Special Rules. ** Energy grid 20, Advanced Jump Point, Scout, Stealth +3
@Ion Cannons 20 F/P 3/4 AP TL
@Ion Cannons 20 F/S 3/4 AP TL
@Ion Cannons 20 A/P 3/4 AP TL
@Ion Cannons 20 A/S 3/4 AP TL
@Lasers 12 F/P 1/1 AP Beam
@Lasers 12 F/S 1/1 AP Beam
@Lasers 12 A/P 1/1 AP Beam
@Lasers 12 A/S 1/1 AP Beam
Dual Rotary Flak 5 T 4 AF, TL
@ Split Fire. Weapons with this mark may either fire in firing arc one or another, but not both in the same firing phase. No AD per individual weapons may fire at split targets; this supercedes the normal split fire rule in the Main Rule book.
# If the Spinal Lance is fired, no other Weapons except weapons with the AF trait, may be selected to fire in that firing phase.
Aux Craft
Interceptors
Speed 15
Hull 4
Turns SM
Dogfight +1
Dodge +3
Specials *Energy Grid 1, Afterburners
Weapons
Twin Linked Cannon 2 T 2 TL