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New Fleets1.2

The document outlines special rules and ship specifications for three factions: Scrap Bots, Ether Wraiths, and Liberationists in a space combat game. Each faction has unique abilities, ship types, and weapon options, such as Scrap Bots' unplanned construction and Ether Wraiths' leech lasers. The Liberationists focus on freedom and rebellion, featuring powerful weapons like mega cannons and cyclone guns.

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Ed Irvin
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0% found this document useful (0 votes)
18 views4 pages

New Fleets1.2

The document outlines special rules and ship specifications for three factions: Scrap Bots, Ether Wraiths, and Liberationists in a space combat game. Each faction has unique abilities, ship types, and weapon options, such as Scrap Bots' unplanned construction and Ether Wraiths' leech lasers. The Liberationists focus on freedom and rebellion, featuring powerful weapons like mega cannons and cyclone guns.

Uploaded by

Ed Irvin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Scrap Bots

Scrap Bots Special Rules


Unplanned Construction: do not select weapons for your ships. At the start of the
game roll randomly for each hull weapon D6: 1-2 cannons, 2-4 lasers, 5-6 missiles.
Scrap bots were created long ago to collect and re-purpose debris scattered around
the galactic flotsam. Over the centuries their programing has gone more than a little Drone Bays: Drone bays launch drone tokens. These work exactly like fighter tokens
haywire, especially once they realized that the best way to find scrap was to blow but can not be sent out on bombing runs.
things up. They now build massive junk-flotillas to wage war on anyone and anything. Industrious: Scrap Bots fleets may include 20% more points in ships. This means that
in a standard 30 point game they may include up to 36 points of ships.
Refuse Hub Scrap Collector Refuse Hubs 9 points
Trash Packers 6 points
Hull Speed Armour Shields Flak Hull Speed Armour Shields Flak
8 6” 3 1 1 4 8” 2 1 1 Scrap Collectors 3 points
Begin with the following launch bay. Begin with the following launch bay. Junk Runners 1 point (Taken in groups of 3)
Weapons Targets Attacks Range Weapons Targets Attacks Range
Drone Bay Special Special Special Drone Bay Special Special Special
Reconstruct Erratic Warheads
Randomly select three hull weapons. Randomly select one hull weapon.
Use when you activate a ship. It may Use before shooting with one of your
Weapons Targets Attacks Range Weapons Targets Attacks Range
Cannons Front/Sides 4 12” Cannons Front/Sides 4 12” spend its drone tokens to recover lost ships/squadrons. This activation, its
Lasers Front/Sides 2 12” Lasers Front/Sides 2 12” hull points on a one to one basis. missiles ignore the enemy flak value.
Missiles Front/Sides 4 18” Missiles Front/Sides 4 18”

Trash Packer Junk Runner


Hull Speed Armour Shields Flak Hull Speed Armour Shields Flak
6 8” 2 1 1 1 8” 2 1 1
Begin with the following launch bay Blocking Protocol Junk Run
Weapons Targets Attacks Range
Drone Bay Special Special Special
Use when a ship is targeted by enemy Use when you activate a squadron of
Randomly determine one hull weapon type for cannons. It may spend a drone token to junk runners. During this activation
Randomly select two hull weapons. the entire squadron.
Weapons Targets Attacks Range
reduce the incoming attacks by D6. they gain +4” speed.
Weapons Targets Attacks Range
Cannons Front/Sides 4 12” Cannons Front/Sides 4 12”
Lasers Front/Sides 2 12” Lasers Front/Sides 2 12”
Missiles Front/Sides 4 18” Missiles Front/Sides 4 18”

Salvage Scrap Drone Shield


Use when a ship is destroyed (friend or Use when one of your ships is targeted
foe) select one of your ships within 6” to by enemy lasers. You may sacrifice drone
immediately recover one lost hull point. tokens as though they were shields.
Ether Wraiths
Ether Wraith Special Rules
Leech Lasers: Whenever leech lasers deal damage to a target’s shields, the attacking
ship may immediately recover lost shields equal to the damage dealt.
Long ago an ancient civilization rivaled the power of the emerging Galactic
Hegemony, but they where wiped out by a deadly bio-weapon. Those few who Energy Drain: Whenever an enemy ship is activated, it suffers 1 damage to its shields
survived were forced to seal their dying bodies in necro-suites and flee to the darkest for each Ether Wraith ship within 6”.
corners of the galaxy. Long have they plotted their revenge against the living. Terrifying Decor: Whenever an enemy ship boards one of yours, their boarding
attacks are made at a -1 penalty.
Night Sovereign Umbral Phantom Night Sovereigns 9 points
Hull Speed Armour Shields Flak Hull Speed Armour Shields Flak Gate Keepers 6 points
8 10” 3 4 3 4 10” 2 2 1 Umbral Phantoms 3 points
Select two of the following prow weapon. Select one of the following prow weapon. Dark Thralls 1 point (Taken in groups of 3)
Weapons Targets Attacks Range Weapons Targets Attacks Range
Cannons Front 4 12” Cannons Front 4 12”
Leech Lasers Front/Sides 2 12” Leech Lasers Front/Sides 2 12” Vampiric Warhead Risen Warriors
Missiles Front 4 18” Missiles Front 4 18”
Select two of the following hull weapons. Select one of the following hull weapons. Use when you deal hull damage to an Use when you board an enemy ship
Weapons Targets Attacks Range Weapons Targets Attacks Range enemy ship using missiles. That ship with one of your capital ships. Roll 2
Fighter Bays Special Special Special Fighter Bays Special Special Special immediately gains a sitting duck token. additional boarding attacks.
Leech Lasers Front/Sides 2 12” Leech Lasers Front/Sides 2 12”

Gate Keeper Dark Thrall


Hull Speed Armour Shields Flak Hull Speed Armour Shields Flak
6 10” 2 4 2 1 10” 2 2 1
Select two of the following prow weapon. Shadow Shroud Beguile
Weapons Targets Attacks Range
Cannons Front 4 12”
Leech Lasers Front/Sides 2 12”
Use when one of your ships is targeted Use when you activate a ship within 12”
Missiles Front 4 18” Select one of the following prow weapons. by an enemy ship. Shooting for this of an enemy ship. You may immediately
Select one of the following hull weapons. Weapons Targets Attacks Range activation is at -1 to hit your ship. turn the enemy ship up to 45 degrees.
Weapons Targets Attacks Range Cannons Front 4 12”
Fighter Bays Special Special Special Leech Lasers Front/Sides 2 12”
Leech Lasers Front/Sides 2 12” Missiles Front 4 18”

Void Flicker Carrion Feast


Use when you activate a squadron of Use when a ship is destroyed (friend or
Dark Thralls. For this activation, they foe) select one of your ships within 6” to
may ignore terrain effects while moving. immediately recover one lost hull point.
Liberationists
Liberationist Special Rules
Mega Cannons: These cannons treat all hits as critical hits (even if 6s were required.)
For centuries, the peoples of the galaxy have cried out for freedom! Rebel cells have Cyclone Gun: These are treated as cannons but can never score critical hits.
formed in every major colony gathering ships and resources. Everywhere all at once Motley Crew: Every capital ship in your fleet starts the game with random capital
these liberationists strike at the dying vestiges of the Galactic Hegemony. Though ship advancement (as seen on page 50 of the Void Admiral rules)
they have little in common, all have heard the cry for interstellar self-determination!
Individualistic: Your fleet has no flagship but will always roll five dice on the
command board.
Manifest Glory Freedom Finder Manifest Glory 9 points
Hull Speed Armour Shields Flak Hull Speed Armour Shields Flak Democratizers 6 points
10 6” 3 4 3 4 10” 2 2 1 Freedom Finders 3 points
Select one of the following prow weapons. Select one of the following prow weapons. Liberty Gunships 1 point (Taken in groups of 3)
Weapons Targets Attacks Range Weapons Targets Attacks Range
Cyclone Guns Front 12 12” Cyclone Guns Front 8 12”
Missiles Front 8 18” Missiles Front 4 18” Gunship Drift Trigger Happy
Select three of the following hull weapons. Select one of the following hull weapons.
Weapons Targets Attacks Range Weapons Targets Attacks Range
Use after you finish moving a squadron Use before shooting with one of your
Fighter Bays Special Special Special Fighter Bays Special Special Special of liberty gunships. They may all ships/squadrons. This activation, their
Cyclone Guns Sides 6 12” Cyclone Guns Sides 6 12” immediately turn up to 90 degrees. cyclone guns each gain +2 attacks.
Mega Cannons Sides 2 18” Mega Cannons Sides 2 18”

Democratizer Liberty Gunship


Hull Speed Armour Shields Flak Hull Speed Armour Shields Flak
6 8” 3 3 2 1 12” 2 1 1
Select one of the following prow weapons. Missile Bombardment Hull-Breaker Rounds
Weapons Targets Attacks Range
Cyclone Guns Front 10 12”
Missiles Front 6 18”
Use before shooting with one of your Use before shooting with one of your
Select two of the following hull weapons. Select one of the following prow weapons. ships/squadrons. This activation, their ships/squadrons. This activation, their
Weapons Targets Attacks Range Weapons Targets Attacks Range missiles increase their range to 24”. mega cannons get +1 to hit.
Fighter Bays Special Special Special Cyclone Guns Front 6 12”
Cyclone Guns Sides 6 12” Mega Cannons Front 2 18”
Mega Cannons Sides 2 18” Missiles Front 4 18”

Rebel Aces Strong and Independent


Use when you initiate a bombing run. Use when you finish activating a capital
Add one to each of your dice to ship and it is outside of 12” from any
determine the number of attacks. allies. It gains a hatches sealed token.

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