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Firestorm Ar mada Model Statistics Copyright © Spartan Games 2013 FIRESTORM ARMADA – ALLIED F ACTIONS Te six greatest powers in this galactic quadrant clash in a bloody conict in the Storm Zone. On one side stands the Dindrenzi Federation, the apex o a triumvirate o great stellar powers o the Outer Reach. ogether with the sinister Directorate, and the inscrutably alien Relthoza, the Dindrenzi, under the leadership o Chairman Ruus Rense, seek to smash their way into the Storm Zone. Teir nal objective is nothing l ess than the subjugatio n o erra itsel. Facing them, under the leadership o Charter President Sallandro, is the erran Alliance. wo other great alien empires, the Aquan Sebrutan and the Sorylian Collective, have chosen to stand with the older human empire in deence o the Storm Zone. Tese two great coalitions are bound together by many dierent bonds; mutual deence, the lust or prot, ear o conquest by others. Whatever dierences they may have had, these have been successully subjugated, as all parties have come to recognise the greater gains to be had by standing together. However , these six actions, though they are t he greatest and most inuential in this galactic quadrant, and the driving orces behind the prosecution o the Storm Zone wars, are not the only powers in space. Around each great triumvirate o belligerents orbit a whole constellation o lesser actions. Semi-independent human enclaves and smaller alien dominions pepper the Storm Zone and the surrounding regions o space. Some have eagerly thrown their lot in with one or other o the great alliances. Others have tried and ailed to remain aloo rom the conict, but have been drawn in nonetheless. Ultimately, in this war o conquest and survival, neutrality is not an option. Each side in this war has created its own wider web o allies. Standing with the errans, Aquans and Sorylians against the Dindrenzi assault are the signatories o the Alliance o Kurak. Facing them, drawn by the promised spoils o conquest are the powers o the Zenian League, assembled by the eorts o the Federation and their Directorate associates. THE ALLIANCE OF KURAK Anton Kurak, the last peacetime Charter President o the erran Alliance, had long suspected that the Dindrenzi were plotting to unleash an apocalyptic war upon the vulnerable erran assets in the Storm Zone. In the last years o his presidency, and aer his dismissal, Kurak worked hard to build a strong coalition o alien allies, especially those who had interests in the Storm Zone, or who had long associations with the erran Alliance. Initially without ofcial sanction, and distrusting erIntel, the erran state intelligence service, Kurak turned to the venerable Hawker Aerospace Consortium or aid. Tis vast corporation already possessed a web o contacts as a result o its many business dealings with non-human powers across erran space. With Hawker’s aid, as well as his own riends within the Aquan and Sorylian governments and military, Kurak was able to bring many o these smaller powers into the old o his alliance – as he called it, ‘a coalition o mutual deence against aggression’. Kurak’s overtures brought in many varied races, each with their own particular avoured style o space combat, rom the aggressive close quarters mayhem avoured by the Veydreth, to the near- incomprehensible but earsomely potent gravity-beam weaponry o the arakians. Tese powers have many dierent motivations or their membership o the Alliance, such as the opportunistic mercenary attitudes o the V eydreth Herdmasters, the righteous indignation o the erquai and the arakian Conclaves’ apparent det erminati on to quell Dindrenzi aggression as quickly as possible or their own secretive reasons. Kurak eventually received ofcial recognition rom President Sallandro and the Senate or his eorts, just prior to the war. He was granted the title o Permanent Secretary or Alien Aairs. With this, Kurak was given an eective carte blanche to bring his allies into proper coordination with erran and other orces. Using Hawker’s intel sta as liaisons, Kurak’s organisation began to organise Alliance Armadas to supplement existing orces in driving back the enemy assaults in the Storm Zone. Unlike the Zenian League, the signatories o Kurak’s Alliance are generally willing to operate in concert with each other in the cause o mutual deence. All have strong vested interests in the maintenan ce o the stellar status quo. Nonetheless, K urak is wise enough to know that ideal ism is rarely enough to keep such disparate allies working together . Tereore, he, with Sallandro’s authority, is ever ready to grease the wheels o co-operation behind the scenes with whatever it takes to keep erra’s newest riends on-side. THE ZENIAN LEAGUE Unlike the Kurak Alliance, constructed with diligent care and attention over a span o many years, the origins o the Zenian League were rather more orced and sudden. Rather than being based on the principles o mutual solidarity, it would be air to call the League a pirates ’ coalition. Chairman Ruus Rense was quick to recognise that, even with the vast power o the Dindrenzi military at his disposal, he still needed allies. Te assurance o support rom the Directorate and

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FIRESTORM ARMADA – ALLIED FACTIONSTe six greatest powers in this galactic quadrant clash in a bloody conict in the Storm Zone. On one side stands the DindrenziFederation, the apex o a triumvirate o great stellar powers o theOuter Reach.

ogether with the sinister Directorate, and the inscrutably alienRelthoza, the Dindrenzi, under the leadership o Chairman RuusRense, seek to smash their way into the Storm Zone. Teir nalobjective is nothing less than the subjugation o erra itsel.

Facing them, under the leadership o Charter President Sallandro,

is the erran Alliance. wo other great alien empires, the AquanSebrutan and the Sorylian Collective, have chosen to stand withthe older human empire in deence o the Storm Zone.

Tese two great coalitions are bound together by many dierentbonds; mutual deence, the lust or prot, ear o conquest by others. Whatever dierences they may have had, these have beensuccessully subjugated, as all parties have come to recognise thegreater gains to be had by standing together.

However, these six actions, though they are the greatest and mostinuential in this galactic quadrant, and the driving orces behindthe prosecution o the Storm Zone wars, are not the only powers

in space.

Around each great triumvirate o belligerents orbit a wholeconstellation o lesser actions. Semi-independent humanenclaves and smaller alien dominions pepper the Storm Zone andthe surrounding regions o space.

Some have eagerly thrown their lot in with one or other o thegreat alliances. Others have tried and ailed to remain aloo romthe conict, but have been drawn in nonetheless. Ultimately, inthis war o conquest and survival, neutrality is not an option.

Each side in this war has created its own wider web o allies.

Standing with the errans, Aquans and Sorylians against theDindrenzi assault are the signatories o the Alliance o Kurak.Facing them, drawn by the promised spoils o conquest are thepowers o the Zenian League, assembled by the eorts o theFederation and their Directorate associates.

THE ALLIANCE OF KURAKAnton Kurak, the last peacetime Charter President o the erranAlliance, had long suspected that the Dindrenzi were plotting tounleash an apocalyptic war upon the vulnerable erran assets inthe Storm Zone.

In the last years o his presidency, and aer his dismissal, Kurak worked hard to build a strong coalition o alien allies, especially those who had interests in the Storm Zone, or who had longassociations with the erran Alliance.

Initially without ofcial sanction, and distrusting erIntel, theerran state intelligence service, Kurak turned to the venerableHawker Aerospace Consortium or aid. Tis vast corporationalready possessed a web o contacts as a result o its many businessdealings with non-human powers across erran space.

With Hawker’s aid, as well as his own riends within the Aquanand Sorylian governments and military, Kurak was able to bringmany o these smaller powers into the old o his alliance – as hecalled it, ‘a coalition o mutual deence against aggression’.

Kurak’s overtures brought in many varied races, each with their

own particular avoured style o space combat, rom the aggressiveclose quarters mayhem avoured by the Veydreth, to the near-incomprehensible but earsomely potent gravity-beam weaponry o the arakians.

Tese powers have many dierent motivations or theirmembership o the Alliance, such as the opportunistic mercenary attitudes o the Veydreth Herdmasters, the righteous indignationo the erquai and the arakian Conclaves’ apparent determinationto quell Dindrenzi aggression as quickly as possible or their ownsecretive reasons.

Kurak eventually received ofcial recognition rom President

Sallandro and the Senate or his eorts, just prior to the war. Hewas granted the title o Permanent Secretary or Alien Aairs.

With this, Kurak was given an eective carte blanche to bringhis allies into proper coordination with erran and other orces.Using Hawker’s intel sta as liaisons, Kurak’s organisation beganto organise Alliance Armadas to supplement existing orces indriving back the enemy assaults in the Storm Zone.

Unlike the Zenian League, the signatories o Kurak’s Allianceare generally willing to operate in concert with each other in thecause o mutual deence. All have strong vested interests in themaintenance o the stellar status quo.

Nonetheless, Kurak is wise enough to know that idealism is rarely enough to keep such disparate allies working together. Tereore,he, with Sallandro’s authority, is ever ready to grease the wheelso co-operation behind the scenes with whatever it takes to keeperra’s newest riends on-side.

THE ZENIAN LEAGUEUnlike the Kurak Alliance, constructed with diligent care andattention over a span o many years, the origins o the ZenianLeague were rather more orced and sudden. Rather than beingbased on the principles o mutual solidarity, it would be air to callthe League a pirates’ coalition.

Chairman Ruus Rense was quick to recognise that, even withthe vast power o the Dindrenzi military at his disposal, he stillneeded allies. Te assurance o support rom the Directorate and

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the neighbouring Relthoza Empire was a relie, but Rense knew hestill required more backing, i only to ensure that the Federationwould not begin to suer rom insurrections in its own rear areas.

However, the residual xenophobia o the Dindrenzi workedstrongly against his eorts. Te human-supremacist Church o theDramos Angels especially grew restive at the very mention o theidea.

Te creation o the Zenian League owed much to Ervan Bas o theDirectorate, working closely alongside Rense to build a secretivealliance virtually independent o the main Federation powerstructures.

Many Zenian League powers were in act associates o theDirectorate rather than the Dindrenzi Federation. It was arelatively simple matter or Bas and his ellow Directors to use acombination o bribery and threats to bring these ractious powersinto the Dindrenzi old.

Rather conveniently, at least as ar as Bas was concerned, it alsoprovided the Directorate with another covert means o political

leverage with regard to their much larger neighbour.

When the Chairman announced the ormation o the Leagueto the Federation Legislature, it was virtually as a ait accompli.However, ew dared protest, with the repower o the mighty Rense System Navy backing up the Chairman’s policy.

But the RSN’s coordination o the Federation’s new ‘helpers’also provided assurance to the Legislature that the powers o theZenian League would be kept rmly in line. Chairman Rense may well have need o allies, but he still rmly believes in the Dindrenzi

principle that one can only deal successully with non-humansrom a position o undeniable strength.

Unlike the Kurak Alliance, the races o the Zenian League aremotivated mostly by utter sel-interest, i not outright greed.Some, such as the hardy Ba’Kash, embrace war as a time to thrive,while the Kedorian coalition sees a chance to expand their politicalinuence over their immediate neighbours.

However, the Dindrenzi War is sure to shatter the existing galacticorder, and almost all the Zenian League members see the chanceto reap the benets o this violent restructuring. As ar as they areconcerned, to the victor go the spoils, and they are determined to

be on the winning side.

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Te major powers o the Zenian League are the DindrenziFederation, the Directorate and the Relthoza. In addition, severalsmaller actions have joined the cause, eager to seize whateverprot and territory they can as Satellite Charter’s dominance o the known galaxy crumbles.

Tese include the Ba’Kash Raiders, the Illosian race, the KedorianCoalition and the Vo’Nar vassals, as well as the elite o theDindrenzi Federation - the Rense System Navy - and the WorksRaptor PMC with its undamental devotion to the advancemento military technology.

Models rom the Zenian League can be ormed into two types o combined eet; either League Fleets or Support Fleets.

LEAGUE FLEETLeague Fleets represent the military might o one o the threemajor powers, supplemented with vessels rom other alliedactions. Whilst its component parts may have radically dierentgoals and motives, the ounding o the Zenian League has unitedthese independent actions to a single purpose. Te will topple thedecaying Satellite Charter, and the withered empires which propit up, and they are ully committed to ghting together to achieve

this end.

ONE race, rom either the Dindrenzi Federation, the Directorateor the Relthoza, MUST be designated as the League Fleet’s CoreFleet.

At least 60% o the Maximum Fleet Value MUST be chosen rommodels in the Core Fleet, and any  Minimum Squadron Restrictions MUST be ullled with Squadrons in the Core Fleet. Additionally HALF o both the Small and the Medium models in the eetMUST be rom the Core Fleet.

Up to 40% o the Maximum Fleet Value CAN then be spent on

models rom any o the other major powers and small actionswithin the Zenian League.

A League Fleet uses the Fleet Tactics Bonus and CommandDistance o its Core Fleet.

A League Fleet can spend up to 50% o its points on Small modelsand up to 50% o its points on Medium models. It can spend upto 50% o its points on Battleships, up to 30% o its points onDreadnoughts and up to 50% on Carriers (including Wings).

SUPPORT FLEETZenian League Support Fleets represent the vessels o the smalleractions grouping into brutally efcient combined ormations.Tese Fleets, oen under the ruthless command o an RSN ask Force Group, will launch raids at strategic targets deep withinenemy territory, where the danger is greatest, but the rewards arethe highest.

Models in a Zenian  Support Fleet are chosen rom any o thesmall actions in the Zenian League. Additionally, up to 40% o 

your points can be spent on Civilian models, and up to 40% o your points can be spent on Marauder models. Models CANNOT be chosen rom any o the major powers.

Any  Minimum Squadron Restrictions  MUST be ullled, butnot necessarily with models rom the same small action. TeseRestrictions  CAN be ullled with Civilian and/or Maraudermodels.

A Zenian Support Fleet can spend up to 50% o its points onSmall models and up to 50% o its points on Medium models. Itcan spend up to 40% o its points on Battleships, up to 40% onDreadnoughts, up to 40% on Carriers (including Wings) and up

to 40% on Leviathans.

A Zenian Support Fleet has a Fleet Tactics Bonus o +2, and themodels within it have a Command Distance o 6”.

Important Note: Although League and Support Fleets may becomprised o models rom several races and actions, a singleSquadron CANNOT contain models rom more than one raceor action. For example, a Squadron could not contain bothDindrenzi Fury Class Cruisers and Relthoza Scarab Class Heavy Cruisers.

Te only exceptions to this are that Escort Squadrons CAN be

attached to a Large/Massive model rom a dierent race or action,and Flight okens may launch rom and land on ANY suitableCarrier model in the same Fleet, regardless o race or action.

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RENSE SYSTEM NAVYCerberus Class Heavy Cruiser

DR CR Mv HP

5 7 8” 6

RANGE BAND 1 2 3 4 Cost: 80 Points

Starboard/Port 4 6 3 - CP AP PD MN

Fore (Fixed) 8 10 6 5 4 3 4 0

Torpedoes (Any) 5 5 5 5SHIELDS = 0

- - - - -

This is a MEDIUM CAPITAL CLASS model

Up to 50% of your points (in a SUPPORT FLEET)

can be spent on MEDIUM models

RSN HEAVY CRUISERS are deployed in

SQUADRONS of 2 to 3 models

The model MUST move 1” straight ahead before

making each 45 degree turn

No more than HALF of the MEDIUM models in a

feet can be HEAVY CRUISERS

MARs:

Torpedo Spook

Fleet Taccs = +2

Command Distance = 6”

Wings = 0

RENSE SYSTEM NAVYBanshee Class Dreadnought

DR CR Mv HP

8 11 6” 10

RANGE BAND 1 2 3 4 Cost: 230 Points

Starboard/Port 8 10 6 5 CP AP PD MN

Fore 13 15 12 9 6 6 6 5Af 4 5 3 2

SHIELDS = 0Torps (Fixed Fore) 6 7 8 9

This is a LARGE CAPITAL CLASS model

Up to 40% of your points (in a SUPPORT FLEET)

can be spent on DREADNOUGHTS

RSN DREADNOUGHTS are deployed in

SQUADRONS of 1 model

The model MUST move 2” straight ahead before

making each 45 degree turn

MARs:

Dirty Secrets

Elite CrewEspionage

Impervious

Pride of the Fleet

Fleet Taccs = +2

Command Distance = 6”

Wings = 0

RENSE SYSTEM NAVY

Spectre Class Baleship

DR CR Mv HP

6 10 6” 9

RANGE BAND 1 2 3 4 Cost: 175 Points

Starboard/Port 6 8 4 - CP AP PD MN

Fore (Fixed) 11 13 10 7 6 4 6 3

Af 4 5 3 2SHIELDS = 0

Torps (Fixed Fore) 4 5 6 7

This is a LARGE CAPITAL CLASS model

Up to 40% of your points (in a SUPPORT FLEET)

can be spent on BATTLESHIPS

RSN BATTLESHIPS are deployed in

SQUADRONS of 1 model

The model MUST move 2” straight ahead before

making each 45 degree turn

Fleet Taccs = +2

Command Distance = 6”

Wings = 4

MARs:

Reinforced Port

Reinforced Starboard

Superior Design

Special Forces

NOTE: Wings are paid for in

addion to a BATTLESHIP

RENSE SYSTEM NAVYArgus Class Carrier

DR CR Mv HP

5 9 6” 6

RANGE BAND 1 2 3 4 Cost: 110 Points

Starboard/Port 4 6 3 - CP AP PD MN

Torpedoes (Any) 5 5 5 5 4 4 5 0

- - - - -SHIELDS = 0

- - - - -

This is a LARGE CAPITAL CLASS model

Up to 40% of your points (in a SUPPORT FLEET)

can be spent on CARRIERS

RSN CARRIERS are deployed in

SQUADRONS of 1 model

The model MUST move 2” straight ahead before

making each 45 degree turn

Fleet Taccs = +2

Command Distance = 6”

Wings = 12

MARs:

Deck Crews

Quick Launch

NOTE: Wings are paid for in

addion to a CARRIER

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RENSE SYSTEM NAVYSiren Class Escort

DR CR Mv HP

4 5 8” 2

RANGE BAND 1 2 3 4 Cost: 20 Points

- - - - - CP AP PD MN

- - - - - 2 2 4 0

- - - - -SHIELDS = 0

- - - - -

This is a SMALL CLASS model

Up to 50% of your points (in a SUPPORT FLEET)

can be spent on SMALL models

RSN ESCORTS are deployed

in SQUADRONS of 1 to 3 models

The model MUST move 0” straight ahead before

making each 45 degree turn

Fleet Taccs = +2

Command Distance = 6”

Wings = 0

RENSE SYSTEM NAVYPhoenix Class Destroyer

DR CR Mv HP

5 6 8” 5

RANGE BAND 1 2 3 4 Cost: 65 Points

Starboard/Port 4 6 3 - CP AP PD MN

Fore (Fixed) 4 5 7 6 2 2 3 0

Torpedoes (Fore) 3 4 5 6SHIELDS = 0

- - - - -

This is a MEDIUM CAPITAL CLASS model

Up to 50% of your points (in a SUPPORT FLEET)

can be spent on MEDIUM models

RSN DESTROYERS are deployed

in SQUADRONS of 2 to 3 models

The model MUST move 1” straight ahead before

making each 45 degree turn

No more than HALF of the MEDIUM models in a

feet can be DESTROYERS

Fleet Taccs = +2

Command Distance = 6”

Wings = 0

MARs:

Hidden Killer

Manoeuvrable

MARs:

Target Resoluon

RENSE SYSTEM NAVYSpook Class Cruiser

DR CR Mv HP

4 7 9” 4

RANGE BAND 1 2 3 4 Cost: 65 Points

Starboard/Port 3 4 2 - CP AP PD MN

Fore (Fixed) 8 9 6 5 4 2 3 0Torpedoes (Any) 4 4 4 4

SHIELDS = 0- - - - -

This is a MEDIUM CAPITAL CLASS model

Up to 50% of your points (in a SUPPORT FLEET)

can be spent on MEDIUM models

RSN CRUISERS are deployed in

SQUADRONS of 2 to 3 models

The model MUST move 1” straight ahead before

making each 45 degree turn

MARs:

Torpedo Spook

Fleet Taccs = +2

Command Distance = 6”

Wings = 0

Fleet Taccs = +2

Command Distance = 6”

Wings = 0

RENSE SYSTEM NAVYBulwark Class Frigate

DR CR Mv HP

3 6 10” 2

RANGE BAND 1 2 3 4 Cost: 20 Points

Starboard/Port 3 4 - - CP AP PD MN

Fore 3 5 - - 1 1 1 0

- - - - -SHIELDS = 0

- - - - -

This is a SMALL CLASS model

Up to 50% of your points (in a SUPPORT FLEET)

can be spent on SMALL models

RSN FRIGATES are deployed

in SQUADRONS of 2 to 4 models

The model MUST move 0” straight ahead before

making each 45 degree turn

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BA’KASHKelor Class Frigate

DR CR Mv HP

3 6 10” 2

RANGE BAND 1 2 3 4 Cost: 25 Points

Starboard/Port 5 4 2 - CP AP PD MN

- - - - - 1 3 2 0

- - - - -SHIELDS = 0

- - - - -

This is a SMALL CLASS model

Up to 50% of your points (in a SUPPORT FLEET)

can be spent on SMALL models

BA’KASH FRIGATES are deployed in SQUADRONS 

of 2 to 5 models

The model MUST move 0” straight ahead before

making each 45 degree turn

Fleet Taccs = +2

Command Distance = 6”

Wings = 0

BA’KASHVarnak Class Heavy Cruiser

DR CR Mv HP

5 8 8” 6

RANGE BAND 1 2 3 4 Cost: 90 Points

Starboard/Port 9 8 6 - CP AP PD MN

Fore 6 5 4 - 3 5 4 4

Torpedoes (Fore) 6 6 5 -SHIELDS = 0

- - - - -

This is a MEDIUM CAPITAL CLASS model

Up to 50% of your points (in a SUPPORT FLEET)

can be spent on MEDIUM models

BA’KASH HEAVY CRUISERS are deployed in

SQUADRONS of 2 to 3 models

The model MUST move 1” straight ahead before

making each 45 degree turn

No more than HALF of the MEDIUM models in a

feet can be HEAVY CRUISERS

MARs:

Pack Hunter (Fore)

Fleet Taccs = +2

Command Distance = 6”

Wings = 0

MARs:

Pack Hunter (Fore)

Fleet Taccs = +2Command Distance = 6”

Wings = 0

BA’KASHSharnak Class Cruiser

DR CR Mv HP

4 7 8” 5

RANGE BAND 1 2 3 4 Cost: 60 Points

Starboard/Port 6 5 4 - CP AP PD MN

Fore 5 4 2 - 3 4 3 4

Torpedoes (Fore) 5 5 4 -SHIELDS = 0

- - - - -

This is a MEDIUM CAPITAL CLASS model

Up to 50% of your points (in a SUPPORT FLEET)

can be spent on MEDIUM models

BA’KASH CRUISERS are deployed in SQUADRONS 

of 2 to 3 models

The model MUST move 1” straight ahead before

making each 45 degree turn

BA’KASHTashak Class Destroyer

DR CR Mv HP

4 7 10” 5

RANGE BAND 1 2 3 4 Cost: 65 Points

Starboard/Port 6 5 4 - CP AP PD MN

Fore 4 7 8 - 2 3 4 0

- - - - -SHIELDS = 0

- - - - -

This is a MEDIUM CAPITAL CLASS model

Up to 50% of your points (in a SUPPORT FLEET)

can be spent on MEDIUM models

BA’KASH DESTROYERS are deployed in

SQUADRONS of 2

The model MUST move 1” straight ahead before

making each 45 degree turn

No more than HALF of the MEDIUM models in a

feet can be DESTROYERS

Fleet Taccs = +2

Command Distance = 6”

Wings = 0

MARs:

Hidden Killer

Manoeuvrable

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WORKS RAPTORInterdictor Class Torpedo Cruiser

DR CR Mv HP

5 6 8” 5

RANGE BAND 1 2 3 4 Cost: 65 Points

Starboard/Port 5 6 1 - CP AP PD MN

Fore 5 6 1 - 2 2 3 0

Torpedoes (Any) 6 6 6 6 SHIELDS = 0- - - - -

This is a MEDIUM CAPITAL CLASS model

Up to 50% of your points (in a SUPPORT FLEET)

can be spent on MEDIUM models

RAPTOR TORPEDO CRUISERS are deployed

in SQUADRONS of 2 to 4 models

The model MUST move 1” straight ahead before

making each 45 degree turn

WORKS RAPTORArion Class Assault Carrier

DR CR Mv HP

5 9 8” 6

RANGE BAND 1 2 3 4 Cost: 160 Points

Starboard/Port 8 11 5 - CP AP PD MN

Fore (Fixed) 8 11 5 - 5 7 7 6

Torpedoes (Any) 8 8 8 8SHIELDS = 0

- - - - -

This is a LARGE CAPITAL CLASS model

Up to 40% of your points (in a SUPPORT FLEET)

can be spent on CARRIER models

RAPTOR ASSAULT CARRIERS are deployed in

SQUADRONS of 1 model

The model MUST move 2” straight ahead before

making each 45 degree turn

MARs:

Elusive Target

Scout

Fleet Taccs = +2

Command Distance = 6”Wings = 0

WORKS RAPTORTyranny Class Corvee

DR CR Mv HP

3 6 15” 2

RANGE BAND 1 2 3 4 Cost: 20 Points

Fore 3 4 1 - CP AP PD MN

- - - - - 2 3 1 0

- - - - -SHIELDS = 0

- - - - -

This is a SMALL CLASS model

Up to 50% of your points (in a SUPPORT FLEET)

can be spent on SMALL models

RAPTOR CORVETTES are deployed

in SQUADRONS of 2 to 4 models

The model MUST move 0” straight ahead before

making each 45 degree turn

Fleet Taccs = +2

Command Distance = 6”

Wings = 0

MARs:

Stealth Systems

MARs:

Special Forces

Stealth Systems

Fleet Taccs = +2

Command Distance = 6”

Wings = 6

NOTE: Wings are paid for in

addion to a CARRIER

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KEDORIANZhou-Nor Class Carrier

DR CR Mv HP

5 10 6” 8

RANGE BAND 1 2 3 4 Cost: 130 Points

Starboard/Port 6 8 5 - CP AP PD MN

Fore 6 8 5 - 8 4 5 0

Af6 8 5 - SHIELDS = 2

- - - - -

This is a LARGE CAPITAL CLASS model

Up to 40% of your points (in a SUPPORT FLEET)

can be spent on CARRIERS

KEDORIAN CARRIERS are deployed

in SQUADRONS of 1 model

The model MUST move 1” straight ahead before

making each 45 degree turn

KEDORIANGai-Shar Class Destroyer

DR CR Mv HP

4 8 6” 4

RANGE BAND 1 2 3 4 Cost: 60 Points

Starboard/Port 3 4 6 - CP AP PD MN

Fore 3 4 6 - 3 1 3 0

Af 3 4 6 -SHIELDS = 1

- - - - -

This is a MEDIUM CAPITAL CLASS model

Up to 50% of your points (in a SUPPORT FLEET)

can be spent on MEDIUM models

KEDORIAN DESTROYERS are deployed in

SQUADRONS of 2

The model MUST move 0” straight ahead before

making each 45 degree turn

No more than HALF of the MEDIUM models in a

feet can be DESTROYERS

Fleet Taccs = +2

Command Distance = 6”Wings = 0

MARs:

Hidden Killer

Manoeuvrable

KEDORIANDei-Nak Class Baleship

DR CR Mv HP

6 12 4” 8

RANGE BAND 1 2 3 4 Cost: 175 Points

Starboard/Port 8 12 6 - CP AP PD MN

Fore 8 12 6 - 9 5 7 0

Af 8 12 6 -SHIELDS = 2

- - - - -

This is a LARGE CAPITAL CLASS model

Up to 40% of your points (in a SUPPORT FLEET)

can be spent on BATTLESHIPS

KEDORIAN BATTLESHIPS are deployed

in SQUADRONS of 1 model

The model MUST move 1” straight ahead before

making each 45 degree turn

Fleet Taccs = +2

Command Distance = 6”

Wings = 4

MARs:

Bigger Baeries

Launch Tubes

NOTE: Wings are paid for in

addion to a BATTLESHIP

Fleet Taccs = +2

Command Distance = 6”

Wings = 8

MARs:

Bigger Baeries

Launch Tubes

NOTE: Wings are paid for in

addion to a CARRIER