God-King Ship (Heavy 5) - 100pts Lord of Glory (15pts): This ship and all Proximity Guns: Ran 4" / Att 2 / Str 0 • Speed: Move 4" / Cruise 6" friendly ships within 24“ automatically pass Special: Anti-Squadron, May be fired once morale tests. at every squadron in range. • Turret: Ran 24" / Att 2 / Str 2 Formation Expert (5pts): After all ships Bolt Cannon: Ran 18" / Att 2 / Str 1 • Defense: Eva 2 / Tou 2 have been deployed, this ship may be removed and deployed again. Special: Greatsword Ship (Heavy 3) - 80pts Contempt (15pts): Enemy squadrons and Particle Cannon: Ran 12" / Att 3 / Str 0 • Speed: Move 4" / Cruise 6" light ships get -1 to hit against this ship. Special: Gets Deadly when targeting • Turret: Ran 30" / Att 3 / Str 2 enemies in their side facing. • Defense: Eva 2 / Tou 2 Titles Focus Laser: Ran 24" / Att 3 / Str 0 Helm Ship (Medium 3) - 70pts Reflex (10pts): May shoot before moving. Special: • Speed: Move 6" / Cruise 9" Prime Crew (5pts): When this ship takes Mass Cascade Gun: Ran 12" / Att 2 / Str 1 • Turret: Ran 12" / Att 3 / Str 1 the final point of damage that would Special: Gets Blast when targeting enemies • Defense: Eva 3 / Tou 2 destory it, roll one die. On a 4+ that point in their side facing. of damage is ignored. Flank Guard Array: Ran 12" / Att 2 / Str 0 Rapier Ship (Medium 3) - 65pts Honourable (10pts): Turret gets +1 to hit Special: Broadside, Twin-Fire • Speed: Move 6" / Cruise 9" when targeting models which have not been damaged this round. Mass Accelerator: Ran 18" / Att 1 / Str 4 • Turret: Ran 24" / Att 2 / Str 1 • Defense: Eva 3 / Tou 3 Hunter (10pts): Turret gets +1 strength Special: Gets +1 to hit when fired. when targeting enemy ships carrying Brutality Emitter: Ran 6" / Att X / Str 1 Buckler Ship (Light 2) - 50pts objective markers. Special: Overheating, Gets up to Att 5 • Speed: Move 10" / Cruise 15" when shooting. Systems • Turret: Ran 12" / Att 2 / Str 0 • Defense: Eva 4 / Tou 3 Control Center: Friendly squadrons within Special Rules 12“ may move even if engaged. Striker: If this squadron is activated whilst Gladius Ship (Light 2) - 40pts Flexible Payload: When firing its turret may not engaged, its turret gets +1 strength until • Speed: Move 10" / Cruise 15" choose to get +1 strength but -1 to hit rolls. the end of the round. • Turret: Ran 6" / Att 3 / Str 0 Run Deck: Friendly squadrons ending their • Defense: Eva 4 / Tou 4 activation within 12“ may move directly towards this ship by up to their move Dagger Squadron - 15pts speed. • Speed: Move 10" / Cruise 15" Emergency Thrusters: This ship may pivot • Turret: Ran 2" / Att 2 / Str 0 once by up to 45° at any point when using move actions. • Defense: Eva 5 / Tou 5 • Special: Striker Seeker Rounds: May target enemies not in line of sight when shooting. Arrow Squadron - 15pts Deflection Screen: This ship ignores • Speed: Move 15" / Cruise 20" difficult and dangerous terrain when taking • Turret: Ran 2" / Att 3 / Str 0 cruise actions. • Defense: Eva 5 / Tou 6 Over-Engineered: Enemies shooting at this • Special: Anti-Squadron ship in the rear arc don’t get +1 to hit rolls, and doesn’t get -1 to block rolls when Hammer Squadron - 15pts taking hits in the rear arc. • Speed: Move 6" / Cruise 10" Reinforced Spine: Takes -1 damage when • Turret: Ran 2" / Att 2 / Str 2 ramming or being rammed.