Hulk Ship (Heavy 5) - 90pts Omega Boss (5pts): This ship counts as 3 Mega Cannon: Ran 6" / Att 2 / Str 4 • Speed: Move 4" / Cruise 6" ships for the purpose of morale tests. Special: Deadly, Overheating • Turret: Ran 24" / Att 2 / Str 2 Scrap King (15pts): The first time this ship Ripper Array: Ran 6" / Att 3 / Str 1 would be destroyed, restore 1 disabled • Defense: Eva 2 / Tou 3 Special: Broadside upgrade instead. • Special: Orc Crew Ship-Buster Gun: Ran 6" / Att 1 / Str 3 War Chanter (10pts): Once per round, Killer Ship (Heavy 4) - 75pts when an enemy ship within 12“ makes a Special: Deadly, Anti-Ship boarding marker roll, it gets -1 to its roll. • Speed: Move 4" / Cruise 6" Motion-Tracker: Ran 12" / Att 2 / Str 1 • Turret: Ran 24" / Att 2 / Str 2 Titles Special: Once per round, this weapon may be fired immediately at one enemy moving • Defense: Eva 2 / Tou 2 Ravager (10pts): May pivot twice when within range. • Special: Orc Crew using cruise or ram actions. Barracks Launcher: Ran 12" / Att 2 / Str 0 Crusher Ship (Medium 3) - 50pts Impetuous (5pts): Ignores difficult and Special: Boarding Pod, Broadside • Speed: Move 6" / Cruise 9" dangerous terrain. Scream Missle: Ran 18" / Att 1 / Str 2 • Turret: Ran 12" / Att 2 / Str 1 Speed Freak (10pts): When using cruise Special: Blast actions enemies get -1 to hit against this • Defense: Eva 4 / Tou 3 ship until its next activation. Red Blaster: Ran 12" / Att 4 / Str 1 • Special: Orc Crew Special: Overheating Systems Goblin Hab Ship (Medium 3) - 50pts Blue Blaster: Ran 12" / Att 3 / Str 1 • Speed: Move 6" / Cruise 9" Over-Charged Thrusters: May take D3 Special: Anti-Squadron damage to get +9“ speed when using the • Turret: Ran 18" / Att 3 / Str 1 cruise or ram actions. • Defense: Eva 4 / Tou 3 Special Rules Charged Munitions: Turret gets the Deadly • Special: Goblin Crew rule when shooting at targets that are 6“ or Orc Crew: Counts as having +1 upgrade for closer to it. the purpose of ramming, but gets -1 to hit Chopper Ship (Light 2) - 30pts when shooting at targets that are 12“ or Gunnery Crew: Turret gets +1 to hit and +1 further away. • Speed: Move 8" / Cruise 12" strength when shooting at targets that are • Turret: Ran 6" / Att 2 / Str 0 12“ or closer to it. Goblin Crew: At the end of its activation may move 3“ backwards, but gets -1 to hit • Defense: Eva 5 / Tou 4 Fuel Dispensers: Friendly squadrons within when shooting at targets within 12“. • Special: Orc Crew 4“ get +2“ on move and +3“ on cruise actions. Suicide Run: May use ram actions (counts Goblin Cutter Ship (Light 2) - 30pts as having 0 upgrades), but is immediately Boarding Spike: When this ship rams an destroyed when doing so. • Speed: Move 10" / Cruise 15" enemy ship, you may place a boarding • Turret: Ran 18" / Att 1 / Str 0 marker on that ship. Scram: This squadron may choose to move even if engaged, but may not shoot when • Defense: Eva 4 / Tou 5 Teleporter Pods: Once per activation, you doing so. • Special: Goblin Crew may place a boarding marker on an enemy ship within 6“. Turbo Squadron - 10pts • Speed: Move 12" / Cruise 18" • Turret: Ran 2" / Att 2 / Str 0 • Defense: Eva 5 / Tou 6
Suicide Squadron - 10pts
• Speed: Move 10" / Cruise 15" • Turret: Ran 2" / Att 2 / Str 0 • Defense: Eva 5 / Tou 5 • Special: Fragile, Suicide Run
Scram Squadron - 10pts
• Speed: Move 10" / Cruise 15" • Turret: Ran 2" / Att 2 / Str 1 • Defense: Eva 5 / Tou 6 • Special: Anti-Ship, Scram