Fleet Update#2
contents:
The Shipyard
Klingons versus
Orions
A Constitutional
Timeline
Fleet Doctrine
Dreadnought 10
Variants
Drone Strike 20
Fleet Update #2
Welcome to Fleet Update #2, the latest edition of this regular downloadable publication that previews the latest models for A Call to Arms: Star Fleet and provides you with
playtest rules to keep you on the leading edge of this game!
While not officially sanctioned for tournament level play, we encourage everyone to use the rules presented in the Fleet Updates for your own games at home or at your local
club, as you should find them solid and useable.
This issue introduces a couple of brand new ships, some heavyweight variants for existing vessels, a new look at historically-based fleets and much more!
Contributors: Ben Rubery, Matthew Sprange, Tony L. Thomas
A Call to Arms Star Fleet is a joint venture between Mongoose Publishing and Amarillo Design Bureau, Inc. and is produced under the strict terms of their contract with Paramount Pictures
Corporation. The A Call to Arms game system is copyright 2013 Mongoose Publishing. All Star Fleet Universe material is copyright 2013 Amarillo Design Bureau, Inc. (History of the
General War is copyright 1995 Amarillo Design Bureau, Inc.) This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of
fiction. Any similarity to actual people, organisations, places or events is purely coincidental.
THE SHIPYARD
L ight R aiding D readnought 300 P oints
Known as the Splendid Cats, the four ships of this class were designed for deep raids behind enemy lines. During the Klingon Invasion, Star
Cougar disrupted Klingon plans by destroying their logistics train.
Ships of the Class: Star Tiger, Star Lion, Star Leopard, Star Cougar
Turn: 6
Damage: 48/16
Craft: 6 Shuttles
Shields: 38
Marines: 8
Traits: Command +1, Fast, Labs 5, Tractor Beam 4, Transporter 4
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-3
Photon Torpedoes
Drones
Range
18
18
18
18
18
6
15
36
Arc
FH
PH
SH
AH
T
T
F
T
AD
2
2
2
2
2
2
5
3
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Kill Zone 2, Precise
Devastating +1, Multihit 4, Reload
Devastating +1, Multihit D6, Seeking
F6 F rignaut
140 P oints
Packing more firepower than is considered reasonable into a frigate hull, the F6 adds an extra engine and a third disruptor to the F5 hull.
Though this all but guarantees the ship can overwhelm other frigates convincingly, captains must take care not to engage cruisers (of any size)
without support.
Ships of the Class:. 1 Bakurian, 2 Valorian, 3 Sefarian, 4 Walkurian.
Turn: 3
Damage: 14/5
Craft: 2 Shuttles
Weapon
Phaser-1
Phaser-1
Phaser-1
Disruptor
Disruptor
Disruptor
Drones
Shields: 19
Marines: 6
Traits: Agile, Anti-Drone 1, Labs 2, Shock (Disruptors) 2, Tractor Beam 1, Transporter 2
Range
18
18
18
24
24
24
36
Arc
F, P
F, S
A, P, S
F
F
F, P, S
T
AD
1
1
3
1
1
2
2
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Multihit 2
Accurate +1, Multihit 2
Accurate +1, Multihit 2
Devastating +1, Multihit D6, Seeking
KLINGONS VERSUS ORIONS
A COMPLETE CAMPAIGN FOR
SQUADRON BOX #5
This is a mini-campaign that can be fought with nothing more than the contents of Squadron Box #5: Klingons vs. Orions. The scenarios are designed to be played in an afternoons
gaming, and escalate in size until you are likely to be using all the miniatures included within the box.
Each scenario affects the scenarios that follow as either the Klingons hunt down and destroy the pirates plaguing their shipping, or the Orions eliminate those standing in the way of
honest business. For those of you who wish to have a choice of ships or perhaps another fleet entirely, amendments have been included for you to use. You are, of course, free to adapt
the scenarios further if you wish.
S cenario 1 - M ouse
and
M ouse
A group of Orion pirates has been plaguing an area of Klingon space. An E4 frigate of
the Klingon Internal Security Force, lured into a nebula by a distress call, is ambushed by
an Orion light raider.
Fleets: The Orions have a Light Raider. The Klingons have an E4 Frigate.
Pre Battle Preparation: The Orion player deploys his ship first anywhere in his
deployment zone, followed by the Klingon player..
Scenario Rules: The entire table is covered by a nebula. The Klingon player automatically
wins Initiative in the first turn. Neither ship may use the Maximum Warp Now! Special
Action.
Game Length: The game lasts until one ship is destroyed or leaves the table.
Victory and Defeat: If one player destroys the other players ship, he scores a victory. If
the E4 makes a Tactical Withdrawal but has not destroyed the Light Raider, the game is a
draw (though Klingon player may claim a moral victory given how outclassed he is).
T ake
the
M oney
and
R un
The Orions, now detected by a patrolling Klingon frigate, are on their way to attack a
convoy carrying refined dilithium and advanced electronic components. A D5 war cruiser
has been diverted to head off these pirates.
Fleets: The Orion player has two Light Raiders. The Klingon player has a D5 War
Cruiser.
If the Orions won the Mouse and Mouse scenario, then they instead have a Light Raider
and a Salvage Cruiser; they have already raided the convoy and are now trying to make
their escape.
Pre Battle Preparation: The Orion player sets up first in their deployment zone. The
Klingon fleet moves in from its table edge on the first turn. Stellar debris is generated
randomly.
Scenario Rules: If the Orions won the Mouse and Mouse scenario then the attacker
automatically wins Initiative in the first turn.
Game Length: The game lasts until all ships on one side have been destroyed or have left
the table.
Victory and Defeat: If the Orion player gets both of his ships off the Klingon players
table edge, he gains a victory. If one ship leaves, the battle is a draw. If the Klingon player
destroys both Orion ships then he gains victory instead.
M aking C rime P ay
If the Klingons won Take the Money and Run
The Klingons have tracked a light raider travelling to the salvage cruiser being used as a
depot to this raiding and, with a D5W new heavy cruiser fresh from the shipyards, are
planning to put an end to this pirating once and for all.
If the Orions won Take the Money and Run
Having successfully plundered a Klingon convoy, other pirates have heard of the rich
pickings to be had in what was a quiet, yet vital, backwater. If the local patrolling
warships can be eliminated, the Orions can pilfer every freighter in the area with relative
(if temporary) impunity.
Fleets: The Orion fleet consists of a Salvage Cruiser and two Light Raiders. The Klingon
fleet consists of a D5W New Heavy Cruiser and a D5 War Cruiser. If the E4 Frigate
survived Mouse and Mouse, the Klingon fleet also includes an additional E4 Frigate.
Pre Battle Preparation: If the Orions lost Take the Money and Run, they deploy first. If
the Klingons lost, they deploy first. Stellar debris is generated randomly.
Scenario Rules: The fleet that deployed last automatically wins Initiative in the first turn.
If the Orions won Mouse and Mouse they gain a +1 bonus to their Initiative for the entire
battle. If the Orions won Take the Money and Run, roll one die and deduct that much
damage from the D5W before the start of the game, and roll for two random critical hits,
as it would have run into another pirate ship beforehand, due to heightened raiding in the
area.
Game Length: Until one side has no ships on the table.
Victory and Defeat: The player with any ships remaining on the table is the winner, no
matter what their condition. If he has just one ship left, he has won a minor victory. If he
has two or more ships remaining, it is a major victory.
A CONSTITUTIONAL TIMELINE
THE CONSTITUTION-CLASS
THROUGH THE AGES
The Constitution-class has been the workhorse of the Federation fleet for many years, and its naval architects and engineers have worked hard to keep it in competitive form. A series
of refits and modifications have allowed the Constitution to face the heavy cruisers of other empires on an even level, and in no small part have permitted the Federation to maintain a
strong line against enemy fleets.
C onstitution - class H eavy C ruiser
155 P oints (CA)
The workhorse of the Federation, this ship has a good balance of capabilities. It is more than just a combat ship, as it can conduct research,
rescue, and exploration missions, among many other tasks.
Ships of the Class: 1700 Constitution, 1701 Enterprise, 1702 Farragut, 1704 Yorktown, 1706 Exeter, 1707 Hood, 1708 Intrepid, 1709 Valiant, 1711
Potemkin, 1716 Endeavour, 1718 Excelsior
Turn: 6
Damage: 32/11
Craft: 4 Shuttles
Weapon
Phaser-1
Phaser-1
Phaser-1
Photon Torpedoes
Shields: 22
Marines: 5
Traits: Labs 8, Tractor Beam 2, Transporter 3
Range
18
18
18
15
Arc
FH
SH
PH
F
AD
2
2
2
4
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Devastating +1, Multihit 4
C onstitution - class H eavy C ruiser P haser R efit
160 P oints (CAR)
The CAR phaser refit added a pair of rear firing phasers-1 to the Constitutions armament..
Ships of the Class: 1700 Constitution, 1701 Enterprise, 1702 Farragut, 1704 Yorktown, 1706 Exeter, 1707 Hood, 1708 Intrepid, 1709 Valiant, 1711 Potemkin, 1716
Endeavour, 1718 Excelsior
Turn: 6
Damage: 32/11
Craft: 4 Shuttles
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Photon Torpedoes
Shields: 22
Marines: 5
Traits: Labs 8, Tractor Beam 2, Transporter 3
Range
18
18
18
18
15
Arc
FH
SH
PH
AH
F
AD
2
2
2
2
4
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Devastating +1, Multihit 4
C onstitution - class H eavy C ruiser P lus R efit
175 P oints (CA+)
The Plus refit increased the power systems and shields, added a drone rack, and two turret-mounted phasers-3 to the Constitution.
Ships of the Class: 1700 Constitution, 1701 Enterprise, 1702 Farragut, 1704 Yorktown, 1706 Exeter, 1707 Hood, 1708 Intrepid, 1709 Valiant, 1711 Potemkin, 1716
Endeavour, 1718 Excelsior
Turn: 6
Damage: 32/11
Craft: 4 Shuttles
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-3
Photon Torpedoes
Drone
Shields: 24
Marines: 5
Traits: Labs 8, Tractor Beam 2, Transporter 3
Range
18
18
18
6
15
36
Arc
FH
SH
PH
T
F
T
AD
2
2
2
2
4
1
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Kill Zone 2, Precise
Devastating +1, Multihit 4
Devastating +1, Multihit D6, Seeking
C onstitution - class H eavy C ruiser P haser /P lus
refit
180 P oints (CAR+)
This version combines the Plus refit with the CAR phaser refit and converts the existing auxiliary power reactors to auxiliary warp reactors. This is the version currently in the
Federation fleet list.
Ships of the Class: 1700 Constitution, 1701 Enterprise, 1702 Farragut, 1704 Yorktown, 1706 Exeter, 1707 Hood, 1708 Intrepid, 1709 Valiant, 1711 Potemkin, 1716 Endeavour, 1718
Excelsior
Turn: 6
Damage: 32/11
Craft: 4 Shuttles
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-3
Photon Torpedoes
Drone
10
Shields: 24
Marines: 5
Traits: Labs 8, Tractor Beam 2, Transporter 3
Range
18
18
18
18
6
15
36
Arc
FH
SH
PH
AH
T
F
T
AD
2
2
2
2
2
4
1
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Kill Zone 2, Precise
Devastating +1, Multihit 4
Devastating +1, Multihit D6, Seeking
FLEET DOCTRINE
H istorical F orces
in the
S tar F leet U niverse
Within the Star Fleet Universe, the fleets of the mighty empires do not always have the perfect selection of vessels with which to fight their battles. Dreadnoughts and battleships are
simply too expensive to have moving around in massed fleets and so have to be spread around among different forces. Much the same applies to specialist ships such as scouts.
In order to reflect this, the Fleet Doctrine can be used as an option when building your fleets. Following these guidelines, you will be able to build the sort of Battle Force that
commonly appears in the Star Fleet Universe.
B attle F orce
A Battle Force is a group of up to twelve ships. You must have a complete Battle Force of twelve ships before you can add a second Battle Force and thus have a larger overall fleet.
Each Battle Force may have the following, up to the twelve ship limit.
0-2 Battleships, Dreadnoughts or Heavy Battlecruisers
0-2 Ships with the Scout trait
0-2 Ships with the Escort trait
A Battle Force may have any number of other vessels.
For every three ships of the same size/class (i.e. heavy cruiser, light cruiser, destroyer, frigate, etc), one of the three may be a Leader or Command variant.
A N ote
on
O dd S hips
There are many ships and variations of ships in the Star Fleet Universe, and some definitions for what can be included in a Battle Force may be useful.
In particular, there can be lots of variations on ships that are termed frigates or destroyers you can get light frigates, battle frigates, war destroyers, heavy destroyers, and so on. Unless
otherwise stated, if a ship has the term destroyer or frigate in its title, then it can be counted as a normal destroyer or frigate respectively. The same applies to cutters, battleships,
dreadnoughts and battlecruisers.
With regards to cruisers, assume that all are a type of heavy cruiser, unless they are listed as being a light cruiser.
W ant
to
K now M ore ?
For those interested in building historically accurate Battle Forces in the Star Fleet Universe, a much more detailed listing can be found at
http://starfleetgames.com/ACTASFFleetDoctrineRules.shtml.
11
DREADNOUGHT VARIANTS
U nited F ederation
of
P lanets
A lliance - class D readnought
275 P oints (DN)
The original battleship of the Federation, the dreadnought is slightly inferior to those of other empires. Being first in production, the original
concept was to provide greater capability with only a minimal increase in firepower. A further refit was deemed necessary as other empires
began deploying dreadnoughts with approximately 50% more firepower than their own command cruisers.
Ships of the Class: Federation, Star League, Konkordium, Directorate, Star Union, Alliance, Dominion, Consortium
Turn: 9
Damage: 48/16
Craft: 6 Shuttles
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Photon Torpedoes
12
Shields: 30
Marines: 7
Traits: Command +1, Labs 10, Tractor Beam 2, Transporter 4
Range
18
18
18
18
18
15
Arc
FH
SH
PH
AH
T
F
AD
2
2
2
2
2
4
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Devastating +1, Multihit 4
NEW USES FOR YOUR
DREADNOUGHT MODELS
S tar L eague - class I mproved D readnought
300 P oints (DN+)
Having the first dreadnought in service was both boon and curse to the Federation, who found themselves at the start of the General War with a ship
weaker than those opposing it. During the course of the war, the Federation dreadnought fleet was modified and upgraded to this improved class.
Ships of the Class: Federation, Star League, Konkordium, Directorate, Star Union. Alliance, Dominion, Consortium
Turn: 9
Damage: 56/18
Craft: 8 Shuttles
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Photon Torpedoes
Drone
Shields: 36
Marines: 7
Traits: Command +1, Labs 10, Tractor Beam 3, Transporter 6
Range
18
18
18
18
18
15
36
Arc
FH
SH
PH
AH
T
F
T
AD
2
3
3
2
2
6
1
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Devastating +1, Multihit 4
Devastating +1, Multihit D6, Seeking
T rusteeship - class H eavy D readnought
360 P oints (DNH)
An improved version of the Federation-class dreadnought, this design adds additional power and weaponry, stretching the limit of even its massive
frame. Some ships of this class were built as new constructions while others were converted from dreadnoughts built earlier.
Ships of the Class: Trusteeship
Turn: 6
Damage: 60/20
Craft: 6 Shuttles
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-3
Photon Torpedoes
Drone
Shields: 38
Marines: 8
Traits: Command +1, Labs 6, Tractor Beam 4, Transporter 5
Range
18
18
18
18
18
6
15
36
Arc
FH
SH
PH
AH
T
T
F
T
AD
2
3
3
2
4
3
6
6
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Kill Zone 2, Precise
Devastating +1, Multihit 4
Devastating +1, Multihit D6, Seeking
13
K lingon E mpire
C6 E arly D readnought
295 P oints
Built during the Four-powers War, the C6 suffered (as did all early dreadnoughts) from a lack of heavy weapons - at least when compared to
the behemoths of the General War. When first designed, its four disruptors were considered more than acceptable for combat. This ship was
created to provide fleet leadership more from survivability than firepower. All surviving C6s were eventually converted to C9s.
Ships of the Class:
Turn: 6
Damage: 64/22
Craft: 5 Shuttles
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-2
Phaser-2
Phaser-2
Phaser-2
Disruptors
Drone
Shields: 34
Marines: 12
Traits: Command +1, Labs 6, Quick Launch, Tractor Beam 3, Transporter 8
Range
18
18
18
12
12
12
12
24
36
Arc
F, P, S
F, P
F, S
F, P
F, S
A, P
A, S
F
T
AD
2
1
1
2
2
2
2
4
4
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Kill Zone 4, Precise
Accurate +1, Kill Zone 4, Precise
Accurate +1, Kill Zone 4, Precise
Accurate +1, Kill Zone 4, Precise
Accurate +1, Multihit 2
Devastating +1, Multihit D6, Seeking
C9 D readnought
340 P oints
This ship (and the very similar C8-class) was designed for extended operations and, as such, was proportionally larger than the standard D7
Battlecruiser. The C9 was deployed primarily on the Federation border, while the C8 was intended for use on the Kzinti border. Later in the
General War, when the Federation began fielding fighters and drone-heavy ships similar to the Kzinti, the C9 was rapidly converted to C8-class
units.
Ships of the Class: Victory, Atrocity, Carnivorous
Turn: 6
Damage: 64/22
Craft: 5 Shuttles
14
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-2
Phaser-2
Disruptors
Disruptors
Drone
Shields: 36
Marines: 12
Traits: Anti-Drone 1, Command +1, Labs 6, Quick Launch, Tractor Beam 3, Transporter 8
Range
18
18
18
12
12
24
24
36
Arc
F, P, S
F, P
F, S
A, P
A, S
F, P, S
F
T
AD
2
3
3
2
2
2
4
4
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Kill Zone 4, Precise
Accurate +1, Kill Zone 4, Precise
Accurate +1, Multihit 2
Accurate +1, Multihit 2
Devastating +1, Multihit D6, Seeking
C10 H eavy D readnought
415 P oints
The renowned C10 heavy dreadnought was an improved version of the C8, with additional phasers and drone racks.
Ships of the Class: Victory, Atrocity, Carnivorous, Admiral Kang, Terror
Turn: 6
Damage: 64/22
Craft: 5 Shuttles
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-2
Phaser-2
Phaser-3
Phaser-3
Disruptors
Disruptors
Drone
Shields: 36
Marines: 12
Traits: Anti-Drone 1, Command +1, Labs 6, Quick Launch, Tractor Beam 3, Transporter 8
Range
18
18
18
12
12
6
6
24
24
36
Arc
F, P, S
F, P
F, S
A, P
A, S
A, P
A, S
F, P, S
F
T
AD
2
5
5
1
1
2
2
2
4
8
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Kill Zone 4, Precise
Accurate +1, Kill Zone 4, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Multihit 2
Accurate +1, Multihit 2
Devastating +1, Multihit D6, Seeking
15
R omulan S tar E mpire
D ictator - class C ondor -H H eavy D readnought
395 P oints (CNH)
This is an improved version of the Condor dreadnought, with additional power and weapons.
Ships of the Class: Dictator, General, Commander, Governor
Turn: 9
Damage: 56/18
Craft: 5 Shuttles
16
Shields: 40
Marines: 10
Traits: Cloak, Command +1, Labs 6, Tractor Beam 4, Transporter 6
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-3
Phaser-3
Plasma Torpedo-R
Range
18
18
18
18
18
6
6
16
Arc
F, P
F, S
PH
SH
T
A, P
A, S
F
AD
2
2
2
2
3
2
2
7
Plasma Torpedo-S
16
F, P
Plasma Torpedo-S
16
F, S
Plasma Torpedo-F
16
F, P
Plasma Torpedo-F
16
F, S
Plasma Torpedo-D
16
PH
Plasma Torpedo-D
16
SH
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
C onfederation
of the
G orn
D aspletosaurus - class E arly D readnought
265 P oints (DNE)
This was the original Gorn dreadnought. No ships of this class were ever completed, and it is arguable whether any were even begun.
Ships of the Class: Dasplatosaurus
Turn: 9
Damage: 52/17
Craft: 8 Shuttles
Shields: 38
Marines: 15
Traits: Command +1, Labs 6, Quick Launch. Tractor Beam 3, Transporter 4
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Plasma Torpedo-G
Range
18
18
18
18
18
18
18
16
Arc
F, P
F, S
PH
SH
T
A, P
A, S
F
AD
1
1
2
2
2
1
1
3
Plasma Torpedo-G
16
Plasma Torpedo-G
16
Plasma Torpedo-G
16
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
17
S pinosaurus - class H eavy D readnought
365 P oints (DNH)
This is an improved version of the original T-Rex dreadnought with additional power, systems, phasers and type-R plasma launchers - the
latter intended to protect it from more agile opponents.
Ships of the Class: Thunderdragon
Turn: 9
Damage: 52/17
Craft: 8 Shuttles
18
Shields: 38
Marines: 15
Traits: Command +1, Labs 6, Quick Launch. Tractor Beam 4, Transporter 7
Weapon
Range
Arc
AD
Special
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-3
Phaser-3
Plasma Torpedo-R
18
18
18
18
18
18
18
6
6
16
F, P
F, S
PH
SH
T
A, P
A, S
PH
SH
F
2
2
2
2
2
1
1
1
1
7
Plasma Torpedo-S
16
F, P
Plasma Torpedo-S
16
F, S
Plasma Torpedo-F
16
PH
Plasma Torpedo-F
16
SH
Plasma Torpedo-D
16
PH
Plasma Torpedo-D
16
SH
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
T arbosaurus - class P lasma D readnought 330 P oints (DNT)
A variant of the standard Gorn dreadnought, this ship mounts two type-R torpedoes, but at the cost of further weaponry. This design was not
regarded as a success and only one is known to have been constructed.
Ships of the Class: Doomlizard
Turn: 9
Damage: 52/17
Craft: 8 Shuttles
Shields: 38
Marines: 15
Traits: Command +1, Labs 6, Quick Launch. Tractor Beam 4, Transporter 7
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-3
Phaser-3
Plasma Torpedo-R
Range
18
18
18
18
18
18
18
6
6
16
Arc
F, P
F, S
PH
SH
T
A, P
A, S
PH
SH
F
AD
1
1
1
1
2
1
1
1
1
7
Plasma Torpedo-R
16
Plasma Torpedo-F
16
FH
Plasma Torpedo-F
16
PH
Plasma Torpedo-F
16
SH
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
Devastating +1, Energy Bleed, Multihit D6, Reload,
Seeking
19
K zinti H egemony
E arly D readnought
285 P oints (DNE)
The original Kzinti dreadnought, built during the Four Powers War, this ship reflects the design problems faced in that era. Engineering and naval
architecture had not yet reached the point of allowing for additional heavy weapons which the more familiar General War dreadnoughts carried.
The two surviving hulls were converted to dreadnoughts by the beginning of the General War.
Ships of the Class: Unknown
Turn: 9
Damage: 46/15
Craft: 3 Shuttles
Weapon
Phaser-1
Phaser-1
Phaser-3
Phaser-3
Phaser-3
Phaser-3
Phaser-3
Disruptor
Drones
Shields: 36
Marines: 10
Traits: Command +1, Labs 9, Tractor Beam 3, Transporter 7
Range
18
18
6
6
6
6
6
24
36
Arc
F, P
F, S
F, PH
F, SH
A, PH
A, SH
T
F
T
AD
2
2
2
2
1
1
6
4
7
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Multihit 2
Devastating +1, Multihit D6, Seeking
C onfederation - class H eavy D readnought
345 P oints (DNH)
An improved version of the dreadnought, this design had additional power and weapons.
Ships of the Class: Confederation, Alliance
Turn: 9
Damage: 54/18
Craft: 3 Shuttles
20
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-1
Phaser-3
Phaser-3
Phaser-3
Disruptor
Drones
Shields: 36
Marines: 10
Traits: Anti-Drone 3, Command +1, Labs 9, Tractor Beam 3, Transporter 7
Range
18
18
18
18
18
6
6
6
24
36
Arc
F, P
F, S
F, PH
F, SH
T
A, PH
A, SH
T
F
T
AD
2
2
2
2
3
3
3
3
6
8
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Multihit 2
Devastating +1, Multihit D6, Seeking
T ribal - class D rone D readnought
320 P oints (DND)
Fitted with drone racks and massive magazines of reloads, this ship is known as the Never Needs to Reload. The Drone Dreadnought can provide sustained
long-ranged fire unequalled by any other ship built.
Ships of the Class: Tribal
Turn: 9
Damage: 54/18
Craft: 3 Shuttles
Weapon
Phaser-1
Phaser-1
Phaser-1
Phaser-3
Phaser-3
Phaser-3
Phaser-3
Phaser-3
Disruptor
Drones
Drones
Shields: 36
Marines: 10
Traits: Anti-Drone 1, Command +1, Labs 9, Tractor Beam 3, Transporter 7
Range
18
18
18
6
6
6
6
6
24
36
36
Arc
F, P
F, S
T
F, PH
F, SH
A, PH
A, SH
T
F
T
T
AD
2
2
3
1
1
3
3
3
4
6
6
Special
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +2, Kill Zone 8, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Kill Zone 2, Precise
Accurate +1, Multihit 2
Devastating +1, Multihit D6, Seeking
Devastating +1, Multihit D6, Seeking
21
DRONE STRIKE
VARIANT DRONES FOR A CALL
TO ARMS: STAR FLEET
Many empires use drones within their fleets, being cheap, reliable and devastating weapons. Up to now, fleets have only had a chance to use the regular Type-I drone. Now, their
armouries have expanded and several new drones are now available.
A G uide
to
D rones
There are six main types of drone, and most can be further modified with different warheads.
Type-I Drone: The standard drone featured in the fleet lists.
Type-II Drone: A faster drone with enhanced drives. The Type-II has a shorter range but due to its lightning fast speed, is much harder to stop.
Type-III Drone: A very long-ranged drone, enabling ships to stand off a great distance to whittle away their enemies defences.
Type-IV Drone: A much larger drone, with a correspondingly larger warhead.
Type-V Drone: Combining speed with power, the Type-V drone is larger and almost unstoppably fast.
Armoured: An armoured drone is designed to withstand punishing defences, blasting its way through to hit its target.
Spearfish: Using shield piercing technology, the Spearfish causes relatively little damage but will always penetrate shields, allowing it to attack the hull of a ship directly.
Swordfish: This is the name given to a drone that has a phaser mounted instead of a warhead. While it will deal less damage, the advantage of this modification is that it will fire upon
the enemy from beyond the range of its active defences.
R efitting D rone R acks
All ships equipped with drones in all fleet lists start with Type-I drones. These may be upgraded to one of the new types below at a cost of 5 points per Attack Die of drones.
Every Attack Die within a drone weapon system must be upgraded to the same type of drone. You cannot upgrade just one or two Attack Dice, you have to do them all! However, if a
ship has separate drone weapon systems, each may have a different type of drone.
Type-II
A Type-II drone requires two hits from Defensive Fire to destroy it. However, it will be stopped by a single successful use of a tractor beam or Anti-Drone system as usual. Type-II
drones have a maximum Range of 18.
Type-III
A Type-III drone has a Range of 72.
Type-IV
Whenever a Type-IV drone successfully hits a target, it may re-roll its Multihit die. However, its Attack Dice are halved, rounding down (after the points have been paid to upgrade it).
Type-V
Upgrading to a Type-V drone costs 10 points per Attack Die, and combines the effects of the Type-II and Type-IV. It has a maximum Range of 18, requires two hits from Defensive
Fire to destroy it and, upon a successful hit, may re-roll its Multihit die. In addition, its Attack Dice will be halved, rounding down (after the points have been paid to upgrade it).
22
M odifying D rone W arheads
Drones can also be fitted with modified warheads. Unless otherwise stated, any drone except the Type-VI may be fitted with any modified warhead. Fitting a modified warhead costs 5
points per Attack Die.
Every Attack Die within a drone weapon system must have the same type of warhead. You cannot change just one or two Attack Dice, you have to do them all! However, if a ship has
separate drone weapon systems, each may have a different type of warhead.
Armoured
Each phaser or tractor beam used in Defensive Fire against an Armoured drone must re-roll any successful hit.
Spearfish
The Spearfish will ignore all shields a target has and cause damage against the hull. However, it loses the Multihit trait. A Type-IV or -V drone upgraded to Spearfish will have its
Multihit trait reduced to Multihit 2.
Swordfish
A Swordfish drone cannot be countered by any Defensive Fire (or Anti-Drone systems) except other drones. Instead of rolling to hit or using the Seeking trait to automatically hit, roll
a phaser-3 with 1 Attack Die against the target. This will be at the phasers long range (so the standard 1 penalty to hit applies, and the Killshot trait will not be used). A Type-VI or -V
drone will fire a phaser-2 with 1 Attack Die, avoiding the long range penalty and using the Kill Zone trait.
23