recursal/Fanatic-Fandom huggingface dataset:
Hyperyacht Aurorum

*Hyperyacht Aurorum* is a uniquely-designed vessel from the pre-Scourge era. Commissioned by Caesar Dun, the boss of the East Eden Syndicate, the *Aurorum* was built to impeccable standards, riddled with unregistered spaces, and armed well beyond EAA-sanctioned standards. After its launch in 2493, the ship spent much of the next 14 years on the run, using its peerless stealth capabilities to help Dun evade justice. As a result, the *Aurorum* and its crew unwittingly dodged the Scourge invasion and winded up joining a refugee fleet after Dun was deposed by his second-in-command.

Today, the *Hyperyacht Aurorum* serves as the flagship of Karl Stieglitz, head of the galaxy's most infamous mercenary fleet - the Decapitators. These privateers served as the vanguard of the Vega Scrapfleet during the Battle for Earth, where they gained a dark reputation amongst their allies and enemies alike. Currently a gun for hire, the Decapitators have been approached by Kalium about their services, and are rumored to be in talks with the Post-Human Republic as well.

### In-Game

For 90 points, the Hyperyacht Aurorum is a steal - its 9k mass drivers can hit for exceptionally reliable damage and can be fired on silent running as well thanks to its Stealth keyword, not to mention its launch capacity. Most interestingly, the Aurorum can be fielded by any faction, and even gains access to their launch assets.
Charybdis Frigate

The Charybdis is a class of frigate designed and constructed by the Scourge. Though most other races opt for more heavily-armoured vessels in the bombardment role - the better to remain on station while soaking enemy fire - the Charybdis is the Scourge's primary bombardment platform. Though it cannot take as much damage as the competition can, the Charybdis nevertheless proves its worth by outpacing more ponderous bombardment ships. It speed lets it reach enemy clusters quickly, raining plasma from on high before most enemies have a chance to catch it. Once in place, the Charbydis relies on its small signature and atmosphere capabilities to keep it safe from enemy vessels.

The Charybdis being the Scourge's primary bombardment platform also makes a great deal of sense when the Scourge's predilection for conquest over destruction is factored in. As the Scourge typically try to repurpose a defeated enemy's infrastructure, they avoid damaging it wherever possible, focusing instead on military assets. As a result, heavier bombardment platforms designed for mass destruction - such as the UCM's Tokyo - would be counterproductive.

### In-Game

The Charybdis is one of only two ships in the entire Scourge armada that has a proper Bombardment weapon, which helps it stand out amongst the other frigates. That said, it won't do much damage to a sector even with Scald, meaning you should take these in larger groups if you want to commit to the bombardment strat.
Washington Supercarrier

### Armament

2x UF-9000 mass drivers turrets, 10x UF-4200 mass drivers turrets, leviathan missile bays

### Known ships of the class

Washington, Eisenhower, Nimitz, Our Will, Shield of Aurum

The Washington is a class of dreadnought designed and constructed by the United Colonies of Mankind. Though its sister class was designed with raw firepower in mind, the Washington is constructed with cavernous launch bays instead, allowing it to provide an entire strike force with fighter screens or cripple ships with wave after wave of bombers.

As with the London, the sheer amount of resources and manpower that goes into constructing and fielding a Washington means its deployment is reserved for the direst of circumstances - one would expect a Washington to be even more difficult to field, given how many voidcraft and pilots it requires. Despite this, the UCMF's most decorated vessel (the *Our Will*) and its flagship (the *Shield of Aurum*) are both Washingtons, implying they've seen regular use since the battle for Earth began.

### In-Game

The Washington loses the UF-6400 shots of the London in exchange for an entire fleet's worth of strike craft in a single package. Though this means you can't take any other carriers in a 2000 point game, it does mean the Washington can one-shot ships with its launch assets alone while it hunts down other prey with its UF-9000s. As with the London, this comes with a free AV5 admiral as well.
Prime Starchief Quetzalcoatl

Quetzalcoatl is a prime starchief of the Shaltari Tribes.

### History

Relatively little is known of Quetzalcoatl, besides his actions in combat. His tribe has not formally introduced itself to the United Colonies of Mankind, and his name has only been gleaned through communications with Pungari mercenaries, who themselves have only heard of Quetzalcoatl by reputation.

Regardless, Quetzalcoatl has been the bane of UCM and PHR forces throughout the Reconquest. Arriving just as a human fleet appears to be winning against the Scourge, Quetzalcoatl's fleet swiftly arrives and engages the existing combatants, his flagship personally hunting down and annihilating capital ships. In short order, the Shaltari fleet disperses, leaving the Scourge to claim the victory. This tactic cuts both ways, however - the Scourge have been handed defeats by Quetzalcoatl in exactly the same way, allowing their human enemies to win engagements they otherwise should have lost. His flagship remains a threat of the highest priority to both sides, as his actions continue to prolong the conflict between humanity and the Scourge.

### In-Game

Do you like explosions? Quetzalcoatl has you covered - he can make any capital ship explode in a Radiation Burst without rolling for it, handing out damage to nearby enemies at opportune moments. The fact that this is optional means Quetzalcoatl can guarantee damage to the opposing fleet without harming his allies. Still, Quetzalcoatl is SPICY pricy at 120 points, not including the cost of his dreadnought, and as a result is probably best fielded in larger games.
Amber Cruiser

The Amber is the standard class of cruiser designed and constructed by the Shaltari Tribes, and is one of the most commonly-encountered Shaltari capital ships. Armed with a pair of disintegrator banks, the Amber is one of the most well-armed vessels of its tonnage, especially when it can deploy both banks against the same target. It should come as no surprise therefore that the Amber is one of the oldest designs still in service with the Shaltari, as evidenced by the micro-scarring found on their hulls, and by the fact that the UCM has lost more ships to this class than any other in its history.

Like all Shaltari vessels, the Amber is equipped with an all-encompassing energy shield that gives it superlative protection against enemy firepower, in addition to point defence capabilities in excess of any equivalent ship from another race. However, both cannot be operated at the same time, giving the Amber - and indeed all Shaltari ships - an obvious weakness.

### In-Game

These nifty little gunboats can use their side arcs to strafe enemies from the board edge while remaining safe behind their tiny Signatures. In the event an Amber is lined up with an enemy, they can go Weapons Free to double their firepower - that said, it's probably not worth trying to line them up for that play, as a major spike isn't worth a mere 4 extra shots.
Nuuk EM Harasser

The Nuuk is a class of cutter constructed by the United Colonies of Mankind. Though not initially commissioned by the UCMF, the Nuuk came into existence after a Reykjavik-class cutter in service to Battlefleet Eden was damaged during a combat trial. Rather than simply repair it, the fleet opted to replace the power-hungry mass drivers with a satellite-grade EM haywire blaster, creating a flexible support tool whose value was immediately evident to the Admiralty. Following its approval, many hulls slated to become Reykjaviks were swiftly converted to Nuuks instead.

Though the Nuuk is essentially incapable of dealing damage to enemy vessels, a single blast of its EM weapon can scramble a ship's systems, leaving it incapable of performing complex tasks like course changes or plotting firing solutions for all weapons. This makes the Nuuk especially potent against enemy capital ships, though it must rely on its speed to stay out of its target's firing arcs. Curiously, this also makes the Nuuk comparable to the PHR's Harpocrates lighters in terms of role and firepower - one has to wonder where Battlefleet Eden's commanders got the idea for the class.

### In-Game

The Nuuk seems overall decent, if perhaps a bit overcosted for what it does. Hitting half the time for an effect that's useless against most medium or light ships is pretty hard to justify, but against opponents running battleships/dreadnoughts, a pair of Nuuks could be decent.
Harpy Frigate

The Harpy is a class of frigate designed and constructed by the Scourge, and is the race's standard combat frigate. Harpies are by far and away the most common combat ship encountered by the UCM, with almost 600 believed to exist as of 2672. These small vessels are armed with potent oculus beam weaponry and generally operate in packs, relying on safety in numbers and weight of firepower to bring down heavier vessels.

Unlike the frigates of other factions, Harpies are capable of operating in atmosphere, though their oculus beams are of limited value once ensconced there. Instead, they use this capability to hide from enemy sensors, waiting for the perfect moment to strike. Even if an enemy detects them in advance, the atmosphere itself can protect a Harpy from the worst of an enemy's void weaponry.

### In-Game

Despite being armed with cruiser-level oculus weapons, Harpies are relatively unthreatening in small numbers due to their lack of shots. In large numbers these can threaten medium ships, though their cap of four boats per group limits their damage potential. Harpies have the advantage of longer reach over Djinns, making them better in scenarios where you can't - or don't want to - reach close action range with an opponent.
Ariadne Destroyer

An Ariadne destroyer (foreground) sails alongside its sister class, the Electra

The Ariadne is a class of destroyer designed and constructed by the Post-Human Republic. Built alongside the Electra, the Ariadne's multirole specifications nonetheless align better with the PHR's usual design philosophy than her sister class. Larger than a strike carrier but smaller than a troopship, the Ariadne is not only capable of deploying more infantry than its Medea counterparts, but can also outpace the lumbering Ganymede and Orpheus, making it overall a more flexible choice.

Realizing that such a vessel is likely to be outnumbered in most operations, the PHR elected to outfit the class with twin heavy calibres as its primary armament. This gives it surprising lethality in fleet engagements, but also lets the Ariadne threaten the "meat crate" troopships of other factions.

### In-Game

The lovechild of a PHR troopship and the Electra, the Ariadne can sit on objectives quietly dropping bulk landers while chipping in for some damage with its Calibre (H&S) guns. Though heavier than a Medea, the Ariadne still isn't beefy enough to brawl over central clusters, relegating it to support duty on safer clusters; however, its guns do at least make it a useful ship for finishing off wounded ships of its preferred tonnage.
Reykjavik Cutter

The Reykjavik is a class of cutter constructed by the United Colonies of Mankind. While cutters have been a mainstay of the UCMF since its inception, the Reykjavik is a relatively recent addition, having first entered service early into the Reconquest. These ships are equipped with cruiser-sized drive banks and stripped-down versions of the mass drivers found on dreadnought turrets, giving them potent firepower and the speed to get where that firepower is most needed.

Reykjaviks generally operate ahead of the fleets they're attached to and are tasked with making the crucial first kill in engagements. Though more than capable of accomplishing this, Reykjavik captains still have to contend with the fragility and specialist role of their ships before taking on larger prey.

### In-Game

Absurdly effective boats for their price tag - 40 points gives you two Lock 3+ shots at two damage apiece, with 14" of Thrust and the Vectored keyword to get that firepower where you want it. In sufficient quantities, Reykjaviks can alpha strike your opponent's most threatening group, likely trading up every time. Very potent if you can spare the Light slots.
Pegasus Nano-Hive Cutter

The Pegasus is a class of cutter constructed by the Post-Human Republic. The Pegasus is exceptionally fast and prefers striking at close range, making it almost more akin to a Scourge vessel than one from the Republic. In combat, it deploys swarms of armed nano-drones that are too small and fast-moving for point defences to easily stop. The limited range of these drones force the Pegasus to operate in close proximity to its target, making it a vessel that rewards aggressive-minded captains.

Despite such a risky engagement pattern, the Pegasus requires little support, as its nano-drones can regenerate its hull without the need from repair facilities. This allows it to operate outside of normal fleet engagements, preying on merchantment and outliers before fading away to restore its hull integrity.

### In-Game

The Pegasus trades some of the raw speed and maneuverability of other cutters for better survivability - its Regenerate rule essentially means that it can't die unless destroyed in a single turn. This also gives the Pegasus the ability to use debris fields as safe zones, as it can easily heal off any damage sustained by flying through one. Its weapon isn't anything special, but does at least deal consistent damage thanks to the Swarmer rule. In summary: potent, but not quite as good as the cutters from other races.
Topaz Frigate

The Topaz is a class of frigate designed and constructed by the Shaltari Tribes, and is the most common Shaltari vessel encountered by the UCM. Topaz frigates are employed by all known Shaltari tribal fleets and fulfill a role similar to that of the 'gun'-armed frigates of other races, such as the Toulon or Harpy. Their primary armament consists of a prow-mounted disintegrator bank - a potent weapon for a vessel of this size, though its firing arc is fairly restrictive. Still, the Topaz has more leeway in its facing than its cousin, the Jade, making it a more general purpose ship.

As with all Shaltari vessels, the Topaz is equipped with an advanced shield system - a crucial inclusion, as the Topaz is fairly lightly armoured. These vessels generally make their approach with shields down to exploit their tiny signatures, and will lower the shields after making their attacks to help them fade away while on silent running. These tactics make the Topaz an excellent raiding ship, and it is frequently employed against supply convoys.

### In-Game

The Topaz is an excellent little ship that can serve a variety of roles, from frontline skirmisher to suicide alpha striker. Its disintegrator banks are nothing special, but at Lock 3+ versus an Amber's 4+, a group of Topazes can put out similar amounts of damage for better points value.
Raiju Heavy Cruiser

The Raiju is a class of heavy cruiser designed and constructed by the Scourge. Following a similar design principle as its cousin, the Shenlong, the Raiju is equipped with a distinctive cloaking crest, oculus weaponry, and close-action plasma cannons. Unlike the Shenlong however, the Raiju has reduced oculus firepower in favor of two furnace cannons. These powerful directed-energy weapons can fire a spread of beams for maximum damage, or a single focused shot that has the added side-effect of heating up the target's hull, marking it for the rest of the Raiju's fleet.

As a result of this armament, the Raiju prefers lurking in the back of any engagement, protected by its stealth system, while it waits for targets of opportunity to present themselves. Even when it finally does fire, the Raiju's cloaking crest can all but negate the increased signature it would otherwise gain, preventing counterfire from enemy vessels.

### In-Game

The Raiju is basically an upgraded Ifrit, featuring better Hull, a stronger oculus weapon, and the Partial Cloak and Stealth keywords. This means the Raiju can sit back on Silent Running while Flash-ing enemies, or go Weapons Free without gaining a major spike. However you use one, just make sure you're getting use out of its keywords, as the Raiju is fairly under-armed for its points.
Ajax Cruiser

The Ajax is a class of cruiser designed and constructed by the Post-Human Republic. Unlike its generalist Orion-class sister, the Ajax was designed with the mass annihilation of small vessels in mind. Its light calibre mass driver broadsides each have two independent targeting systems, allowing it to engage multiple foes with a single broadside. The sheer volume of fire not only compensates for the lack of stopping power each individual railgun possesses, but also prevents the Ajax from being outgunned by the groups of frigates that would otherwise bully it.

Since flexibility is prized amongst the Grand Fleet's warships, the Ajax is also equipped with a prow-mounted Supernova laser, giving it a tool to employ against heavier vessels. The laser can also be used to mark enemy vessels for targeting by the Ajax's allies, and can be fired while on the approach, giving it multiple uses.

### In-Game

The standout star of the PHR's three main cruiser options. The Ajax can put out 36 Calibre (L) shots on Weapons Free, letting it rip through enemy frigates and even throw enough dice to kill strike carriers in atmosphere. Even better, all of these broadside weapons are linked, making the Ajax potent while on standard orders.
Amethyst Frigate

The Amethyst is a class of frigate designed and constructed by the Shaltari Tribes. Designed for close action engagements, the Amethyst flies in the face of traditional Shaltari tactics that dictate staying at arm's length from the opposition. Indeed, the Amethyst is the most aggressive vessel in the Shaltari's arsenal, and typically attracts only the most reckless captains.

Amethyst frigates are armed with microwave arrays - terrifying close action weapons that inform the class's aggressive nature. These weapons fire superheated beams that can melt through armour in seconds, frying internal components or cooking the enemy crew alive within their warship. Since these weapons are entirely energy-based, point defence is useless against their attacks, making it even more deadly. All of these traits ensure that the Amethyst is one of the most dangerous close-action vessels ever encountered by the UCM, even more so than those fielded by the Scourge.

### In-Game

The Amethyst is armed exclusively with the Close Action (Beam) microwave array, giving it better damage potential than the Topaz at the cost of being more vulnerable to counterattack. These also can only come in groups of two, making them better at hit-and-run attacks than their fellow frigates.
Palatine Command Barge

Kabal’s Raiment [né Versailles], Kabal’s Insight [né Midas] (Kalium)

Bruised Beautiful [né Atlantique], Daughter of Eden (Vega Scrapfleet)

Gilded Trident, In Diamond Clad (Independents)

The Palatine Command Barge is an unusual vessel produced by Trident Industrial during the pre-Scourge era. Though on the outside these ships appear quite similar to other vessels of the era, the insides were designed specifically to be as lavish as possible, using marble, ebony, and other precious materials to maximize its opulence. A single Palatine cost more than three grand battleships to produce, and were therefore marketed towards system admirals with unconscionable budgets and little oversight from Earth. To help offset the cost, Trident also offered these warships to the private sector, finding buyers amongst planetary governors, corporate titans, and infamous syndicate heads.

Apart from its elegant interior, the Palatine also featured several unique combat features - most notably its compliment of Magellan lifeboats. Closer to armored yachts than emergency escape craft, these oversized ships are capable of catching up to warships in the middle of combat maneuvers, allowing for better safety than simply plunging to earth. The Palatine's artillery cannons were also outfitted with expensive, low-observable rounds to minimize its signature during combat, and an excessive number of point defence turrets to better protect its precious cargo.

Though rare, many Palatines survived the arrival of the Scourge and are still in operation in modern times due to a combination of their overbuilt hulls, as well as the tendency of their captains to not be the sort who go down fighting. The United Colonies of Mankind operate five of the remaining Palatines, one of which - the *River Queen* - has been reserved for presidential use. Kalium meanwhile operates two that the UCM are aware of, though the elegant interiors have been painted over to mask some of their opulence. The Post-Human Republic also possesses several - the former property of CEOs who heeded the White Sphere's warning 170 years ago. Though theoretically any of these factions could build new Palatines, their excessive cost makes such a decision nonsensical from a military perspective.

### In-Game

Fieldable by the PHR, UCM, and Resistance alike, the Palatine is an interesting ship with a host of unique special rules. On top of being a Detector, the Palatine can fire its guns while on Max Thrust or Silent Running, and can transfer its Admiral to another Heavy or Superheavy ship within range when it goes down. Unusually for a Resistance vessel, the Palatine also features excellent point defence, making it a bit harder to kill against CAW-heavy fleets.
Bellerophon Heavy Cruiser

### Known ships of the class

Alexander's Ambition, Socrates, Fireheart, Salamis (Bellerophon-class)Ross' Agenda, Coldflame, Frumentatio (Prototype Bellerophon-class)

The Bellerophon is a class of heavy cruiser designed and constructed by the Post-Human Republic, and is the closest equivalent the Grand Fleet has to a dedicated fleet carrier, though it remains significantly more well-armoured than the competition. A pair of Supernova lasers is the class's primary armament, but the Bellerophon's true threat rests with the rows of strike craft it carries in its capacious hangars. These highly advanced voidcraft, including the Arion interceptor and much-feared Aethon bomber, allow the Bellerophon to shield its allies or perform devastating strikes against enemies.

Despite its strengths, the Bellerophon is a relatively rare sight on the battlefields of the Reconquest due to its manpower requirements. The Grand Fleet typically spreads out available launch assets amongst multiple separate carriers like the Ikarus to maximize efficiency and coverage, rather than clumping them together in a single Bellerophon. Additionally, the relatively small population of the Republic makes training - and replacing - a Bellerophon's worth of pilots a difficult proposition. That said, there are still no shortage of moments where the Bellerophon's superior firepower and armour are desired.

### Prototype Bellerophon

The Prototype Bellerophon is the first of the PHR's new wave of cruisers to have been reported to the UCM's Office of Naval Intelligence. Despite being nominally a new type of ship, its performance and capabilities are nigh-identical to its namesake, hence being dubbed a "prototype" version. The only sighting thus far of a Prototype Bellerophon was over Mt. Kilimanjaro, where one destroyed several Scourge monitors before slipping away into a larger PHR formation in high orbit. UCM analysts have speculated that these new ships have been confined to use in special operations, and may have unique non-combat capabilities that their traditional patterns do not.

### In-Game

The clear standout of the heavy cruisers, the Bellerophon can not only access its full firepower while on standard orders, but can also focus-fire all of its weapons on a single target - something the rest of the fleet can struggle to do. It also provides access to the PHR's superior bombers, in quantities much greater than other options can, making it a tremendously valuable option for any list.
Chromium Destroyer

The Chromium is a class of destroyer constructed by the Shaltari Tribes. Unusually for Shaltari vessels, the Chromium's primary armament is a thermal lance cannon - a weapon quite similar in nature to the burnthrough weapons of more primitive races. Though simpler than the more eldritch technologies employed by other Shaltari weapons, focusing a high-energy laser at a target is no less effective - something any UCMF commander would agree with. Shaltari equivalents are also more advanced, featuring shorter burn times and better penetration.

The presence of a burnthrough laser on a ship of destroyer tonnage is no mean feat - the design of the UCM's Vienna frigate had to make many sacrifices to accommodate its laser - but ironically enough, it's only the smallest and least-well equipped Shaltari Tribes that field Chromiums with any regularity. This implies that it is only necessity that drives the Shaltari to employ such primitive weaponry, though the recent deployment of the Hematite battlecruiser has cast this theory into question.

### In-Game

Excellent Scan range, plus a highly reliable burnthrough laser, makes the Chromium an exceptionally useful inclusion in most Shaltari lists. Their low Burnthrough values make them best against light targets that you absolutely need dead, but an entire group of Chromiums working in concert can put the hurt on larger vessels as well.
Aluminia

Aluminia is a colony world and a member of the United Colonies of Mankind.

## Geography

Aluminia is an ocean world - its surface is almost entirely covered by water, save for small continents and islands that appear to be heavily forested. Aluminia likely has Earth-normal gravity and appears to feature weather patterns similar to Earth's.

Though entirely devoid of life when first discovered by mankind, Aluminia's oceans were seeded by early settlers with select marine life to create an ecosystem perfect for fishing. This program was extremely successful - over 60% of all protein consumed in the UCM originated from Aluminia, and almost all of the planet's townships were dedicated to exports of seafood.

Following the Scourge attack on the planet, Aluminia's environment has been dealt a heavy blow. It is estimated that almost 90% of Aluminia's fish stocks are dead, with the remaining 10% unfit for human consumption. Efforts are underway to clear the waters of pollutants and pathogens, but for the foreseeable future, the planet's role as a bread basket for the UCM has been denied.

## Reconquest

Aluminia was the second colony world targeted by the Scourge during their counteroffensive, removing any hope that the attack on Ferrum was a one-off. On November 29th, 2671, a Scourge fleet appeared in-system and swept aside the meager defense force within hours. Once they attained orbit, the Scourge deployed ground forces at select locations planetwide, covering the relatively small numbers of troops with intense bombardment. After the landing sites were secured, bulk landers were brought in, dumping tons of noxious waste and lethal marine pathogens into the planet's oceans. Within hours, millions of tons of dead sealife had begun forming colossal rafts of fetid meat on the planet's surface.

By the time UCM relief forces arrived, the damage had already been done. As a result, commanding officer High Admiral Selene Saccarro ordered her forces to not directly engage the Scourge and instead form a cordon in high orbit. This tactic would cost the Scourge fleet dearly - almost 90% of their ships were destroyed while fleeing to the outer marker, though this was small comfort to the UCM.
Wyvern Cruiser

### Known ships of the class

Slaughterer, Scarlet Path, Firebreather, Kronstein's Lament (Wyvern-class)Dragon's Breath, Crimson Path, Cain's Folly (Solar Wyvern-class)

The Wyvern is a class of cruiser designed and constructed by the Scourge. As the standard assault-oriented cruiser in the Scourge navy, the Wyvern is well-equipped for close-quarters combat thanks to its extensive array of plasma cannons, in addition to the oculus weaponry found on virtually every Scourge cruiser. Wyverns are employed aggressively, taking on vulnerable targets such as enemy frigates to allow their allies to focus on capital ships.

Since Wyverns need to be close to inflict maximum damage, most spend the opening stages of a battle on silent running, closing the distance while avoiding enemy locks. Once revealed, Wyverns tend to merciless assault their foes, even at the expense of their own survivability. While most Scourge vessels are able to attain great ages, Wyverns are seldom among them for this reason.

Almost all Wyverns in the Solar system were annihilated in the opening weeks of the battle for Earth, as their need to close with their targets left them in suicidal proximity to enemies. As a result, few of the original patterns are left in system, and appear to have been replaced with a new class of ship, dubbed the Solar Wyvern.

### Solar Wyvern

The ongoing battle for Earth has led the Scourge to throw constant reinforcements into the system, including all-new ship classes that have never been sighted before. The Solar Wyvern is one such class, featuring a similar hull design to the Akuma battlecruiser with near-identical performance to the classic Wyvern pattern. These ships are almost all brand-new in terms of age, indicating that the Scourge are capable of quickly and reactively constructing replacements to replenish their losses.

### In-Game

Averaging 11 shots with its CAW means the Wyvern is an absolute terror if it can close the gap on enemy ships, averaging roughly 5 damage against medium cruiser - enough to cripple them even before it fires its oculus beams. Though more expensive than the Strix, which has the same armament, the Wyvern makes up for it with better Hull and Armour, giving it a chance to survive in scenarios where it's revealed before it has a chance to fire.
Centurion Grand Cruiser

### Known ships of the class

Pilum, Fontaine's Miracle, Myriad (Independents)Proudcore, Industry, Fist of Iron (Kalium)

The Centurion is a class of cruiser originally manufactured by Trident Industrial during the pre-war era. As with many of the ships constructed by Trident, the Centurion sacrifices speed and scan range for high durability, making it significantly bulkier than modern-day cruisers. This, in conjunction with the somewhat looser definitions used by the old EAA Terran Grand Fleet, is what gives it the classification of grand cruiser, though such nomenclature isn't in use with the modern UCMF.

Despite being initially produced by Trident Industrial, the design was eventually licensed to the Earth-based Equatorial Yards Inc. for production. These licensed versions are the only ones still built today, by Kalium, though they also still operate legacy Centurions produced by Trident.

Centurions mostly see service as a part of Independent Resistance fleets; however, both the United Colonies of Mankind and the Post-Human Republic have Centurions in their reserve fleets, alongside other former EAA ships. Though the Centurion's technology level is significantly under that of the PHR, the Republic is loathe to abandon any asset, no matter how outdated, and its broadside-based armament put it in line with their typical combat doctrine.

### In-Game

The Centurion packs better Hull and Thrust than its generic Heavy Cruiser counterpart, as well as Ablative Armour by default. These traits, in conjunction with its hybrid gun batteries, let it excel at broadside engagements against enemy vessels in the midboard. Don't forget about its turreted mass driver, which can go after enemy heavies in most arcs.
Hematite Battlecruiser

The Hematite is a class of battlecruiser designed and constructed by the Shaltari Tribes. The ship has only been recently revealed to humanity during Shaltari diversionary attacks at Shangri-La and Elysium, but has already earned a fearsome reputation due to the raw power of its primary armament: the quad thermal lance cannon. Similar in nature to the burnthrough weapons of more primitive races (and therefore similar to the primary weapon of the Chromium destroyer as well), these cannons are capable of reducing enemy ships to cinders in a matter of moments. As a result, the Hematite is a favorite of Shaltari Elders who prefer to kill a worthy foe in a single strike.

Despite the power of the Hematite's thermal lance cannons, it has essentially no other weapons to bring against its foes. As a result, the UCMF has issued orders to engage Hematites with squadrons of fast frigates, a strategy that plays against the Hematite's ability to demolish single large targets. That said, any of these smaller ships that are not fast enough to avoid the Hematite's firepower have no chance of survival.

### In-Game

The Hematite is in a class of its own. Armed with a Lock 2+, Burnthrough (12) weapon, the Hematite can pick off enemy capital ships each turn while remaining safe behind its 3" Signature. Though it suffers from the same problems that every ship with an F(N) does, the Hematite is by far and away one of the strongest vessels available to the Shaltari.
Resistance Cruisers

### Known ships of the class

Martian Wind, Defiance, Equatorial (Independents)Hardrada, Necromancer, Purgatory (Kalium)

Designations for individual Resistance cruisers are so varied that it is nigh impossible - and certainly not practical - to attempt to list them all. Many of these vessels were produced in pre-war times by a variety of manufacturers, which is the primary reasons for such diversity. In the years following the Scourge invasion, the UCMF chose to focus on utilitarian, standardised designs, leaving the Resistance in sole possession of a variety of vessels that are no longer in production. Some Resistance cruisers are even civilian vessels that have been press-ganged into service, equipped with basic weapon systems and given ablative armour to improve their combat readiness.

Due to the wide variety of specifications, Resistance cruisers are distinguished from their other vessels (such as frigates) by their capabilities and battlefield role. These typically include survivability, low cost, and a broad choice of weaponry, but also include poor scan range and limited point defence - two traits common to pre-war ships. The cruisers constructed by the Kalium Kabal have similar specs despite being produced years later, as the Kabal favors low production costs and numbers to boast about.

#### Light & Heavy Cruisers

The Resistance tends to make no distinction between the various classes of cruisers at their disposal, as they all serve similar purposes. Instead, the UCM has attempted to classify the various types of cruisers they have encountered into light, medium, and heavy designations, a matter further complicated by "armoured" versions of all three. Typically, the heavier vessels have superior firepower or better internal systems, but this can be difficult to spot from afar - or at all in the middle of combat.

### In-Game

The archetypal Resistance ship, coming with plenty of hardpoints and a plethora of options to use on those hardpoints. Though these can be set up in a variety of different ways, it's probably best to have an intended role in mind before kitting them out. Medium and heavy cruisers are preferable for directly engaging enemies, especially if kitted with Ablative Armour, while lighter versions can act as speedy troopships if taken with drive refits and double bulk landers.
Getting Started

To start playing Dropfleet Commander you are going to need a fleet. You can get them on the TTCombat site or at your Favourite Local Gaming Store (FLGS).

The best option is the Dropfleet Commander 2 Player Starter Set, as it contains everything you and a friend need to play Dropfleet Commander. This includes a battle mat, tokens to represent clusters and sectors, dice, a tape measure, and of course starter fleets for the UCM and the Scourge. If you don't fancy either of the factions in Starter Set, you can get the starter fleet for any of the other factions and a rulebook separately. If you are interested in the Resistance fleet, you will need a copy of Battle for Earth as well, since they were introduced there.

The latest version of the rulebook can be found online in the Dropfleet Commander Resources section of the website. You can always find the latest ship information with errata and updates in the Online Fleet Builder. Most fleets grew quite a bit since the initial rulebook and have many more options.

The cruisers and frigates included in the various starter options form the core of each fleet. Play a couple of games with them and get a feel for the style of play you like. Once you are comfortable with the basic game, we suggest you get a second starter set and expand the core of your fleet since these boxes are good value for money.

Play a few more games with your expanded fleet. You can then grow the rest of your fleet from there based on the models you like and that suit your play style.
Aaru

Aaru is one of the seven Cradle Worlds of mankind.

## Geography

Aaru is covered by vast, ruddy wastelands that are presumably unfit for human habitation. However, its crust contains a planetwide network of caverns, some of which are large enough to have their own climate and weather. These caverns are lit by the bioluminescence of Aaru's native flora and fauna, making them habitable, if quite unique.

Aaru's subterranean facilities were conquered by the Scourge during their original invasion; however, due to Scourge communications being blocked by solid barriers, such as the rock walls of the caverns, they have strayed little from their largest constructs. As a result, Aaru currently plays host to significant Resistance forces, which have engaged in guerilla warfare with the Scourge since the invasion.

The United Colonies of Mankind have largely ignored Aaru during the Reconquest, as its caverns make planetary assault particularly challenging. With orbital bombardment all but useless, the UCM chose to instead aid the Resistance forces already on Aaru while they committed forces elsewhere.

## Shaltari Involvement

In the past, Aaru was the site of mankind's only true war with the Shaltari. The tribe now known as the Mongols took offense to humanity being introduced on Aaru by the Apache, leading to a bitter war that the Apache refused to participate in. The humans took disproportionately more casualties than the Mongols, their superior numbers eventually won out, forcing the Shaltari to abandon the world.

During the Reconquest, it was discovered that the Mongols have returned to Aaru, this time at the head of a tribal coalition seeking to conquer the planet. Though Shaltari warbands had conducted raids and ground operations throughout 2671, their involvement escalated significantly in 2672. Once Scourge ships were siphoned off to support their beleaguered allies in the Olympus system, the Shaltari were able to secure void supremacy, and may have sufficient forces to take Aaru.

That Aaru has some significance to the Shaltari race is beyond question to UCM planners; however, why exactly they desire the planet is still in doubt. Regardless of the answer, the Shaltari presence in the Aaru system has made a potential invasion all the more challenging for the UCM.
Jade Frigate

The Jade is a class of frigate designed and constructed by the Shaltari Tribes. Built using the same hull design as the Topaz, the Jade replaces the former's disintegrator bank with a highly dangerous particle lance. Though these lances are less deadly than the weapons mounted on other Shaltari frigates, they have superior armour penetration, allowing them to deal meaningful damage against any target. As a result, Jade frigates are frequently deployed against the most heavily-armoured warships in the enemy fleet, or against high-value targets that must be destroyed early in a battle.

As with most frigates though, the Jade's high speed makes it an ideal ship for flanking operations, or as a raiding party member. After moving into position, the Jade can deploy its particle lance against rearguard warships or other isolated targets, picking them apart with concentrated fire before moving on.

### In-Game

The Jade is a cheap little ship that can punch far above its weight with its particle lance. A maxed-out group of four can cripple a cruiser on average with their firepower, and have no need to go Weapons Free and thus reveal their positions. These can used as a cheap way to alpha strike key enemy targets, or to pressure down larger targets over a few turns; either way, it's hard to go wrong with the Jade.
KNC-12 Fleet Carrier

The KNC-12 is a class of cruiser designed and constructed by Kalium. As with the KNC-5, the KNC-12 is a part of a new wave of ships built by the Kabal, with an emphasis on shoring up deficiencies that made themselves known during the battle for Earth. Though only recently put into production, the KNC-12 has swiftly grown in numbers to become a relatively uncommon sight on the battlefields of the Reconquest - no doubt in part due to the whip of penal servitude that the Kabal holds over its labor force. Scattered reports of the class operating under the banner of other Independent Resistance fleets suggests that Kalium's resupply arrangements have also expanded - it is, after all, the only manufacturer of old military hardware.

The KNC-12 features relatively light anti-ship weaponry (if vent cannons can be deemed "light"), but has an extensive collection of launch bays, making it an efficient and cost-effective tool for any Kabal admiral. Unlike the Shaltari, Kalium has no shortage of pilots, making these vessels common despite the manpower requirements.

### In-Game

The KNC-12 is identical to a Resistance light cruiser with double launch and a vent cannon turret, and therefore has no special rules over its generic competition. Unlike the KNC-5, this variant would appear to be much more usable thanks to the Resistance's hard emphasis on launch to compensate for their lack of PD, in addition to relatively potent firepower for its price.
Ganymede Assault Troopship

### Armament

2x medium calibre broadside batteries, bombardment battery, medium calibre turret, Wasp drones

### Known ships of the class

Argo, Great Library, Copernicus, Judgment of Zeus

The Ganymede is a class of cruiser designed and constructed by the Post-Human Republic. The sister class of the Orpheus, the Ganymede shares its general design doctrine and hull, though its armament and mission profile differ. While the Orpheus has a better ability to engage enemy ships in orbit - especially lighter targets - the Ganymede has a stronger focus on supporting invasions thanks to its heavy bombard cannons. This essentially makes it two ships in one, affording PHR admirals options even when outnumbered.

In situations where there are no legitimate ground targets, the Ganymede is somewhat underwhelming compared to the Orpheus. To compensate, its mass driver armament is designed for heavier enemies, giving it superior firepower against orbital assets.

### In-Game

Though less effective damage-wise when compared to the Orpheus, the Ganymede is significantly better at playing to clusters thanks to its bombardment cannons. Shelling one sector while dropping infantry on another makes the Ganymede able to dominate clusters without needing support, making it an excellent choice for midfield objectives.
New Orleans Strike Carrier

The New Orleans is a strike carrier designed and constructed by the United Colonies of Mankind. A first wave planetary assault vessel, the New Orleans-class was designed to rapidly deliver ground troops to hot combat zones. Its payload consists of upwards of one hundred dropships of various classes, as well as up to a thousand colonial Legionnaires, making it ideal for fluid combat operations where heavy enemy action is anticipated. The New Orleans is also one of the largest ships the UCM has that can operate in atmosphere - an essential function, since UCMF dropships cannot operate in the void.

Given that its mission profile is crucial for the UCM's Reconquest plans, almost a thousand New Orleans are operational in 2672, making it the most common vessel of frigate-tonnage to see service.

### In-Game

The New Orleans initially looks outclassed by the Lysander due to its lack of stealth capabilities and higher price point. However, the New Orleans has superior durability (such that it is) over its counterpart, better drop potential, and perhaps more importantly, can Active Scan. It's still more likely to die than the Lysander due to lack of stealth, but does at least have a chance of survival if targeted.
Dragon Battleship

The Dragon is a class of battleship designed and constructed by the Scourge. As with its sister class, the Daemon, the Dragon is one of the oldest classes of warship still in service with the Scourge, and similarly is assumed to no longer be in production. Though some optimistic naval planners have postulated that the Scourge have lost the capacity to build more battleships, it's equally possible that the Scourge have simply shifted resources to building larger ships, such as their dreadnoughts.

Though the Dragon's anti-ship armament is comparatively small, the class makes up for this with two cavernous hangars and a pair of Scourge torpedoes, giving it significantly more flexibility than its counterpart battleship. As a result, Dragons are generally found in the center of Scourge vanguard fleets, the better to support their allies or clear a path through their enemies.

### In-Game

The Dragon loses some of the oculus weaponry of the Daemon in exchange for a significant number of launch assets, including two torpedoes that can be launched in the same round. This gives it a surprising amount of flexibility - the Dragon can hang in the backfield launching bombers and torpedoes while looking to set up its furnace fangs to chew through a heavy, instead of having to get up close and personal.
Pathfinder Interstellar Raft

### Armament

Variable; may include NC-31 hybrid gun batteries, NC-16 missile batteries, 10K mass driver turrets, heavy vent cannons, and torpedoes

### Known ships of the class

Nina, Pinta, Vostok (Independents)Spear of Will, Lightbringer, Searcher (Kalium)

The Pathfinder Interstellar Raft is a battlecruiser-sized vessel known as one of the first FTL-capable ships developed by mankind. These vessels were once the cornerstone of human exploration fleets, commanding dozens of smaller ships as they sought new worlds to colonise. As a result, the Pathfinder was designed to be flexible and accommodate whatever mission parameters were required, as well as facilitate easy repairs. Entire sections of the superstructure are capable of being swapped out for specialist modules, including extra storage compartments, refineries, hangars, factories, or bio-domes to help seed new planets with life. After humanity broke from their alliance with the Shaltari tribes, weapons were added to the Pathfinder's available augments to help fend off frequent alien raids.

Since the war against the Scourge began, the Pathfinder has found a new lease on life as a superheavy war vessel in the service of Resistance fleets across the galaxy, thanks in no small part due to its customisability. The Kalium Kabal still builds Pathfinders for its own fleets as well, though why they would sink so many resources into these fighting exploration vessels is a question that has vexed the UCM High Council.

### In-Game

The Pathfinder is a customisable battlecruiser-equivalent, packing your choice of four armaments or augments to fill out its hardpoints. It's squishier than other Resistance battlecruisers due to its lack of Ablative Armour, but can fill a variety of roles from heavy troopship to beatstick. Just make sure to keep a clear purpose in mind for this as you kit it out for a game.