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High Technician Hagen

High technician Hagen is an Independent Resistance captain.

### History

Little is known about Hagen himself; however, there is a great deal of speculation about his flagship, the *Fortune's Fancy*. Originally believed to have belonged to the Kalium Kabal, the UCM has been unable to ascertain its origins - any attempt to question members of Hagen's fleet are met with claims of the ship being "empty when we found it" and that it is "legitimate salvage." Regardless of origin, Hagen and his crew are clearly well-versed in its operation, and have scored several Scourge kills during the battles over Luna. The ship also appears to be highly modified, and apparently has internal storage for two torpedoes - weapons that are fired by being pushed out of the bulk lander bays, in the crudest way possible.

### In-Game

Hagen's flagship comes with two Resistance torpedoes on top of its normal loadout, giving it a slight boost to its damage and flexibility. However, he's probably best taken for his Command ability, letting you take a Hull Breach instead of rolling for Crippling Damage.
Munifex Corvette

The Munifex is a fairly standard corvette-class warship operated by Resistance fleets - it's fast, atmosphere-capable, and armed with specialist missiles akin to those equipped by the UCM's Santiago. Despite their relative ubiquity amongst the Resistance, very few Munifexes actually survived the coming of the Scourge - since their role requires them to operate in atmosphere, they were the furthest ships from any jump points and thus had a small chance of survival. What few managed to escape were forced to withdraw from the battle early due to damage, preserving them to the present day.

That said, the Munifex is still being produced in small quantities, with mixed success. The Vega Scrapfleet and Kalium have been the most successful in building additional Munifexes, though both have significantly more resources at their disposal than other Resistance fleets.

### In-Game

Munifexes have a small Scan range and are slower than the corvettes of other factions. However, their cheap cost, group size of 4, and potent CAWs make them excellent hunters of enemy strike carriers. Make sure you've got at least three per group to enable their Squadron rule.
Agamemnon Battlecruiser

### Known ships of the class

Thermopylae, Phalanx (Leonidas-class)Leonardo da Vinci, Syracuse, Borealis (Agamemnon-class)

The Agamemnon is a class of battlecruiser designed and constructed by the Post-Human Republic. Featuring a double-decker, full-length, mixed mass driver broadside of light and medium calibre weaponry, the Agamemnon can lay waste to multiple targets in a single fell swoop if it can bring its full firepower to bear. Though its broadsides give it more damage potential than a UCM battleship, the Agamemnon lacks any meaningful firepower from the front quarter, forcing it to be employed in the heart of any engagement. Though this contrasts with the usual role of battlecruisers, the Agamemnon's superior toughness gives it the ability to be used in such an aggressive way.

### Leonidas-class

The Leonidas is a nigh-identical class of battlecruiser to the Agamemnon, featuring equivalent firepower and armor on a slightly altered design. UCM naval experts have theorized that these ships are built in smaller shipyards than those that produce the Agamemnon, or even that they come from a separate world's production line - however, this is all speculation. Regardless, both classes are still in active service with the PHR's Grand Fleet and serve identical roles, though the Leonidas is slightly rarer than its counterpart.

### In-Game

The Agamemnon can put out a truly staggering number of shots per turn - up to 58(!) when on Weapons Free, split between its two broadside arcs. As the majority of these are Calibre (L), the Agamemnon can absolutely decimate groups of light ships or even threaten strike carriers that fancy themselves safe in atmosphere. That said, it's inability to focus-fire makes it less of a threat against enemy cruisers, forcing the Agamemnon to try and find a double broadside setup to get maximum value.
Daemon Battleship

The Daemon is a class of battleship designed and constructed by the Scourge. Like its sister class, the Dragon, the Daemon is one of the oldest starship designs still in service with the Scourge, behind only the rarely-seen super-dreadnoughts. Based on the general aging and battle scars sighted on these battleships, the UCM's naval planners estimate they were constructed somewhere between 500 to 2000 years ago, making them truly ancient. Newer Daemons have never been sighted, leading some to speculate that the Scourge have lost the ability to construct new ones. Regardless of whether or not it's true, the Scourge have yet to replace any destroyed battleships and only deploy those they have at their disposal when the outcome is assured.

Regardless of age, the Daemon possesses firepower beyond question. Its prow is laced with oculus weaponry and tipped with a pair of furnace fangs, making it one of the most potent vessels available to the Scourge.

### In-Game

The Daemon has up to 8 shots of Linked oculus firepower that uses its entire front arc, allowing it to really lay the hurt on a single heavy or plink Hull points off multiple targets. Meanwhile, its furnace fangs can be fired for a reliable 5 damage at Lock 2+, or gamble on a full Burnthrough (10) at Lock 4+. The Daemon is also pretty fast for its size, though it will have to use that mobility to keep it out of line of sight of enemy firepower until it can line up its shots.
Johannesburg Battlecruiser

### Armament

2x UF-4200 mass driver turrets, 2x UF-6400 mass driver turrets, Shark missile bays

### Known ships of the class

Atlantis (Atlantis-class)Admiral Halsey, Warspite, Huntsman, True Justice (Johannesburg-class)

The Johannesburg is a class of battlecruiser designed and constructed by the United Colonies of Mankind. Primarily, Johannesburgs are intended for flanking and interdiction operations, chasing down lesser ships and destroying them. As a result, the class was designed to focus on maximizing firepower while maintaining cruiser-level speeds, at the expense of survivability. Though Johannesburgs can easily decimate their targets with their batteries of mass drivers, the class is also equipped with a small hangar, allowing it to crush fleeing vessels with bombers or inflict extra damage against warships with poor point defence.

The Johannesburg, alongside the Perth, was designed around an all-new hull created for the specific requirements of battlecruisers. This has the side benefit of making it significantly cheaper to produce than the Atlantis-class, allowing Johannesburgs to quickly eclipse the Atlantis in terms of numbers.

#### Atlantis-Class

The UCMS *Atlantis* was the predecessor to the Johannesburg class. Originally concepted as a testbed for future warship development, the *Atlantis* was built off a cruiser hull and shares many of the same components. Her actions during the Wolfrum Penal Insurrection, as well as limited engagements with the Shaltari, proved the battlecruiser concept sound, paving the way for future vessels of similar scope. However, the UCM's pivot to a new hull design resulted in the *Atlantis* becoming the first and only member of her class, as despite having equivalent firepower, her hull was significantly more expensive to produce and maintain. Regardless, the *Atlantis* is still in active service with the UCMF.

### In-Game

The Johannesburg is an absolute workhorse, sporting the same weapons as a Moscow but with improvements to its Thrust, Hull, and Point Defence, as well as a small launch capacity, for only 45 more points. As a result, this ship can chase down smaller ships or brawl with bigger ones, while supporting the rest of the fleet with its launch assets.
Turquoise Cruiser

The Turquoise is a class of cruiser designed and constructed by the Shaltari Tribes. Highly unusual, the Turquoise is a vessel designed around both orbital bombardment and close action assault, a role that no other non-Shaltari vessel shares. As a result, the Turquoise gives the Shaltari surprising flexibility when it comes to launching orbital assaults - it can not only destroy enemy opposition immediately above a bombardment site, but can then turn its weaponry against any ground forces that may have landed. This two-part role means the Shaltari can accomplish with one ship what other factions would require two to do, making the most of their low numbers.

The Turquoise is capable of this multirole deployment thanks to its ion storm generators - potent weapons that can either unleash waves of energy against void targets or summon fearsome ion storms to lash at ground assets. Unlike its larger cousins that also have these generators (the Jet and the Sapphire), the Turquoise does not have any other armament, forcing it to rely on them for all of its offensive potential.

### In-Game

The Turquoise is a weird boat that can be either a bombardment platform or close action threat, depending on what you need. Its high speed makes it effective at both of these roles, since it can menace "safe" backfield objectives - that said, the Turquoise isn't as up to the task of fighting enemy medium ships as other close action vessels. Instead, let it prey opportunistically on any light targets it comes across while looking for opportunities to remove enemy ground assets.
Priam Battlecruiser

### Known ships of the class

Innovation, Invention (Scipio-class)Walls of Troy, Trinity, Bibliotheca (Priam-class)

The Priam is a class of battlecruiser designed and constructed by the Post-Human Republic. Priams are typically tasked with destroying large groups of light enemy ships and merchant shipping, making its role closer to that of traditional battlecruisers (unlike its sister class, the Agamemnon). Though equipped with a broadside of light calibre mass drivers, the Priam's primary offensive potential is provided by its cavernous launch bays. Most light vessels have poor point defence, meaning even those that survive the Priam's firepower will not survive the waves of bombers that follow it. Additionally, the Priam can throw up clouds of fighters to protect itself or allied ships from enemy reprisals, making it a flexible tool in the arsenal of PHR admirals.

### Scipio-class

The Scipio is a nearly identical class of battlecruiser to the Priam, with similar displacements, dimensions, and armament. It is believed by the UCM that these classes may be constructed at different shipyards, which would lead to the differences in their hull designs; however, there are no clues thus far. As it stands, the Scipio is encountered slightly less often than the Priam, though its role remains the same.

### In-Game

The Priam is a highly flexible line anchor - its massive light calibre broadsides let it rip through light vessels attempting to alpha strike key targets, and its launch capacity rivals that of the Bellerophon. Where it truly shines is its high speed, which lets the Priam get to where it needs to be to have the highest impact.
Calypso Frigate

The Calypso is a class of frigate designed and constructed by the Post-Human Republic. A highly unusual vessel, the Calypso is an effective demonstration of the PHR's mastery of electronic warfare. Its advanced ECM suite is designed to disrupt and confound enemy targeting systems, substantially reducing the accuracy of incoming firepower that targets the Calypso or nearby allies. This makes it an ideal escort for heavier vessels, such as battleships.

Despite the tactical value of the Calypso's ECM suite, the system is not without its drawbacks. Its large size prevents the Calypso from having more than trivial weaponry, and the highly-visible emitter arrays make it easy to identify and prioritise for destruction by enemy commanders. Despite this, no PHR admiral would disagree that the Calypso is an invaluable ship to include in any battlegroup.

### In-Game

A fantastic defensive tool, the Calypso can give a nearby ship -1 to hit once per turn with its Advanced ECM Suite rule, helping to reduce damage while all but negating enemy crits. Stick a couple of these alongside your carriers or battleships to make them all but unkillable - at least until the Calypsos themselves go down.
Collins Support Carrier

The Collins is a class of ship designed to serve as a part of humanity's exploration fleets over three hundred years ago. These fleets prized self-sufficiency and endurance above all else, two traits that the Collins could provide by repairing and refueling the fleet's shuttles and escorts. Following the Scourge's arrival, the Collins swiftly became an important part of Independent Resistance fleets due to its supply of tough fuel haulers and engineering wings. A single Collins can keep entire squadrons of fighters in the air long after they would have had to return to their motherships, maintaining the fighter screen for both defensive and scouting purposes.

### In-Game

The Collins has a unique special rule that allows Resistance fighters to stick around even after they've contributed their Point Defense bonuses to nearby ships. On paper this is quite impressive, especially when considering how powerful Resistance fighters are; however, the range of this ability and the restriction to ships within the same orbital layer do hamper its effectiveness somewhat.
Armstrong Destroyer

The Armstrong is a class of ship developed as part of humanity's push to colonise the galaxy. Space exploration in those days consisted of making semi-random foldspace jumps to various points in the galaxy in an attempt to find a suitable world. Such an approach is exceptionally risky, as random foldspace jumps could result in ships reappearing in the midst of asteroid fields or near other dangerous celestial phenomena. As a pathfinder vessel, the Armstrong was designed with high durability in mind and equipped with a suite of specialist tools to let it excel in this role. This includes an onboard foldspace node, which would allow the rest of the exploratory fleet to follow it, and a powerful clearance laser to obliterate hazards found near its jump point. The Armstrong's laser was also useful for removing orbital debris, enabling surface landings onto potential new colony worlds.

Three hundred years after its creation, the Armstrong has found a new use in the hands of the Resistance. Though its displacement technically puts it on par with cruisers, in size and capabilities the Armstrong is closer to a destroyer and therefore deployed as such. Its laser, formerly used to cut through thousands of tons of asteroid, is instead put to work cutting through ship hulls, while the ship itself remains protected by its weighty armor.

### In-Game

The Armstrong has one of the few Mauler weapons in the game, making groups of these potent heavy-hunters. Obviously however, this comes with the caveat of needed heavily-armoured prey to hunt - against Scourge opponents, for example, the Armstrong may find itself to be dead weight.
Aquamarine Light Cruiser

The Aquamarine is a class of light cruiser designed and constructed by the Shaltari Tribes. This class shares the general hull design of the Azurite, and as such maintains the dizzying speed of its sister class. However, the Aquamarine is equipped with gravity coils as opposed to disruptors, giving it a far more specific role in combat.

Unlike the Sapphire battlecruiser, which uses gravity coils to give it an edge against ships of similar tonnage, the Aquamarine uses the weapon to redirect enemy vessels into the waiting arms of its fellow warships, or to preserve a vulnerable rearguard element by forcing enemy firing arcs away. With its high speed and maneuverability, the Aquamarine can easily reach optimal firing positions to employ its gravity coils, giving it more flexibility than its larger cousin. However, this does come at a cost of damage potential, as gravity coils are somewhat less damaging than disruptors are.

### In-Game

The Aquamarine is a uniquely disruptive ship that can completely ruin an opponent's day. Impel-2 means a group of these can reliably turn F(N) arcs away from your heavy hitters, force light vessels to fly through debris fields, or deny a troopship a chance of getting to its intended objective on time. Better yet, the Aquamarine's high speed and Vectored keyword means that almost no ship is safe from being redirected. While a unit of two of these can suffice, take three if you absolutely want to guarantee that Impel triggers each turn.
Glass Cloudflyer

The Glass Cloudflyer is a class of corvette designed and constructed by the Shaltari Tribes. Smaller than the corvettes of other races, the Glass has a crew compliment of just twelve individuals and lacks the ubiquitous shields that other Shaltari ships possess. As a result, these vessels are dependent on their atmospheric capabilities and extremely high speed to survive enemy firepower.

Glass Cloudfliers typically operate in packs, utilising their compact ion lances to hunt down enemy atmospheric assets. This aggressive mission profile leads to the Glass being crewed exclusively by Shaltari Firstborn, for whom fear of death is second to lust for glory.

### In-Game

The Glass is blisteringly fast and exceptionally cheap, and can be taken in huge packs of 6. Though their ion lances are only Lock 5+, they throw a ton of dice and can become more accurate if fired at targets in atmosphere. However, the Glass is about as durable as its namesake, forcing it to rely on its tiny Sig to survive reprisals.
"Typhoon" Vazquez

"Typhoon" Vazquez is a head engineer of an Independent Resistance fleet.

### History

Vazquez is perhaps best known for his flagship, the *Red Baron*. This pre-war vessel was used as a test bed for various ammunition types, most of which were designed for the then-current artillery cannon. As a result, its heavily-modified cannons possess a surprising amount of destructive power for their age, made even better thanks to support from the rest of Vazquez's fleet. Thanks to the possession of the *Andar Errente* - an old Industrial Raft - Vazquez has copious amounts of manufacturing power at his disposal, letting the *Red Baron* use its various bootleg ammunition types quite liberally.

Vazquez's combat-capable ships were present at the Battle for Earth, scoring several Scourge kills. The *Red Baron* spent the majority of the engagement firing every single weapon it could as often as possible, drawing a significant amount of return fire from the Scourge. Whether this was due to genius tactical acumen or absolute lunacy on Vazquez's part is still unclear.

### In-Game

The Typhoon operates on one rule: Always Be Weapons Free. His ship is capable of firing every single weapon it's equipped with every turn, without needing a special order. One of these weapons also may gain the Particle rule, letting him deal a surprising amount of damage if he can find a broadside engagement. Vazquez also comes with a free Scanner Array, which more than makes up for his higher-than-average cost for an AV3 Admiral.
Apsconditum

The Kingdom of Apsconditum is the lone kingdom on the continent of Apsconditum. The Castle Town is quite large and always bustling with activity. Unusual to outsiders, though, is the size of its Wizard’s College. Few are the wizards of Apsconditum, and fewer still are the sorcerers. The Kingdom is quite mundane when it comes to magic. The King only has one high ranking wizard within his castle. Many believe a sorcerer hasn’t been born within the kingdom for years. Those interested in wizardry either move to the Castle Town to enroll in the Wizard’s College or are self taught. Many only learn the basics before giving up, as resources for learning are scant. Other users of magic are still less common than elsewhere, but they are more seen than the Wizards. There’s almost a cultural indifference to magic. Those who can cast are neither feared nor revered. They simply are.

The general populace of the Castle Town is mostly humans, and most citizens who are not human are elves. The King and Queen are humans as well, though the King has been known to have lovers of all races. There are many villages scattered about the kingdom with varying diversities of races. To the North are the dwarves, and halflings and gnomes can be found most anywhere. Many races are scattered amongst the continent.
Phalanx Battlecruiser

### Known ships of the class

Last Bastion, Reliance, Starblade (Independents)Hammer of Might, Decimator (Kalium)

The Phalanx is a class of battlecruiser constructed by Trident Industrial prior to the Scourge invasion. As with all pre-war battlecruisers, the class is slower and has less firepower while maneuvering than modern variants, but packs significantly higher toughness to compensate. Its primary armament includes batteries of transition mass drivers, as well as four Titanmetall 9K mass drivers mounted on turrets.

In modern times, the Phalanx is mostly employed by Independent Resistance groups, and is presumably constructed new in the shipyards of Kalium as well.

### In-Game

The Phalanx is a solid workhorse for Resistance fleets, if not particularly interesting. Though it can sit back and snipe with its 9K mass drivers, the Phalanx will get significantly more value by getting up the board and making use of its broadside armament, a play that it can opt into due to its high hull and 2+ save.
Самуэль

*«Самуэль. Зови меня Самуэль».*

— Самуэль

Мира - союзница

Чернокнижник - враг

Провидец - враг

Бобби - враг

Вектор - враг

Знакомый - соперник

Самуэль - третья известная личность Миши. Является 32-х летним мужчиной с аналитическим складом ума. Его цели до конца не ясны, но по нему видно, что у этого человека всегда есть какой-то план.
Delhi Battleship

The Delhi is a class of battleship designed and constructed by the United Colonies of Mankind. Part of a new generation of battleships, the Delhi - alongside its sister class, the Hanoi - was designed with the most modern technologies the UCM has to offer, as well as the latest design principles. This mostly comes in the form of compact systems, which have greatly increased the size of internal spaces and allows the Delhi to carry out its primary mission: rapid troop deployment.

While the Hanoi was designed to be a consummate ship-killer, the Delhi was instead developed as an answer for the grievances of UCMA commanders. Though troopships like the San Francisco have served the Colonies admirably throughout the Reconquest, their vulnerability makes them more likely to be destroyed en route to drop zones, costing thousands of human lives in the process. The Delhi resolves this issue by being a battleship-sized delivery system, complete with thick armour and the ability to engage most threats unsupported.

### In-Game

The Delhi is an interesting choice that is perhaps comparable to the Tokyo - an objective-focused battleship that may not kill as much as its peers, but which can use its size and bulk to bully smaller vessels off of clusters. Four bulk landers a turn gives the Delhi the ability to overwhelm even larger clusters within a short period of time, while its gun can threaten strike carriers or troopships that try to contest it.
Perth Battlecruiser

### Known ships of the class

Avalon (Avalon-class)Vindicator, Enchantress, Liberty's Edge, Helena Bellaque (Perth-class)

The Perth is a class of battlecruiser designed and constructed by the United Colonies of Mankind. Alongside the Johannesburg, the Perth's design came out of the battlecruiser testbed program, building off the successes of the prototype vessel. While the Johannesburg is armed with a more conventional mass driver battery as its main armament, the Perth is instead built around the Viper superheavy laser - a truly massive weapon that stands as one of the largest the UCM has ever designed. Taking up almost half the ship's length, the Viper laser is more than capable of bisecting a cruiser, though its fixed mount makes firing it a test of skill for the captain.

The Perth entered production using an all-new battlecruiser hull that was designed for speed and firepower at the expense of survivability, and which could be more cheaply produced than the prototype version would allow. Despite this, the Perth currently cannot be built fast enough to satisfy demand, as its unique mission profile is well-suited to the hunter-killer operations of the Reconquest.

### Avalon-class

As a part of the battlecruiser testbed program, the UCMS *Avalon* was constructed to trial the Viper laser and the mission profile of battlecruisers as a whole. Similarly to the UCMS *Atlantis*, the *Avalon* was constructed using many of the same components that UCM cruisers do, allowing for an easy method of prototype testing without requiring a new hull design. However, upon the UCM's decision to design an all-new hull for their battlecruisers, the *Avalon* was left as the only vessel of her class. It is currently unknown if the *Avalon* is still in active service.

### In-Game

The Viper superheavy laser is a doozy of a weapon, but requires very careful planning and positioning to make the most of, as befits a F(N) weapon. As a result, the Perth is best used as a backline ship alongside a group of Lima frigates, slowly approaching the enemy while burning through as many heavies as possible.
Wraith Cutter

The Wraith is a class of cutter constructed by the Scourge. As Scourge ships already favor speed, their cutters are blisteringly fast, and the Wraith is no exception - it outpaces every vessel constructed by the UCMF, making it well-suited to hunting enemy outliers and support ships. Though it primarily relies on conventional oculus weaponry, the Wraith also has a directed-energy plasma weapon that can scorch hulls regardless of enemy point defence, making it even more terrifying to face.

Though the Wraith is the bane of backfield support ships during fleet engagements, it's also the terror of merchantmen and supply convoys. Packs of Wraiths have materialized far from any known Scourge presence, pouncing on these hapless vessels before disappearing into the blackness of space once more. As a result, no space is 100% safe from the predations of the Wraith.

### In-Game

A 16" Thrust and the Vectored rule make Wraiths some of the most maneuverable ships in the game and ensures that almost nothing can stay out of range. Its oculus rays are nothing to write home about, but the Close Action (Beam) plasma brand the Wraith is equipped with lets it put out nigh-unavoidable damage.
Electra Destroyer

The Electra is a class of destroyer constructed by the Post-Human Republic. PHR destroyers tend to be larger on average than those of other factions, and the Electra is no exception - by the UCMF's reckoning, the vessel could almost be classified as a light cruiser. This size is what allows the Electra to be mounted with no less than four heavy calibre mass drivers, making it perfect for decapitation strikes against enemy capital ships or other aggressive strategies

Unlike many other PHR vessels, the Electra's armament is fixed in place, making it somewhat less able to handle superior numbers. The UCM's Office of Naval Intelligence has theorized that this setup is due to the size of the heavy calibres, as they're simply too big to be deployed in a broadside configuration.

### In-Game

Featuring two Twin Heavy Calibres, the Electra is the terror of heavy ships everywhere. Against their preferred targets, a maxed group of these can put out twelve Lock 2+ shots that crit on a 3+, letting them cripple or destroy heavy cruisers in a single go. That said, the front arc on their guns, coupled with a need to go Weapons Free for maximum damage, makes them a little difficult to use at times.
Yokai Light Cruiser

The Yokai is a class of light cruiser designed and constructed by the Scourge. Just as the Strix can be thought of as a stripped-down Wyvern, the Yokai is quite similar to the heavier Sphinx-class cruisers. Both ships carry identical armament, though the Yokai sacrifices some of the Sphinx's hull and armour in favor of better speed - in that regard, the Yokai can be thought of as an application of the battlecruiser principle, though on a smaller scale.

Due to their reduced defences, Yokai light cruisers are typically deployed away from core engagements, taking on strategically-important targets while not unduly exposing themselves to harm. They are also deployed away from Scourge lines as raiders in a similar manner to the Wraith-class cutter, preying on supply line ships and merchantmen before using their superior speed to escape reprisals.

### In-Game

Packing the same firepower as the Sphinx for 20 points cheaper per boat means the Yokai can be an exceptionally potent source of damage - especially since up to three can be taken per group. That said, the Yokai is a lot more vulnerable than the Sphinx by virtue of having less Hull and weaker Armour, meaning it can't play quite as aggressively.
Onyx Heavy Cruiser

The Onyx is the most commonly encountered heavy cruiser of the Shaltari Tribes. Armed with a trio of disintegrator banks, the Onyx is capable of unleashing deadly amounts of firepower in the heart of any engagement, though it must surround itself with enemies in order to do so thanks to the limited firing arcs on its weapons. To make such a risky maneuver more palatable for the death-fearing Shaltari, the Onyx has a bulkier hull than standard cruisers, excellent point defence, and the ever-present Shaltari shield capabilities.

Due to the awesome destructive power possessed by the Onyx, command of one frequently is a stepping stone to greatness for starchiefs. Onyx heavy cruisers are capable of scoring choice kills in an engagement, winning their captains great renown and helping their legacy grow.

### In-Game

Essentially a heavier version of the Amber, the Onyx packs three disintegrator batteries, letting it throw dice in every direction or focus-fire against targets directly in front of it. However, it loses a bit of flexibility over its smaller cousin, forcing it to engage in more frontline roles where it's likely to get shot.
Tribune Battlecruiser

### Armament

9K mass driver turret, N-11 twin artillery cannon turrets, 2x NC-16 missile banks

### Known ships of the class

Caesar's Eagle, Bashir's Prize (Independents)Gladiator, Lord Regent, Junta (Kalium)

The Tribune is a class of battlecruiser presumably developed by Trident Industrial in the pre-Scourge era. Like its sister class the Phalanx, the Tribune sports powerful 9K mass drivers and significantly better armour than modern battlecruisers, at the cost of maneuverability. To differentiate itself from its sister, the Tribune trades the extra mass driver turret of the Phalanx for more conventional cannons, and the broadsides for upgraded close action weaponry.

Unusually, the Tribune also sports a cavernous launch bay that allows it to deploy bulk landers as well as voidcraft, making it a highly flexible threat on the battlefield. This design is quite unusual for a ship of its size - only the PHR's assault troopships stand in comparison to the Tribune, though at a significantly smaller scale. As a result, Tribune-class battlecruisers are prized ships in any Independent Resistance fleet.

### In-Game

The Tribune has launch capacity, bulk landers, and decent firepower all in one package, making it a true jack of all trades. It's not going to do as much damage as the Phalanx, but the Tribune is more than capable of dealing with frigate squadrons and contesting objectives all on its own. The biggest difficulty with the Tribune is its Superheavy tonnage, meaning you need to run it in a Flag battlegroup and therefore can't bring one in games under 1000 points.
Twins of Aaru

The Twins of Aaru are starchiefs of the Shaltari tribes.

### History

Believed to be mercenaries by the United Colonies of Mankind, the Twins of Aaru have been seen working alongside various different Shaltari tribes. No matter which tribe they fight for, the Twins always arrive in a pair of Amber cruisers and are never separated from each other. Even should one ship be destroyed, the Twins nonetheless arrive to the next battle with two Ambers. Communications with the Twins consist of merciless mocking and teasing of the forces they battle against, and they seem to relish the chaos and destruction their presence causes. The Twins are more than just common mercenaries, however - their mere presence seems to make allied Shaltari cruisers more maneuverable, giving them an edge against their foes.

### In-Game

Unlike other Admirals, the Twins of Aaru come in two separate ships, which gain Open and don't form a group with other Ambers in the same Battlegroup. This gives them some unique tactical options, as well as insulating your Admiral against enemy fire - your opponent will have to kill both Ambers in order to cost you your Command cards. Even better, the Twins can grant an allied Medium ship Vectored for a turn, opening up some better maneuver options for your Granites or Turquoises.
Azurite Light Cruiser

The Azurite is a class of light cruiser designed and constructed by the Shaltari Tribes, and is the most common type of light cruiser the UCM has encountered during the Reconquest. Much like other ships of its class, the Azurite trades survivability for speed - however, the Azurite has dramatically increased vectoring capabilities when compared to the competition, indicating the Shaltari's preference for mobility over force. Able to turn and fire at speeds beyond what even frigates can do, the Azurite is a dangerously unpredictable opponent, especially when behind enemy lines.

However, the Azurite's dizzying speed does come at the small cost of available firepower. The class is armed with disruptors instead of the full-sized disintegrators available on other Shaltari vessels, as disruptors have less power draw and therefore leave more energy available for the extreme maneuvering the Azurite can perform. This does reduce the Azurite's damage potential by a fair margin, though due to its agility the Azurite is able to almost always guarantee that a foe ends up within its firing arcs.

### In-Game

Fast and fragile, the Azurite will have difficulty putting damage on well-armoured targets and lacks the exceptionally useful Impel rule of its Aquamarine cousin. That said, a full group of these averages slightly more damage than a similar number of Aquamarines, letting it compensate slightly for its weaknesses. These are best used as threats against vulnerable backline carriers or support ships, as their blistering speed and good Scan range means few can stay out of range. Don't forget about its Vectored rule - the F(N) arc on the Azurite's disruptors isn't as big of a problem when you can turn twice during movement.
Andromeda Escort Carrier

The Andromeda is a class of frigate designed and constructed by the Post-Human Republic. Unusually for a vessel of its size, the Andromeda features a hangar for voidcraft, giving it the ability to make strikes on rearguard assets with waves of lethal PHR bombers. Though its launch capacity is obvious smaller than that of larger PHR carriers like the Ikarus, the Andromeda is significantly faster, letting it get launch assets where they're needed most, and therefore where they can have the highest impact.

The Andromeda is a microcosm of the PHR's approach to the Reconquest - a focused tool designed for use with small, elite strike forces that do not require overwhelming force. These ships are frequently found in PHR raiding parties, where their high speed lets them keep up with other vessels while providing them with fighter coverage or long-range strikes.

### In-Game

Perhaps the smallest ship in the game to have launch capacity, the Andromeda enables some unique strategies. Four of these accompanying a larger carrier, like a Priam or Bellerophon, can put out enough launch to overwhelm an opponent's point defences, making their relative lack of firepower moot. Andromedas are fairly pricey however, meaning you won't want to throw them away for extra offense.
Galileo Orbital Telescope

### Known ships of the class

Amber Eye, Hubble IX, Magellan (Independents)All-Seeing, Lens of Truth, Nightpiercer (Kalium)

The Galileo orbital telescope is one of the oldest manmade ships still in service. These ancient vessels were built during the earliest days of foldspace exploration, when non-noded jumps were the only way for humanity to discover new worlds. As this type of jump can result in inaccuracies of several hundred light-years, exploratory fleets needed a way to find ideal jump points and be made aware of potential celestial phenomena in the arrival site. Thus, the Galileo was born - a vessel built around a single high-powered scanner that can find these safe jump points.

Though never a military vessel, the Galileo has nonetheless found its way into service amongst Resistance fleets. These monitors are invaluable for their ability to find resources that haven't been discovered (including those that are behind nodes that had their node codes changed), and for their ability to detect enemies from great distances, helping ragtag Resistance fleets avoid engagements that would otherwise result in their destruction. That said, should battle arise, Resistance admirals can use the extreme definition provided by the Galileo to not only spot distant enemy vessels, but also to locate weak points to target.

### In-Game

The Galileo is arguably one of the strongest monitors in the game, despite having no weaponry whatsoever. Its Active Scan places major spikes on the target, on top of allowing a single allied battlegroup to gain bonus chances to crit when firing at a revealed target.
Admiral "Granite" Halsey

Jacob "Granite" Halsey is a fleet admiral of the United Colonies of Mankind and serves as the current Supreme Admiral of the UCMF.

### History

Halsey joined the UCMF as a teenager in the pre-Reconquest days, serving aboard the grand battleship *UCMS Virginia*. He eventually became captain of the vessel thirty-two years later, and would find distinction by remaining on the bridge to the last as the *Virginia* was wrecked by Shaltari privateers. The event lead to Halsey's promotion to commodore, as well as giving him his distinctive facial scarring and a lifelong hatred for the "filthy rotten stinking echidnas." After another two decades of service, Halsey was promoted to Admiral of the Fleet, gaining mastery over the entirety of the UCMF. Though the rank came with a seat on the UCM's High Council, Halsey is rarely present for meetings on Aurum, preferring to stay in the field instead. Few however are willing to mention this record of extensive truancy directly to him.

Preferring to lead from the front, Halsey was present in the opening hours of the Battle for Earth. Though his CIC was destroyed around him during the battle (the ninth such time it has happened in his career), the *Shield of Aurum* still scored nineteen capital ship kills in the first forty-eight hours of the engagement.

### In Game

Halsey is the first-ever AV7 Admiral to grace the game, costing 100 points and requiring a Washington supercarrier to be in your fleet for the privilege of fielding him. That said, Halsey comes with a plethora of buffs over a stock Admiral, including SR manipulation for one Battlegroup a turn and an increased launch capacity for your fleet, making him a serious consideration in larger games.
Asgard Prime

Asgard Prime is one of the seven Cradle Worlds of mankind.

## Geography

Asgard Prime appears Earth-like in nature, with oceans, vast forests, and mountain ranges dominating its continents. As with most of the other Cradle Worlds, Asgard likely has Earth-normal gravity and atmosphere.

Prior to the Scourge invasion, Asgard was mankind's premier armour and tank manufacturer thanks to its vast metal seams and uniquely dense titanium and tungsten deposts. In these industries, it exceeded even Olympus Prime in terms of raw output, and exported much of its bounty to other worlds.

The Asgard system also contains two moons, Valhalla and Sessrumnir. The geography of these moons is unknown; however, humanity once maintained several classified military research stations on these moons. The nature of the work performed at these stations is unknown by the UCM, as access to the information was limited after the Scourge invasion.

## Reconquest

The Asgard system was chosen by the UCM as a priority 2 objective for the Reconquest. A large-scale reconnaissance mission was launched on January 26th, 2671, with an initial expeditionary force of 8000 men and light armoured support dropped in to help coordinate a future invasion with the local Resistance cells. The strike carriers of this expedition were ordered to depart the system by January 31st, or earlier if Scourge patrols responded.

However, on January 30th, the UCM ground forces were betrayed by their supposed Resistance allies, who were instead in league with the Post-Human Republic. At the same time, a PHR fleet materialised in-system and destroyed every UCM strike carrier, with only a few Lysander stealth lighters able to flee the attack. Shortly thereafter, the Foldspace nodes on Asgard Prime were deactivated, rendering the system inaccessible to the UCM.

Some time after the betrayal, a badly-damaged pre-war civilian Foldspace yacht drifted into Niccolum voidspace, bearing a message from Colonel S. Hellburn - the highest-ranking officer that survived the betrayal. This message revealed that Hellburn was still alive, and had reformed the remaining UCM ground forces in the swamps outside the city of Odinsburg in an attempt to reactivate one of the planet's Foldspace nodes.

However, by the start of 2673, no further messages have been received from Hellburn, nor have any of Asgard's nodes been reactivated.
Agrippa Battlecruiser

The Agrippa is a class of battlecruiser designed and constructed by the Post-Human Republic. Likely developed shortly after (or concurrently with) the Pompeius, the Agrippa possesses a unique vertically-stacked superstructure design that is at odds with the normal PHR hulls, as well as clustered engine cores in the rear of the ship. Even more interestingly, the Agrippa is primarily not a combat ship - instead, the majority of its tactical value rests with its ability to manipulate the battlefield via holographic drones.

The two horizontal fins present on the ship are capable of launching dozens of these drones, which in turn project clouds of even smaller devices. These work together to create the EM "skin" of a debris field, which interferes with enemy scanning and protects other PHR ships. Should an enemy commander become wise to the ruse however, the holographic drones will detonate themselves against the hull of ships that try to force their way through. Allied ships are, of course, excepted from this unkind reception and may pass through the faux debris fields without issue.

The Agrippa is of special interest to the UCMF's Office of Naval Intelligence, who believe that the ship's true purpose is not for combat. Instead, they posit that the Agrippa's primary function is to conceal certain Republic operations from their allies, letting the PHR work undetected.

### In-Game

The Agrippa doesn't have much in the way of firepower, but makes up for that instead with its exceptionally powerful Holo-Debris Field rule. Being able to slap down a debris field anywhere near the Agrippa is an exceptionally potent way to deny enemy launch assets or line of sight, allowing you to protect more valuable assets. Even better, this field doesn't affect your own ships - feel free to Course Change into this to shake off torps, or sail through it later in the turn to get in range of your own guns. Just keep in mind that the field only lasts until the end of the turn, allowing low SR enemy battlegroups to get shots off before it goes up.
Europa Frigate

The Europa is a class of frigate designed and constructed by the Post-Human Republic. The standard gun-armed frigate of the Grand Fleet, the Europa is the most common of all full-sized PHR warships encountered in the Reconquest. As is common with PHR vessels, the Europa features superior durability and firepower when compared to its contemporaries, at the expense of speed.

Unusually for frigates, the Europa is equipped with broadsides of mass drivers, giving it superior firepower for its size and allowing it to maneuver alongside larger vessels without losing targets. However, its lack of prow-mounted weaponry mean the Europa must be maneuvered with skill, especially while on the approach.

### In-Game

A pair of medium calibre banks apiece makes a group of Europas fairly scary from a damage perspective. Though they don't have the toughness to survive direct engagements, Europas can easily make their points back if they're able to get a turn of double broadsides against enemies. Alternatively, keeping them on the flank and firing a single bank will minimize the amount of return fire they take, letting them harass other ships.
Rio Cruiser

### Known ships of the class

Gaius Duilius, Constitution, Soldier of Fortune, Song of Hope (Rio-class)Soldiers of Fortune II, Trajan, Thunderchild (New Rio-class)

The Rio is a class of cruiser designed and constructed by the United Colonies of Mankind, and is the most common capital ship in service with the UCMF. Its balance of speed and survivability, in addition to the flexible firepower it offers from its traversable turrets, make the Rio a potent threat in frontline operations where threats can come from multiple angles. As a result, the UCMF has 125 Rios on the register as of 2672, with more under construction.

The Rio's flexible design has no doubt played a role in the designs of many of the UCMF's other medium cruisers, and is the basis on which the Moscow-class (and by extension the St. Petersburg-class) heavy cruiser was designed. Some Rios are over fifty years old and have played host to a variety of captains that have since gone on to become admirals, and have accumulated accolades and personalities that newer vessels have yet to claim. Despite this age, Rio-class cruisers continue to perform admirably on the battlefields of the Reconquest, proving that there is still a place for them in the modern UCM navy.

### Titania New Rio

One of the first of Titania Fleet Systems' redesigned cruisers, the New Rio (named after New Rio on Titania) was produced as an opportunity for the colony to break into the shipbuilding market. Its unique hull design grants the New Rio improved endurance and crew comforts, all while needing 30% less crew and 25% less core power than the traditional Rio. Despite this, the UCMF has been slow to adopt the class, citing lack of spares and minimal standardisation when compared to the rest of the fleet - the only concession TFS made to backwards-compatibility was the turrets. As a result, the New Rio is still relatively rare, but given the tremendous losses suffered during the battle for Earth, may become a more frequent sight in the years to come.

### In-Game

The Rio costs more per ship than the Osaka, but comes with a couple extra peashooters and more Hull points, giving it superior durability and letting it be more aggressive than its lighter cousin can be. Make sure to take them in pairs to enable the Squadron rule on their 6400s.