Rules v1.2.1
Capital Ships may purchase Modules and Upgrades from the Capital Ship Upgrades list, and Generic Upgrades list as well as Weapon upgrades.
Squadron models may purchase up to two upgrades from the Squadrons list (See 10.1c), and Squadrons and Capital Ships upgrade list.
Limited Modules/Upgrades: Modules and Upgrades that are listed with 0-X are Limited.
A Limited upgrade or Module can only be included in the fleet X times per 500 points or part thereof, i.e. 600 point Fleet can have two 0-1 upgrades in the fleet.
Only Capital Ship models can have Modules.
Name | Requirement | Cost | Description |
---|---|---|---|
Ring Module (small) | Structure: 2-4 | 1/Structure | This model gains one Ring module trait and gives the model the Hard Points:12 trait. |
Ring Module (large) | Structure: 5+ | 1/Structure | This model gains one Ring module trait and gives the model the Hard Points:16 trait. |
Cargo Module | - | 4 | Gives a Parts trait. Gives a Repair:1 trait, or adds +1 to the rating of an already existing repair trait. |
0-1 Fuel Module | - | 4 | Gives 4 Fuel Pod traits and the Tender trait. |
Comms Module | - | 4 | Gives the Comms Trait |
Docking Module | - | 2 | Adds 4 Hard points |
These upgrades may be purchased by Squadrons or Capital Ships.
Name | Squadron Cost | Captial Ship Cost | Hardpoints | Description |
---|---|---|---|---|
0-2 Energy Armor Upgrades | 3 | 1/structure | 0 | Gain the Energy Armor Trait (cannot be used with Reactive Armor) |
0-2 Reactive Armor Upgrades | 3 | 2/structure | 0 | Gain the Reactive Armor Trait (cannot be used with Energy Armor) |
0-2 ECM Pod | 2 | 2 | 1 | Gains ECM:1 Trait |
0-2 ECCM Pod | 2 | 2 | 1 | Gains the ECCM:1 Trait |
Fuel Pods | 2 | 2 | 1 | Gains a Fuel Pod Trait, may be purchased multiple times. |
0-1 Grapplers | 3 | 3 | 0 | Gains the Grapplers trait |
Name | Cost | Description |
---|---|---|
Ace Pilots | 4 | This model gains the Ace trait to two of its non-missile weapons and increases its skill rating by 1. Only one model of each Class may purchase the Ace trait as an upgrade. A model with the Ace upgrade may purchase one additional upgrade. |
0-2 Reliable | 5 | Gains the Rugged Trait |
0-2 Sharpshooter | 3 | This model may add the Sniper Trait to one Mass Driver weapon |
0-2 Drone Bay | 3 | This model gains the Drones Trait |
Drop Fuel Tanks | 4 | This model gains +1 Fuel for one activation. This upgrade may be refreshed instead of Reparing damage. |
Name | Cost | Hard Points | Description |
---|---|---|---|
Parts | 2 | 2 | Gain the Parts trait or adds 1 to an existing trait. May be purchased multiple times. |
Squadron Hanger | 4 | 2 | Gain the Hanger: 1 trait or add 1 to an existing Trait. May be purchased multiple times. |
0-2 Mine Layers | 5 | 4 | Gains the Minelayer Trait |
0-2 Barrier | 2/structure | 1/structure | Requires Beam Projector, Kinetic Cannon, or the Drones Trait. Gains the Barrier Trait |
0-3 Drones | 4 | 2 | Add the Drones Trait. |
0-2 Redundant Defense | 3 | 4 | This model upgrades one Defense damage point to be redundant. May not be taken multiple times. |
0-2 Redundant Sensors | 3 | 2 | This model upgrades one Sensor damage point to be redundant. May not be taken multiple times. |
0-2 Redundant Thrusters | 3 | 4 | This model upgrades one Thrusters damage point to be redundant. May not be taken multiple times. |
Example: An Alexander Destroyer has Structure: 3. It has three hard points. It may purchase up to three firepower upgrades to fill those hard points, no upgrade may cost more than 3 points.
Weapon | AC | AS | Cost |
---|---|---|---|
Beam Projector | 1 | 2 | 1 |
Beam Projector | 2 | 3 | 3 |
Beam Projector | 3 | 4 | 6 |
Kinetic Cannon | 2 | 2 | 1 |
Kinetic Cannon | 3 | 3 | 3 |
Kinetic Cannon | 4 | 4 | 5 |
Mass Driver | 2 | 2 | 1 |
Mass Driver (Macro +1) | 3 | 2 | 4 |
Mass Driver (Macro +2) | 3 | 2 | 6 |
Missiles: AC | 2 | 0 | 1 |
Missiles: AC | 3 | 1 | 3 |
Missiles: AC | 4 | 2 | 6 |
Missiles: AS | 0 | 2 | 1 |
Missiles: AS | 1 | 3 | 3 |
Missiles: AS | 2 | 4 | 5 |
Particle Cannon | 2 | 3 | 1 |
Particle Cannon | 3 | 3 | 4 |
Particle Cannon | 4 | 3 | 6 |
Name | Cost | Effect |
---|---|---|
0-2 Swarm | 1/AS | This model may change one missile weapon from AC or AS to Swarm missiles. The missile weapon is now an AC:1/AS:X+2 weapon where X is the current weapon’s AS rating. This upgrade may not be combined with the Nukes upgrade. |
0-2 Nukes | 2/AC | This model may change one missiles:AC weapon to a Missiles:Nuke weapon. The missile weapon is now an AC:X/AS:X weapon where X is the current weapon’s AC rating. This upgrade may only be chosen once per model. A Missiles:Nuke weapon may not be linked with other weapons. |
Big Gun | 2 | Add the Macro:1 Trait to a weapon or increase the existing Macro Rating by 1. This upgrade amay be taken up to three times per weapon. |
Link | 3 | Up to four weapons that share an arc that have the same AC/AS rating may gain the Link trait. |