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| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Medium Calibre Turret | F | 1/4+ | 2 K | — |
| Vespa Drones | FSR | 3/4+ | 1 K | Air to Air, Close Action |
Air to Air: This weapon ignores the penalties for attacking Ships in Atmosphere while the attacking Ship is also in Atmosphere.
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Descent: This Ship may enter the Atmosphere without penalty and may freely change Orbital Layer during movement.
Stealth: This Ship may fire one Weapon while Silent Running.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| EM Warfare Suite | FS | 2/3+ | 1 E | Crippling-Weapons Offline |
Crippling-Weapons Offline: If an attack from this Weapon scores at least one Critical hit and then damages a Ship (following normal damage allocation rules), the damaged Ship gains the Weapons Offline Crippling Effect regardless of Tonnage.
Descent: This Ship may enter the Atmosphere without penalty and may freely change Orbital Layer during movement.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Medium Calibre Bank | SL | 2/4+ | 2 K | — |
| Medium Calibre Bank | SR | 2/4+ | 2 K | — |

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Supernova Laser | FN | 3/3+ | 1 E | Burnthrough-1, Flash-1, Focused |
Burnthrough-1: Each of this Weapon's critical hits reduces the target's Energy/Kinetic Save by 1 for hits caused by this Weapon for this attack. Saves made for other Weapons are unaffected. Roll attacks separately for each Burnthrough Weapon.
Flash-1: When this Weapon inflicts damage, the damaged Group (or Ship if it ignores the usual coherency rules) gains 1 Spike.
Focused: Instead of the normal potential targets for Weapons, this Weapon's potential targets are either a single enemy Ship or a Dropsite containing no friendly Battalions. Damage caused by this Weapon is allocated to only the target.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Wasp Drones | FSR | 3/3+ | 1 K | Close Action |
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Advanced ECM Suite: When a friendly Group (including this Ship's Group) within 4" of this Ship is attacked, you may have this Ship use its Advanced ECM Suite. If you do, after all weapons have been assigned, reduce the Lock of weapons belonging to one of the attacking Ships by 1 for the rest of the round. The attacking group must be on the same orbital layer as this ship. A Ship can be affected multiple times each round by this rule but each Ship with this rule can only use it once per round.
Rare: You may only take one Group of this Ship in a Skirmish-sized game, two in a Clash, three in a Battle, and four in a Reconquest.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Wasp Drones | FSR | 3/3+ | 1 K | Close Action |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 1 | Bombers | 9" | 2 | 2+ | 1 K | — |
| Fighters | 12" | 2 Re-rolls on Close Protection | ||||
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Escort: After Weapons have been assigned to a friendly Ship of H or C tonnage within 6" of this Ship on the same Orbital Layer, you may declare the use of Escort for the friendly Ship. Only one Group may Escort at a time and it must be in Coherency. After your opponent rolls to hit the original target, allocate an amount of hits from that roll to this Group. An Escort Group cannot be allocated more damage by those hits than each remaining Ship in it has in starting Hull.
You may use this even if the Escort Group is out of range, arc, and line of sight of the attacking Group. Continue the attack sequence using the Escort Group. Weapons with the Focused rule cannot be affected by the Escort rule.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Bombardment Turret | FS | 3/5+ | 1 K | Bombardment |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 1 | Dropships | 3" | — | |||
Bombardment: This Weapon ignores the penalties for attacking Cities and Ships in Atmosphere. Improve the Lock of this Weapon by 2 when attacking Cities. When attacking a Ship in Orbit with this weapon, it always hits on a 6+ and can never cause a critical. This weapon cannot be used to attack Ships in Orbit while the attacking Ship is in Atmosphere.
Descent: This Ship may enter the Atmosphere without penalty and may freely change Orbital Layer during movement.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Quad Battery | F | 2/3+ | 2 K | Critical-1, Fusillade-2 |
Critical-1: Each of this Weapon's criticals increases the damage of that hit by 1.
Fusillade-2: This Weapon increases its Attack value by 2 while its Ship is on Weapons Free.
Monitor: Ships with this rule may not use Course Change or Max Thrust orders.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Wasp Drones | FSR | 3/3+ | 1 K | Close Action |
| Point Defence Array | FSR | 3/3+ | 1 E | Anti Wing, Close Action, Fusillade-1 |
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Anti Wing: This weapon may target enemy Wings as if they were Ships (with a Sig of 0") but reduces its Lock value by 1 for that attack. If it does, for each hit, remove 1 Fighter or 1 Bomber from that Wing or any other enemy Wing within 3" of the target.
Fusillade-1: This Weapon increases its Attack value by 1 while its Ship is on Weapons Free.
Escort: After Weapons have been assigned to a friendly Ship of H or C tonnage within 6" of this Ship on the same Orbital Layer, you may declare the use of Escort for the friendly Ship. Only one Group may Escort at a time and it must be in Coherency. After your opponent rolls to hit the original target, allocate an amount of hits from that roll to this Group. An Escort Group cannot be allocated more damage by those hits than each remaining Ship in it has in starting Hull.
You may use this even if the Escort Group is out of range, arc, and line of sight of the attacking Group. Continue the attack sequence using the Escort Group. Weapons with the Focused rule cannot be affected by the Escort rule.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Wasp Drones | FSR | 3/3+ | 1 K | Close Action |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 3 | Torpedo | 6" | 4 | 2+ | 2 K | Limited-3, Penetrator |
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Limited-3: This Weapon can only be fired 3 times per game. You may launch a total of 3 of this Asset per game.
Catapult Launcher: When you launch Torpedoes from this Ship, if it launches a single Torpedo, you may launch that Torpedo up to 9" away instead of 6".
Monitor: Ships with this rule may not use Course Change or Max Thrust orders.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Nano Drones | FS | 8/4+ | 1 K | Close Action |
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Regenerate-4: This Ship recovers 4 lost Hull Points at the end of its activation.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Unarmed | ||||
Targeting Link: Friendly Ships within their Scan range of this Ship may use it as a spotter when they attack. If they do, before assigning weapons to targets, choose any amount of the attacking Ship's weapons. When assigning targets to those weapons, measure Weapons Range from this Ship, using this Ship's Scan. Attacks made this way must still be in Arc and line of sight of the attacking Ship. This rule has no effect on Close Action Weapons and weapons already benefiting from this rule.
Rare: You may only take one Group of this Ship in a Skirmish-sized game, two in a Clash, three in a Battle, and four in a Reconquest.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Long Heavy Calibres | FN | 1/3+ | 3 K | Calibre-H/C, Penetrator |
Calibre-H/C: Improve the Lock value of this Weapon by 1 when attacking Groups of H or C Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Twin Heavy Calibres×2 | F | 1/4+ | 3 K | Calibre-H/C, Penetrator |
Calibre-H/C: Improve the Lock value of this Weapon by 1 when attacking Groups of H or C Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Twin Heavy Calibres | F | 1/4+ | 3 K | Calibre-H/C, Penetrator |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 2 | Bulk Landers | 3" | — | |||
Calibre-H/C: Improve the Lock value of this Weapon by 1 when attacking Groups of H or C Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Twin Heavy Calibres | F | 1/4+ | 3 K | Calibre-H/C, Penetrator |
| Energy Glaive Pair | FN | 2/3+ | 2 E | Overcharge |
Calibre-H/C: Improve the Lock value of this Weapon by 1 when attacking Groups of H or C Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Overcharge: Before assigning Weapons to targets, you may double the Damage value of this Weapon. If you do, this becomes a High-Power Weapon for this activation and each attack roll of 6 causes that attacking Ship to lose this Weapon's unmodified Damage value in Hull Points. Only one Weapon per Ship may benefit from this rule per activation.
High Power: Unless the attacking Ship is on the Weapons Free Order, attacking with this Weapon counts as attacking with two Weapons (though it only fires once). Ships with only a single High Power Weapon can only attack with it while on the Weapons Free Order.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Twin Heavy Calibres | F | 1/4+ | 3 K | Calibre-H/C, Penetrator |
| Kingfisher Drones | FSR | 5/3+ | 1 K | Close Action, Re-Entry |
Calibre-H/C: Improve the Lock value of this Weapon by 1 when attacking Groups of H or C Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Re-Entry: This weapon ignores the penalties for attacking Ships in Atmosphere while the attacking Ship is in Orbit. Close Action weapons with this special rule may be used against targets in Atmosphere while the attacking Ship is in Orbit.
Rare: You may only take one Group of this Ship in a Skirmish-sized game, two in a Clash, three in a Battle, and four in a Reconquest.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Kingfisher Drones | FSR | 5/3+ | 1 K | Close Action, Re-Entry |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 2 | Bulk Landers | 3" | — | |||
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Re-Entry: This weapon ignores the penalties for attacking Ships in Atmosphere while the attacking Ship is in Orbit. Close Action weapons with this special rule may be used against targets in Atmosphere while the attacking Ship is in Orbit.
Rare: You may only take one Group of this Ship in a Skirmish-sized game, two in a Clash, three in a Battle, and four in a Reconquest.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Kingfisher Drones | FSR | 5/3+ | 1 K | Close Action, Re-Entry |
| Energy Glaive Pair | FN | 2/3+ | 2 E | Overcharge |
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Re-Entry: This weapon ignores the penalties for attacking Ships in Atmosphere while the attacking Ship is in Orbit. Close Action weapons with this special rule may be used against targets in Atmosphere while the attacking Ship is in Orbit.
Overcharge: Before assigning Weapons to targets, you may double the Damage value of this Weapon. If you do, this becomes a High-Power Weapon for this activation and each attack roll of 6 causes that attacking Ship to lose this Weapon's unmodified Damage value in Hull Points. Only one Weapon per Ship may benefit from this rule per activation.
High Power: Unless the attacking Ship is on the Weapons Free Order, attacking with this Weapon counts as attacking with two Weapons (though it only fires once). Ships with only a single High Power Weapon can only attack with it while on the Weapons Free Order.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Light Calibre Broadside | B | 6/5+ | 1 K | Calibre-L, Re-entry, Volley-2 |
| Medium Calibre Broadside | B | 3/4+ | 2 K | Fusillade-1, Volley-2 |
Calibre-L: Improve the Lock value of this Weapon by 1 when attacking Groups of L Tonnage.
Re-Entry: This weapon ignores the penalties for attacking Ships in Atmosphere while the attacking Ship is in Orbit. Close Action weapons with this special rule may be used against targets in Atmosphere while the attacking Ship is in Orbit.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Fusillade-1: This Weapon increases its Attack value by 1 while its Ship is on Weapons Free.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Bombardment Battery | FSR | 8/5+ | 1 K | Bombardment |
| Light Calibre Broadside | B | 6/5+ | 1 K | Calibre-L, Re-entry, Volley-2 |
Bombardment: This Weapon ignores the penalties for attacking Cities and Ships in Atmosphere. Improve the Lock of this Weapon by 2 when attacking Cities. When attacking a Ship in Orbit with this weapon, it always hits on a 6+ and can never cause a critical. This weapon cannot be used to attack Ships in Orbit while the attacking Ship is in Atmosphere.
Calibre-L: Improve the Lock value of this Weapon by 1 when attacking Groups of L Tonnage.
Re-Entry: This weapon ignores the penalties for attacking Ships in Atmosphere while the attacking Ship is in Orbit. Close Action weapons with this special rule may be used against targets in Atmosphere while the attacking Ship is in Orbit.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Light Calibre Broadside×2 | B | 6/5+ | 1 K | Calibre-L, Re-entry, Volley-2 |
| Supernova Laser | FN | 3/3+ | 1 E | Burnthrough-1, Flash-1, Focused |
Calibre-L: Improve the Lock value of this Weapon by 1 when attacking Groups of L Tonnage.
Re-Entry: This weapon ignores the penalties for attacking Ships in Atmosphere while the attacking Ship is in Orbit. Close Action weapons with this special rule may be used against targets in Atmosphere while the attacking Ship is in Orbit.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times. Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs.
Burnthrough-1: Each of this Weapon's critical hits reduces the target's Energy/Kinetic Save by 1 for hits caused by this Weapon for this attack. Saves made for other Weapons are unaffected. Roll attacks separately for each Burnthrough Weapon.
Flash-1: When this Weapon inflicts damage, the damaged Group gains 1 Spike.
Focused: Instead of the normal potential targets for Weapons, this Weapon's potential targets are either a single enemy Ship or a Dropsite containing no friendly Battalions. Damage caused by this Weapon is allocated to only the target.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Light Calibre Broadside | B | 6/5+ | 1 K | Calibre-L, Re-entry, Volley-2 |
| Heavy Calibre Broadside | B | 1/3+ | 3 K | Calibre-H, Penetrator, Volley-2 |
| Medium Calibre Turret | F | 1/4+ | 2 K | — |
Calibre-L: Improve the Lock value of this Weapon by 1 when attacking Groups of L Tonnage.
Re-Entry: This weapon ignores the penalties for attacking Ships in Atmosphere while the attacking Ship is in Orbit. Close Action weapons with this special rule may be used against targets in Atmosphere while the attacking Ship is in Orbit.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Calibre-H: Improve the Lock value of this Weapon by 1 when attacking Groups of H Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Medium Calibre Broadside×2 | B | 3/4+ | 2 K | Fusillade-1, Volley-2 |
| Medium Calibre Turret | F | 1/4+ | 2 K | — |
Fusillade-1: This Weapon increases its Attack value by 1 while its Ship is on Weapons Free.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Medium Calibre Broadside | B | 3/4+ | 2 K | Fusillade-1, Volley-2 |
| Medium Calibre Turret | F | 1/4+ | 2 K | — |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 2 | Bombers | 9" | 2 | 2+ | 1 K | — |
| Fighters | 12" | 2 Re-rolls on Close Protection | ||||
Fusillade-1: This Weapon increases its Attack value by 1 while its Ship is on Weapons Free.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Minelayer: This ship may replace its Fighters & Bombers with Mines for +10 pts.
Vanguard-4": Groups with this rule may begin the game Directly Deployed, ignoring the normal Scenario Deployment and Approach Types (though still counting towards Groups Directly Deployed). If it does, it may be deployed up to 4" away from your Deployment Zone.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Medium Calibre Broadside | B | 3/4+ | 2 K | Fusillade-1, Volley-2 |
| Heavy Calibre Broadside | B | 1/3+ | 3 K | Calibre-H, Penetrator, Volley-2 |
| Supernova Laser | FN | 3/3+ | 1 E | Burnthrough-1, Flash-1, Focused |
Fusillade-1: This Weapon increases its Attack value by 1 while its Ship is on Weapons Free.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Calibre-H: Improve the Lock value of this Weapon by 1 when attacking Groups of H Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Burnthrough-1: Each of this Weapon's critical hits reduces the target's Energy/Kinetic Save by 1 for hits caused by this Weapon for this attack. Saves made for other Weapons are unaffected. Roll attacks separately for each Burnthrough Weapon.
Flash-1: When this Weapon inflicts damage, the damaged Group (or Ship if it ignores the usual coherency rules) gains 1 Spike.
Focused: Instead of the normal potential targets for Weapons, this Weapon's potential targets are either a single enemy Ship or a Dropsite containing no friendly Battalions. Damage caused by this Weapon is allocated to only the target.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Heavy Calibre Broadside×2 | B | 1/3+ | 3 K | Calibre-H, Penetrator, Volley-2 |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 1 | Torpedo | 6" | 4 | 2+ | 2 K | Limited-1, Penetrator |
Calibre-H: Improve the Lock value of this Weapon by 1 when attacking Groups of H Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Limited-1: This Weapon can only be fired 1 time per game. You may launch a total of 1 of this Asset per game.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Twin Supernova Laser | FN | 3/3+ | 2 E | Burnthrough-2, Flash-2, Focused |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 4 | Bombers | 9" | 2 | 2+ | 1 K | — |
| Fighters | 12" | 2 Re-rolls on Close Protection | ||||
Burnthrough-2: Each of this Weapon's critical hits reduces the target's Energy/Kinetic Save by 2 for hits caused by this Weapon for this attack. Saves made for other Weapons are unaffected. Roll attacks separately for each Burnthrough Weapon.
Flash-2: When this Weapon inflicts damage, the damaged Group (or Ship if it ignores the usual coherency rules) gains 2 Spikes.
Focused: Instead of the normal potential targets for Weapons, this Weapon's potential targets are either a single enemy Ship or a Dropsite containing no friendly Battalions. Damage caused by this Weapon is allocated to only the target.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Medium Calibre Broadside×2 | B | 3/4+ | 2 K | Fusillade-1, Volley-2 |
| Twin Supernova Laser | FN | 3/3+ | 2 E | Burnthrough-2, Flash-2, Focused |
Fusillade-1: This Weapon increases its Attack value by 1 while its Ship is on Weapons Free.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times. Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs.
Burnthrough-2: Each of this Weapon's critical hits reduces the target's Energy/Kinetic Save by 2 for hits caused by this Weapon for this attack. Saves made for other Weapons are unaffected. Roll attacks separately for each Burnthrough Weapon.
Flash-2: When this Weapon inflicts damage, the damaged Group gains 2 Spikes.
Focused: Instead of the normal potential targets for Weapons, this Weapon's potential targets are either a single enemy Ship or a Dropsite containing no friendly Battalions. Damage caused by this Weapon is allocated to only the target.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Bombardment Battery | FSR | 8/5+ | 1 K | Bombardment |
| Light Calibre Broadside | B | 6/5+ | 1 K | Calibre-L, Re-entry, Volley-2 |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 1 | Torpedo | 6" | 4 | 2+ | 2 K | Limited-1, Penetrator |
Bombardment: This Weapon ignores the penalties for attacking Cities and Ships in Atmosphere. Improve the Lock of this Weapon by 2 when attacking Cities. When attacking a Ship in Orbit with this weapon, it always hits on a 6+ and can never cause a critical. This weapon cannot be used to attack Ships in Orbit while the attacking Ship is in Atmosphere.
Calibre-L: Improve the Lock value of this Weapon by 1 when attacking Groups of L Tonnage.
Re-Entry: This weapon ignores the penalties for attacking Ships in Atmosphere while the attacking Ship is in Orbit. Close Action weapons with this special rule may be used against targets in Atmosphere while the attacking Ship is in Orbit.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times. Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs.
Limited-1: This Weapon can only be fired 1 time per game. You may launch a total of 1 of this Asset per game.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Light Calibre Broadside×2 | B | 6/5+ | 1 K | Calibre-L, Re-entry, Volley-2 |
| Supernova Laser | FN | 3/3+ | 1 E | Burnthrough-1, Flash-1, Focused |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 4 | Bulk Landers | 3" | — | |||
Calibre-L: Improve the Lock value of this Weapon by 1 when attacking Groups of L Tonnage.
Re-Entry: This weapon ignores the penalties for attacking Ships in Atmosphere while the attacking Ship is in Orbit. Close Action weapons with this special rule may be used against targets in Atmosphere while the attacking Ship is in Orbit.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Burnthrough-1: Each of this Weapon's critical hits reduces the target's Energy/Kinetic Save by 1 for hits caused by this Weapon for this attack. Saves made for other Weapons are unaffected. Roll attacks separately for each Burnthrough Weapon.
Flash-1: When this Weapon inflicts damage, the damaged Group (or Ship if it ignores the usual coherency rules) gains 1 Spike.
Focused: Instead of the normal potential targets for Weapons, this Weapon's potential targets are either a single enemy Ship or a Dropsite containing no friendly Battalions. Damage caused by this Weapon is allocated to only the target.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Bombardment Battery | FSR | 8/5+ | 1 K | Bombardment |
| Medium Calibre Broadside | B | 3/4+ | 2 K | Fusillade-1, Volley-2 |
| Medium Calibre Turret | F | 1/4+ | 2 K | — |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 4 | Bulk Landers | 3" | — | |||
Bombardment: This Weapon ignores the penalties for attacking Cities and Ships in Atmosphere. Improve the Lock of this Weapon by 2 when attacking Cities. When attacking a Ship in Orbit with this weapon, it always hits on a 6+ and can never cause a critical. This weapon cannot be used to attack Ships in Orbit while the attacking Ship is in Atmosphere.
Fusillade-1: This Weapon increases its Attack value by 1 while its Ship is on Weapons Free.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Heavy Calibre Broadside×2 | B | 1/3+ | 3 K | Calibre-H, Penetrator, Volley-2 |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 1 | Torpedo | 6" | 4 | 2+ | 2 K | Limited-1, Penetrator |
Calibre-H: Improve the Lock value of this Weapon by 1 when attacking Groups of H Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Limited-1: This Weapon can only be fired 1 time per game. You may launch a total of 1 of this Asset per game.
Self Repairing Armour Systems: This Flagship cannot have its Energy Save reduced below a 5+.
Heavy Sniper (2AP): When you assign targets to a weapon with the Calibre-H special rule, the attacking Ship doubles its Scan value against H Tonnage Ships for that weapon's attack (other attacks and weapons are unaffected).
Regenerate-2: This Ship recovers 2 lost Hull Points at the end of its activation.
Reinforced Armour: Weapons rolling to hit this Ship or its Group can only score criticals against it on a result of a 3 higher than its Lock value.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Light Calibre Broadside×2 | B | 6/5+ | 1 K | Calibre-L, Re-entry, Volley-2 |
| Medium Calibre Broadside×2 | B | 3/4+ | 2 K | Fusillade-1, Volley-2 |
Calibre-L: Improve the Lock value of this Weapon by 1 when attacking Groups of L Tonnage.
Re-Entry: This weapon ignores the penalties for attacking Ships in Atmosphere while the attacking Ship is in Orbit. Close Action weapons with this special rule may be used against targets in Atmosphere while the attacking Ship is in Orbit.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times. Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs.
Fusillade-1: This Weapon increases its Attack value by 1 while its Ship is on Weapons Free.
Vanguard-4": Groups with this rule may begin the game Directly Deployed, ignoring the normal Scenario Deployment and Approach Types (though still counting towards Groups Directly Deployed).
If it does, it may be deployed up to 4" away from your Deployment Zone.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Light Calibre Broadside×2 | B | 6/5+ | 1 K | Calibre-L, Re-entry, Volley-2 |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 4 | Bombers | 9" | 2 | 2+ | 1 K | — |
| Fighters | 12" | 2 Re-rolls on Close Protection | ||||
Calibre-L: Improve the Lock value of this Weapon by 1 when attacking Groups of L Tonnage.
Re-Entry: This weapon ignores the penalties for attacking Ships in Atmosphere while the attacking Ship is in Orbit. Close Action weapons with this special rule may be used against targets in Atmosphere while the attacking Ship is in Orbit.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Vanguard-4": Groups with this rule may begin the game Directly Deployed, ignoring the normal Scenario Deployment and Approach Types (though still counting towards Groups Directly Deployed). If it does, it may be deployed up to 4" away from your Deployment Zone.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Heavy Quad Battery | F | 4/3+ | 2 K | Calibre-H/C, Critical-1, Penetrator |
Calibre-H/C: Improve the Lock value of this Weapon by 1 when attacking Groups of H or C Tonnage.
Critical-1: Each of this Weapon's criticals increases the damage of that hit by 1.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Vanguard-4": Groups with this rule may begin the game Directly Deployed, ignoring the normal Scenario Deployment and Approach Types (though still counting towards Groups Directly Deployed). If it does, it may be deployed up to 4" away from your Deployment Zone.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Holographic Drones | S | 4/4+ | 1 E | Anti Wing, Close Action, Volley-2 |
Anti Wing: This weapon may target enemy Wings as if they were Ships (with a Sig of 0") but reduces its Lock value by 1 for that attack. If it does, for each hit, remove 1 Fighter or 1 Bomber from that Wing or any other enemy Wing within 3" of the target.
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Volley-2: Counts as 1 Weapon for Orders. Assign to targets up to 2 times. Each allocation is a separate weapon. Broadside Weapons using Volley must alternate arcs.
Vanguard-4": Groups with this rule may begin the game Directly Deployed, ignoring the normal Scenario Deployment and Approach Types (though still counting towards Groups Directly Deployed). If it does, it may be deployed up to 4" away from your Deployment Zone.
Holo-Interference Field: At the end of this ship's activation, you may place a Holo Interference Field within 3" of this ship. These Holo Interference Fields are removed during the Cleanup step of the End Phase and are circular with a 4" diameter. Enemy Ships ignore the target's Spikes and Signature when attacking through a Holo Interference Field. Enemy Fighters & Bombers underneath the Holo Interference Field when it is placed, or that move or are placed into the Holo Interference Field, are removed on a 4+.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Heavy Calibre Triple Broadside | B | 3/3+ | 3 K | Calibre-H/C, Penetrator, Volley-2 |
| Dark Matter Cannon | FN | 4/2+ | 2 E | Critical-1, Crippling, Penetrator |
Calibre-H/C: Improve the Lock value of this Weapon by 1 when attacking Groups of H or C Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Critical-1: Each of this Weapon's criticals increases the damage of that hit by 1.
Crippling: If an attack from this Weapon scores at least one Critical hit and then damages a Ship, the damaged Ship gains the stated X Crippling Effect regardless of Tonnage. If no effect is listed, roll 2D6 and apply the corresponding Crippling Effect (from the Crippling Effect table).

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Heavy Calibre Triple Broadside | B | 3/3+ | 3 K | Calibre-H/C, Penetrator, Volley-2 |
| Neutron Missiles | FS | 4/2+ | 2 E | Close Action, Crippling, Penetrator |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 2 | Torpedo | 6" | 4 | 2+ | 2 K | Limited-2, Penetrator |
Calibre-H/C: Improve the Lock value of this Weapon by 1 when attacking Groups of H or C Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Crippling: If an attack from this Weapon scores at least one Critical hit and then damages a Ship (following normal damage allocation rules), the damaged Ship gains the stated X Crippling Effect regardless of Tonnage. If no effect is listed, roll 2D6 and apply the corresponding Crippling Effect.
Limited-2: This Weapon can only be fired 2 times per game. You may launch a total of 2 of this Asset per game.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Meganova Laser | FN | 3/3+ | 2 E | Penetrator, Flash-2, Focused, Volley-2 |
| Laser Multi-Lance | F | 7/4+ | 1 E | Calibre-L, Reave-1, Volley-2 |
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Flash-2: When this Weapon inflicts damage, the damaged Group (or Ship if it ignores the usual coherency rules) gains 2 Spikes.
Focused: Instead of the normal potential targets for Weapons, this Weapon's potential targets are either a single enemy Ship or a Dropsite containing no friendly Battalions. Damage caused by this Weapon is allocated to only the target.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets.
Calibre-L: Improve the Lock value of this Weapon by 1 when attacking Groups of L Tonnage.
Reave-1: Each of this Weapon's criticals reduces the Energy/Kinetic save used against that hit by 1.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Laser Multi-Lance | F | 7/4+ | 1 E | Calibre-L, Reave-1, Volley-2 |
| Neutron Missiles | FS | 4/2+ | 2 E | Close Action, Crippling, Penetrator |
Calibre-L: Improve the Lock value of this Weapon by 1 when attacking Groups of L Tonnage.
Reave-1: Each of this Weapon's criticals reduces the Energy/Kinetic save used against that hit by 1.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times. Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs.
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Crippling: If an attack from this Weapon scores at least one Critical hit and then damages a Ship, the damaged Ship gains the stated X Crippling Effect regardless of Tonnage. If no effect is listed, roll 2D6 and apply the corresponding Crippling Effect.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Heavy Calibre Broadside | B | 1/3+ | 3 K | Calibre-H, Penetrator, Volley-2 |
| Neutron Missiles | FS | 4/2+ | 2 E | Close Action, Crippling, Penetrator |
| Hornet Drone Cluster | FSR | 6/3+ | 2 K | Close Action |
Calibre-H: Improve the Lock value of this Weapon by 1 when attacking Groups of H Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Crippling: If an attack from this Weapon scores at least one Critical hit and then damages a Ship (following normal damage allocation rules), the damaged Ship gains the stated X Crippling Effect regardless of Tonnage. If no effect is listed, roll 2D6 and apply the corresponding Crippling Effect.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Energy Glaives×2 | B | 3/3+ | 2 E | Overcharge, Volley-2 |
| Meganova Laser | FN | 3/3+ | 2 E | Penetrator, Flash-2, Focused, Volley-2 |
Overcharge: Before assigning Weapons to targets, you may double the Damage value of this Weapon. If you do, this becomes a High-Power Weapon for this activation and each attack roll of 6 causes that attacking Ship to lose this Weapon's unmodified Damage value in Hull Points. Only one Weapon per Ship may benefit from this rule per activation.
High Power: Unless the attacking Ship is on the Weapons Free Order, attacking with this Weapon counts as attacking with two Weapons (though it only fires once). Ships with only a single High Power Weapon can only attack with it while on the Weapons Free Order.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times. Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Flash-2: When this Weapon inflicts damage, the damaged Group/Ship gains 2 Spikes.
Focused: Instead of the normal potential targets for Weapons, this Weapon's potential targets are either a single enemy Ship or a Dropsite containing no friendly Battalions. Damage caused by this Weapon is allocated to only the target.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Hornet Drones | FSR | 5/3+ | 1 K | Close Action |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 8 | Bombers | 9" | 2 | 2+ | 1 K | — |
| Fighters | 12" | 2 Re-rolls on Close Protection | ||||
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 2 | Torpedo | 6" | 4 | 2+ | 2 K | Limited-2, Penetrator |
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Limited-2: This Weapon can only be fired 2 times per game. You may launch a total of 2 of this Asset per game.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Black Nano Drones | FSR | 8/4+ | 1 K | Close Action, Penetrator |
| Hornet Drone Cluster | FSR | 6/3+ | 2 K | Close Action |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 4 | Bombers | 9" | 2 | 2+ | 1 K | — |
| Fighters | 12" | 2 Re-rolls on Close Protection | ||||
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Regenerate-2: This Ship recovers 2 lost Hull Points at the end of its activation.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Energy Glaives×2 | B | 3/3+ | 2 E | Overcharge, Volley-2 |
| Neutron Missiles | FS | 4/2+ | 2 E | Close Action, Crippling, Penetrator |
| Black Nano Drones | FSR | 8/4+ | 1 K | Close Action, Penetrator |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 2 | Torpedo | 6" | 4 | 2+ | 2 K | Limited-2, Penetrator |
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Limited-2: This Weapon can only be fired 2 times per game. You may launch a total of 2 of this Asset per game.
Overcharge: Before assigning Weapons to targets, you may double the Damage value of this Weapon. If you do, this becomes a High-Power Weapon for this activation and each attack roll of 6 causes that attacking Ship to lose this Weapon's unmodified Damage value in Hull Points. Only one Weapon per Ship may benefit from this rule per activation.
High Power: Unless the attacking Ship is on the Weapons Free Order, attacking with this Weapon counts as attacking with two Weapons (though it only fires once). Ships with only a single High Power Weapon can only attack with it while on the Weapons Free Order.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Crippling: If an attack from this Weapon scores at least one Critical hit and then damages a Ship (following normal damage allocation rules), the damaged Ship gains the stated X Crippling Effect regardless of Tonnage. If no effect is listed, roll 2D6 and apply the corresponding Crippling Effect (from the Crippling Effect table).
Regenerate-2: This Ship recovers 2 lost Hull Points at the end of its activation.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Meganova Laser | FN | 3/3+ | 2 E | Penetrator, Flash-2, Focused, Volley-2 |
| Dark Matter Cannon | FN | 4/2+ | 2 E | Critical-1, Crippling, Penetrator |
| Laser Multi-Lance | F | 7/4+ | 1 E | Calibre-L, Reave-1, Volley-2 |
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Flash-2: When this Weapon inflicts damage, the damaged Group (or Ship if it ignores the usual coherency rules) gains 2 Spikes.
Focused: Instead of the normal potential targets for Weapons, this Weapon's potential targets are either a single enemy Ship or a Dropsite containing no friendly Battalions. Damage caused by this Weapon is allocated to only the target.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Critical-1: Each of this Weapon's criticals increases the damage of that hit by 1.
Crippling: If an attack from this Weapon scores at least one Critical hit and then damages a Ship (following normal damage allocation rules), the damaged Ship gains the stated X Crippling Effect regardless of Tonnage. If no effect is listed, roll 2D6 and apply the corresponding Crippling Effect (from the Crippling Effect table).
Calibre-L: Improve the Lock value of this Weapon by 1 when attacking Groups of L Tonnage.
Reave-1: Each of this Weapon's criticals reduces the Energy/Kinetic save used against that hit by 1.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Heavy Calibre Triple Broadside | B | 3/3+ | 3 K | Calibre-H/C, Penetrator, Volley-2 |
| Neutron Missiles | FS | 4/2+ | 2 E | Close Action, Crippling, Penetrator |
| Dark Matter Cannon | FN | 4/2+ | 2 E | Critical-1, Crippling, Penetrator |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 2 | Torpedo | 6" | 4 | 2+ | 2 K | Limited-2, Penetrator |
Critical-1: Each of this Weapon's criticals increases the damage of that hit by 1.
Limited-2: This Weapon can only be fired 2 times per game. You may launch a total of 2 of this Asset per game.
Calibre-H/C: Improve the Lock value of this Weapon by 1 when attacking Groups of H or C Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Crippling: If an attack from this Weapon scores at least one Critical hit and then damages a Ship (following normal damage allocation rules), the damaged Ship gains the stated X Crippling Effect regardless of Tonnage. If no effect is listed, roll 2D6 and apply the corresponding Crippling Effect (from the Crippling Effect table).

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Heavy Quad Battery (Anti-Capital) | F | 4/3+ | 2 K | Alt-1, Calibre-H/C, Critical-1, Penetrator |
| Heavy Quad Battery (Flak) | F | 12/2+ | 1 K | Alt-1, Fusillade-4 |
Alt-1: Only one Weapon or Load with the same Alt value on the same Ship may be used by that Ship each round. All Alt Weapons with the same value count as the same Weapon when determining how many Weapons a Ship has.
Calibre-H/C: Improve the Lock value of this Weapon by 1 when attacking Groups of H or C Tonnage.
Critical-1: Each of this Weapon's criticals increases the damage of that hit by 1.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Fusillade-4: This Weapon increases its Attack value by 4 while its Ship is on Weapons Free.
Vanguard-4": Groups with this rule may begin the game Directly Deployed, ignoring the normal Scenario Deployment and Approach Types (though still counting towards Groups Directly Deployed). If it does, it may be deployed up to 4" away from your Deployment Zone.
Cull the Weak: Heavy Quad Battery (Flak) may only be used to attack Ships of L Tonnage.
Experimental Munitions (2AP): When you assign targets to weapons, select one of those weapons with the Calibre-X special rule. That weapon gains the benefits of its Calibre-X special rule regardless of the Tonnage of the target Group for that attack.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Heavy Calibre Triple Broadside | B | 3/3+ | 3 K | Calibre-H/C, Penetrator, Volley-2 |
| Dark Matter Cannon | FN | 4/2+ | 2 E | Crippling, Critical-1, Penetrator |
| Hornet Drones | FSR | 5/3+ | 1 K | Close Action |
Calibre-H/C: Improve the Lock value of this Weapon by 1 when attacking Groups of H or C Tonnage.
Penetrator: Each of this Weapon's critical hits cause a Core hit instead of its normal Damage Type.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Crippling: If an attack from this Weapon scores at least one Critical hit and then damages a Ship (following normal damage allocation rules), the damaged Ship gains the stated X Crippling Effect regardless of Tonnage. If no effect is listed, roll 2D6 and apply the corresponding Crippling Effect (from the Crippling Effect table).
Critical-1: Each of this Weapon's criticals increases the damage of that hit by 1.
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
High-G Manoeuvre (2AP): When a friendly Group is given a Max Thrust order, it may turn as if it was on General Quarters.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Hypernova Laser | FN | 3/3+ | 3 C | Critical-1, Focused |
| Energy Glaive Battery×3 | B | 6/3+ | 2 E | Overcharge, Volley-2 |
Critical-1: Each of this Weapon's criticals increases the damage of that hit by 1.
Focused: Instead of the normal potential targets for Weapons, this Weapon's potential targets are either a single enemy Ship or a Dropsite containing no friendly Battalions. Damage caused by this Weapon is allocated to only the target.
Overcharge: Before assigning Weapons to targets, you may double the Damage value of this Weapon. If you do, this becomes a High-Power Weapon for this activation and each attack roll of 6 causes that attacking Ship to lose this Weapon's unmodified Damage value in Hull Points. Only one Weapon per Ship may benefit from this rule per activation.
High Power: Unless the attacking Ship is on the Weapons Free Order, attacking with this Weapon counts as attacking with two Weapons (though it only fires once). Ships with only a single High Power Weapon can only attack with it while on the Weapons Free Order.
Reinforced Armour: Weapons rolling to hit this Ship or its Group can only score criticals against it on a result of a 3 higher than its Lock value.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Apocalypse Cannon | FN | 4/4+ | 2 C | Bombardment, Overcharge |
| Energy Glaive Battery×2 | B | 6/3+ | 2 E | Overcharge, Volley-2 |
| Hornet Drone Hive | FSR | 6/3+ | 2 K | Close Action |
| Launch | Load | Thrust | Att | Lock | Dmg | Special |
|---|---|---|---|---|---|---|
| 4 | Torpedo | 6" | 4 | 2+ | 2 K | Limited-4, Penetrator |
Bombardment: This Weapon ignores the penalties for attacking Cities and Ships in Atmosphere. Improve the Lock of this Weapon by 2 when attacking Cities. When attacking a Ship in Orbit with this weapon, it always hits on a 6+ and can never cause a critical. This weapon cannot be used to attack Ships in Orbit while the attacking Ship is in Atmosphere.
Overcharge: Before assigning Weapons to targets, you may double the Damage value of this Weapon. If you do, this becomes a High-Power Weapon for this activation and each attack roll of 6 causes that attacking Ship to lose this Weapon's unmodified Damage value in Hull Points. Only one Weapon per Ship may benefit from this rule per activation.
High Power: Unless the attacking Ship is on the Weapons Free Order, attacking with this Weapon counts as attacking with two Weapons (though it only fires once). Ships with only a single High Power Weapon can only attack with it while on the Weapons Free Order.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times. Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs.
Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.
Limited-4: This Weapon can only be fired 4 times per game. You may launch a total of 4 of this Asset per game.
Reinforced Armour: Weapons rolling to hit this Ship or its Group can only score criticals against it on a result of a 3 higher than its Lock value.

| Weapon | Arc | Att/Lock | Dmg | Special Rules |
|---|---|---|---|---|
| Hypernova Laser | FN | 3/3+ | 3 C | Critical-1, Focused |
| Energy Glaive Battery×3 | B | 6/3+ | 2 E | Overcharge, Volley-2 |
Critical-1: Each of this Weapon's criticals increases the damage of that hit by 1.
Focused: Instead of the normal potential targets for Weapons, this Weapon's potential targets are either a single enemy Ship or a Dropsite containing no friendly Battalions. Damage caused by this Weapon is allocated to only the target.
Overcharge: Before assigning Weapons to targets, you may double the Damage value of this Weapon. If you do, this becomes a High-Power Weapon for this activation and each attack roll of 6 causes that attacking Ship to lose this Weapon's unmodified Damage value in Hull Points. Only one Weapon per Ship may benefit from this rule per activation.
High Power: Unless the attacking Ship is on the Weapons Free Order, attacking with this Weapon counts as attacking with two Weapons (though it only fires once). Ships with only a single High Power Weapon can only attack with it while on the Weapons Free Order.
Volley-2: This Weapon counts as 1 Weapon for Orders purposes. Assign it to targets up to 2 times (either the same or different). Treat each allocation as a separate weapon for the attack sequence. Broadside Weapons using Volley must alternate arcs when determining and assigning targets (so cannot target the same Group on the same side twice in a row).
Cutting Power: If you attack with and do not Overcharge any of this Flagship's Energy Glaive Batteries, they gain Reave-2 for their attacks this activation.
Backup Systems Engaged (2AP): When a friendly ship would roll for Crippling Damage, roll a dice. On a 4+ that Ship does not roll on the Crippling Damage table but is still Crippled.
Reinforced Armour: Weapons rolling to hit this Ship or its Group can only score criticals against it on a result of a 3 higher than its Lock value.