Echo — Front
Echo Corvette · Light · 30mm · Group Size 1-4 28 pts
Echo
Thrust
Descent12"
Scan
8"
Signature
Stealth2"
Hull
2
ES
4+
KS
6+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Medium Calibre TurretF1/4+2 K
Vespa DronesFSR3/4+1 KAir to Air, Close Action
Echo — Back
Echo
Weapon Keywords

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.

Ship Rules

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.

The Echo class corvette is a small, atmospheric-capable vessel of sub-frigate tonnage designed to prow the atmosphere for vulnerable prey, such as strike carriers. Armed with a heavy missile payload, the Echo is adept at decimating the larger targets which it hunts. It is also armed with a pair of mass drivers buried within its streamlined hull, making it a threat to enemy ships at range when fighting in the void. In combination, this makes the Echo more heavily armed than any equivalent ship of another race. It is also rare among PHR ships in that it is designed with stealth in mind. This means that Echo’s can fire some of their weapons while silent running, making them capable void operators due to their mass driver armament, which can be fired at ranges from which the enemy cannot hope to return fire.
Etymology
Echo was an Oread nymph of Mount Cithaeron, cursed by Hera to only repeat the last words spoken to her. She fell hopelessly in love with Narcissus, who rejected her, and wasted away until only her voice remained.
Known Ships of the class: Silence, Isolator, Cloudhunter, Mist Cleaver
Harpocrates — Front
Harpocrates Guerilla Lighter · Light · 30mm · Group Size 1-2 20 pts
Harpocrates
Thrust
Descent10"
Scan
6"
Signature
2"
Hull
2
ES
5+
KS
6+
BS
WeaponArcAtt/Lock DmgSpecial Rules
EM Warfare SuiteFS2/3+1 ECrippling-Weapons Offline
Harpocrates — Back
Harpocrates
Weapon Keywords

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.

Ship Rules

Descent: This Ship may enter the Atmosphere without penalty and may freely change Orbital Layer during movement.

The PHR’s new Harpocrates Lighter takes Post-human mastery of electronic warfare and builds a whole ship around it. It has a single role: to render a target ship deaf, blind and hobbled without firing a shot. At close range only, its powerful EM field projection panels can be focused to lash an enemy ship so severely that its targeting systems wash out and its core goes into low yield standalone mode lest it collapse, forcing the drives to idle state. The only downside is that the collapse in the target’s warfighting stance makes it difficult to target, necessitating this as a specialist weapon for where preserving precious Republic souls matter more than reducing the enemy to scrap from afar.
Etymology
Harpocrates was the god of silence, secrets, and reputation in the Greek-Egyptian religion developed in Ptolemaic Alexandria. Adapted from the Egyptian child-god Horus, he was depicted as a boy with his finger to his lips.
Known Ships of the class: The Veil, Labyrinth 1,2 and 3, Retiaritus
Europa — Front
Europa Frigate · Light · 30mm · Group Size 2-4 38 pts
Europa
Thrust
10"
Scan
8"
Signature
3"
Hull
5
ES
3+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Medium Calibre BankSL2/4+2 K
Medium Calibre BankSR2/4+2 K
Europa — Back
Europa
The Europa class is the standard gun-armed frigate in the Republic’s Grand Fleet. Indeed, it is perhaps the most common of all full-sized PHR fighting vessels yet encountered in the Reconquest. It offers a powerful combination of enhanced toughness, defences and increased firepower when compared to its contemporaries fielded by other races, at the expense of speed and some tactical flexibility. It is armed with two banks of four medium-calibre mass drivers, making it one of the few known vessels of frigate tonnage with a broadside armament. The limited traverse mountings of the guns allows for efficient use of space and increased firepower in much the same manner as larger PHR ships. As a result, skilful manoeuvre allows a captain to unleash both broadsides on two targets, effectively putting out twice the firepower of its UCM equivalent, the Toulon. The downside of this arrangement is that the Europa has no long ranged weapons covering its forward quarter, making positioning and advance planning crucial for ensuring maximum lethality.
Etymology
Europa was a Phoenician princess, daughter of the king of Sidon, whom Zeus spotted and desired. He disguised himself as a white bull, lured her onto his back, and swam with her to Crete, where she bore him three sons: Minos, Rhadamanthus, and Sarpedon. The continent of Europe takes its name from her.
Known Ships of the class: Steadfast, Countenance of Janus, Open Future, Cold Warrior
Pandora — Front
Pandora Frigate · Light · 30mm · Group Size 2-4 42 pts
Pandora
Thrust
10"
Scan
8"
Signature
3"
Hull
5
ES
3+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Supernova LaserFN3/3+1 EBurnthrough-1, Flash-1, Focused
Pandora — Back
Pandora
Weapon Keywords

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.

The Pandora class frigate is a highly advanced vessel and one of the smallest yet encountered to be equipped with a sustained burn type anti-ship laser. At this time it would certainly be impossible for the UCM to match this achievement in miniaturisation with anything like the same destructive energies this marvel is capable of bringing to bear. Fortunately for its enemies, the difficulty of creating such a vessel is evident in its relative scarcity when compared to other PHR ships. In battle, the Pandora fulfils a very different role and mode of attack to the Europa. Its single long ranged weapon is integrated into its hull and restricted to a narrow fire arc at the prow, resulting in a more focused form of attack that tends to single out a specific high value target. Like most such weapons, the Pandora’s Supernova laser generates significant heat on the target, marking it for the guns of other waiting PHR ships, lending the Pandora a secondary support role.
Etymology
In Greco-Roman mythology, Pandora (AKA Anesidora) was responsible for the Problem of Evil. She was given a jar, told never to open it, for within were all the evils of the world. When she opened it, they were released — along with Hope.
Known Ships of the class: Cyclopean Gaze, Brightflame, Lance of Athena, Illuminator
Calypso — Front
Calypso Frigate · Light · 30mm · Group Size 1-2 Rare 40 pts
Calypso
Thrust
10"
Scan
8"
Signature
3"
Hull
5
ES
3+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Wasp DronesFSR3/3+1 KClose Action
Calypso — Back
Calypso
Weapon Keywords

Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.

Ship Abilities

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.

Ship Rules

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.

The Calypso class frigate is a highly unusual vessel and one of the most effective demonstrations of the Republic’s mastery of electronic warfare, in this case through the use of a highly advanced ECM suite. This system is designed to confuse and disrupt an enemy’s targeting equipment, causing substantial loss of accuracy. This effect can be leveraged against a single enemy ship firing at the Calypso or more importantly, a ship in the vicinity of the Calypso. This makes it an excellent escort vessel for larger, high value targets such as flagships and carriers. The downside to this system is that it takes up a considerable amount of hull space. Indeed, its underslung emitter plates are highly visible, making this ship easy to identify, if not to deal with. As a result, it carries few weapons of its own. Most admirals agree though that this is a small price to pay for reducing the effectiveness of enemy fire and potentially rendering a mighty battleship’s primary weapon impotent at a crucial moment in the battle.
Etymology
Calypso was a nymph and daughter of Atlas who detained Odysseus for seven years on the island of Ogygia, offering him immortality if he stayed. He refused. Hermes eventually had to be sent to order her to let him go.
Known Ships of the class: Foe Confounded, Deep Blue, Waves of Lamarr, Inviolate
Andromeda — Front
Andromeda Escort Carrier · Light · 30mm · Group Size 2-4 Escort 60 pts
Andromeda
Thrust
10"
Scan
8"
Signature
3"
Hull
5
ES
3+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Wasp DronesFSR3/3+1 KClose Action
LoadLaunchThrustAttLockDmgSpecial
Bombers×19"22+1 K
Fighters×112"2 Re-rolls: Close Protection
Andromeda — Back
Andromeda
Weapon Keywords

Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.

Ship Rules

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.

The Andromeda class escort carrier is a vessel of frigate tonnage which features a launch hangar for strike craft, an unusual feature for such a small ship. Its role in battle is usually to seek out and destroy enemy rearguard assets with waves of lethal bombers through their longer range and by gaining an advantageous launch position with its superior speed over larger PHR fleet carriers. Its secondary role is to provide close protection fighter screens for friendly ships as required. The creation of such a vessel stems for the Republic’s smaller reserve of manpower and seemingly focused mission in this war, sometimes calling for small, elite strike forces on occasions where sheer might is unnecessary. Andromedas are a frequent fixture in PHR raiding parties which normally only consist of small ships. In these missions, the escort carriers are able to keep up with the other vessels in the taskforce while providing a vital support and long range strike role.
Etymology
Andromeda was an Ethiopian princess chained to a rock as sacrifice to a sea monster sent by Poseidon after her mother boasted she was more beautiful than the sea-nymphs. Perseus killed the beast and married her.
Known Ships of the class: Young Mother, Columbus, Wright Flyer, Shoal Princess
Medea — Front
Medea Strike Carrier · Light · 30mm · Group Size 1-2 50 pts
Medea
Thrust
Descent10"
Scan
8"
Signature
3"
Hull
5
ES
3+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Bombardment TurretFS3/5+1 KBombardment
Launch×1Dropships
Medea — Back
Medea
Weapon Keywords

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.

Ship Rules

Descent: This Ship may enter the Atmosphere without penalty and may freely change Orbital Layer during movement.

The Medea class strike carrier is a first wave assault vessel and the primary means of planetfall for the PHR’s dropships. These small craft are deployed into the upper atmosphere, delivering the PHR’s armoured forces direct to the frontline. They excel at attacking redoubts and routing out enemy ground troops. Most notably, the vast majority of the highly advanced type 1-5 Battle Walkers that are so infamous deploy in this manner. In addition, the Medea features a small but effective pair of under-slung mass drivers to support its ground forces directly. While not as devastating as true bombardment weapons, these guns can nevertheless be called upon to for close support missions, dropping precision ordnance on the foes of the Republic. It is designed to stay on station for some time after its drop is complete, assisting the PHR’s perennially outnumbered forces.
Etymology
Medea was a sorceress and princess of Colchis who fell in love with Jason and helped him steal the Golden Fleece, betraying her own father. When Jason later abandoned her for another woman, she murdered their children in revenge.
Known Ships of the class: Castor, Homeshell, Hellbringer, Alesia
Castor — Front
Castor Monitor · Light · 30mm · Group Size 1-3 55 pts
Castor
Thrust
Monitor5"
Scan
10"
Signature
4"
Hull
5
ES
2+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Quad BatteryF2/3+2 KCritical-1, Fusillade-2
Castor — Back
Castor
Weapon Keywords

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.

Ship Rules

Monitor: Ships with this rule may not use Course Change or Max Thrust orders.

The general performance profile of a typical defence monitors would seem to fit the PHR well – that of high armour, low speed. However, since the PHR have almost exclusively been on the offensive thus far, very few of them have been seen in action. Most of what the UCM knew of PHR monitors was gleaned from spies over the Tlalocan Moons, where the PHR has now established a permanent base, which naturally needs defending. After beachheads were established in the Battle for Earth, the PHR brought in Castor class monitors to defend their landing zones, illustrating that the PHR were behind their warnings that this war would be a longer-haul than the UCM were hoping for. The Castor, much like its Colonial opposite number - the Istanbul - features heavy calibre mass drivers, able to lay down considerable cross-orbital defensive fire. Its vertical hull is quite unusual for a PHR ship, and allows these weapons to pivot around a central arc.
Etymology
Castor was one of the Dioscuri, twin brothers born to Leda alongside Pollux. Castor was mortal (fathered by King Tyndareus) while Pollux was divine (fathered by Zeus). When Castor died, Pollux shared his immortality so they could alternate between Olympus and Hades.
Known Ships of the class: Cogent Reason, Bedrock, Moonshield
Pollux — Front
Pollux Escort Frigate · Light · 30mm · Group Size 1-3 Escort 65 pts
Pollux
Thrust
8"
Scan
8"
Signature
4"
Hull
5
ES
2+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Wasp DronesFSR3/3+1 KClose Action
Point Defence ArrayFSR3/3+1 EAnti Wing, Close Action, Fusillade-1
Pollux — Back
Pollux
Weapon Keywords

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.

Ship Rules

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.

Although based on the Castor class monitor’s superstructure, thie Pollux is officially classified as an escort frigate, due to its mission profile. This class was designed exclusively for close-protection missions around bulky, high value targets, where its low speed would still be sufficient to keep up. Typically they protect battleships, though occasionally heavy cruisers or assault ships, if they can afford to let off some speed. The Pollux excels at this mission through extensive point-defence arrays – enough to make it extremely difficult for any strike craft or close action attacks to get through. These differ from standard, sub-cutaneous PHR types in that they are physically visible, illustrating their increased potency. Due to the large power consumption of the arrays, the Pollux relies on close action missiles for offensive armament.
Known Ships of the class: Conferred Divinity, Halo Nine, Aegis
Philonoe — Front
Philonoe Torpedo Monitor · Light · 30mm · Group Size 1-2 65 pts
Philonoe
Thrust
Monitor5"
Scan
10"
Signature
4"
Hull
5
ES
2+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Wasp DronesFSR3/3+1 KClose Action
LoadLaunchThrustAttLockDmgSpecial
Torpedo×36"42+2 KLimited-3, Penetrator
Philonoe — Back
Philonoe
Weapon Keywords

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.

Ship Abilities

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".

Ship Rules

Monitor: Ships with this rule may not use Course Change or Max Thrust orders.

Etymology
Philonoe was a daughter of King Iobates of Lycia who was given in marriage to Bellerophon as reward after he completed the impossible tasks Iobates had set to kill him.
Pegasus — Front
Pegasus Nano-Hive Cutter · Light · 30mm · Group Size 1-3 58 pts
Pegasus
Thrust
14"
Scan
6"
Signature
3"
Hull
Regenerate-45
ES
4+
KS
5+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Nano DronesFS8/4+1 KClose Action
Pegasus — Back
Pegasus
Weapon Keywords

Close Action: This Weapon may only be fired at targets within Scan range and on the same Orbital Layer as the attacking Ship.

Ship Rules

Regenerate-4: This Ship recovers 4 lost Hull Points at the end of its activation.

The Pegasus is unusual for a Republic vessel in that it offers extreme speed and can only strike at close range. It makes its kills though deploying swarms of armed nano-drones, quick and tiny enough to be difficult for point defences to counter. The unmanned drones have a very limited envelope though, making this behave like a conventional close action weapon rather than a carrier. On paper this highly aggressive combatant suits the PHR’s most hot-headed captains, but the vessel’s support role requires anything but. More than almost any other Republic vessel, the Pegasus is infamous for operating far from any friendly ships to prey on outliers and merchantmen, especially in the days before the Triumvirate. The vessel is apt for long deployments far from repair facilities since its drones can also regenerate the Pegasus’ sleek hull. A careful, patient captain can use its great speed to make choice kills then lie in wait while their ship regains full potency.
Etymology
Pegasus was the winged horse born from the blood of Medusa when Perseus beheaded her. Bellerophon tamed him with a bridle given by Athena and rode him to kill the Chimera; Pegasus threw Bellerophon when he flew too close to Olympus.
Known Ships of the class: Pegasus, Righteous Blade, Huntress, Mercury
Ourania — Front
Ourania Swiftlink · Light · 30mm · Group Size 1-3 Rare 35 pts
Ourania
Thrust
14"
Scan
6"
Signature
3"
Hull
5
ES
4+
KS
5+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Unarmed
Ourania — Back
Ourania
Ship Abilities

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.

Ship Rules

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.

The Ourania is a highly-specialised, unarmed vessel designed for frontline spearhead operations. In combat, the Ourania can use its great speed to get ahead of the rest of the fleet and close with priority targets. It then uses its oversized, advanced targeting link to relay gunnery information to larger ships towards the rear, greatly increasing their effective range. A single Ourania might dart forward early in an engagement, suddenly allowing a dreadnought to plot a firing solution from an unexpected position. The Ourania has always been hated by the UCMF’s Admiralty, something not forgotten in these days of fragile cooperation. Being unarmed and not much tougher than a frigate, such a role requires a crew with zealous devotion to the Republic and the White Sphere, as well as the skill to use the Ourania’s small signature and massive engines to evade return fire.
Etymology
Ourania (Urania) was the Muse of astronomy and astral navigation, one of the nine Muses born to Zeus and Mnemosyne.
Known Ships of the class: Eye of the Sphere, Ornithes Areioi, Nightsun, Fargaze
Chrysaor — Front
Chrysaor Cutter · Light · 30mm · Group Size 2-3 40 pts
Chrysaor
Thrust
14"
Scan
6"
Signature
3"
Hull
5
ES
4+
KS
5+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Long Heavy CalibresFN1/3+3 KCalibre-H/C, Penetrator
Chrysaor — Back
Chrysaor
Weapon Keywords

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.

Etymology
Son of Poseidon and Medusa. Chrysaor, whose name means "he who has a golden sword," was born alongside Pegasus from the blood of Medusa when Perseus beheaded her. He fathered the three-bodied giant Geryon, whose cattle Heracles stole as one of his Twelve Labors.
Electra — Front
Electra Destroyer · Light · 30mm · Group Size 2-3 50 pts
Electra
Thrust
8"
Scan
8"
Signature
4"
Hull
7
ES
3+
KS
5+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Twin Heavy Calibres×2F1/4+3 KCalibre-H/C, Penetrator
Electra — Back
Electra
Weapon Keywords

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.

PHR destroyers are larger and bulkier than those of other races and the heavily armed Electra class is no exception. Indeed, by UCM reckoning it could almost be classed a light cruiser. It is armed with four heavy calibre mass drivers in two pairs. These massive guns are devastating when unleashed against large vessels, the Electra’s preferred prey. The fixed setup of these formidable weapons is unusual for a PHR ship, especially since they are limited to the forward arc. Naval Intelligence theorises that this is due to the sheer size of the guns, precluding the usual broadside setup due to the comparatively small size of the destroyer’s hull. Whatever the reason, this setup makes the Electra a highly focused and aggressive ship, favouring frontal assaults against single targets. This makes them especially useful in decapitation strikes, although they are less flexible when faced with superior numbers than other PHR vessels.
Etymology
Electra; daughter of Agamemnon and Clytemnestra; years spent in near-servitude after her mother murdered her father; she conspired relentlessly with her brother Orestes to avenge Agamemnon's death.
Known Ships of the class: Trident of Poseidon, Harpe, Sword of Damocles
Ariadne — Front
Ariadne Destroyer · Light · 30mm · Group Size 1-2 60 pts
Ariadne
Thrust
8"
Scan
8"
Signature
4"
Hull
7
ES
3+
KS
5+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Twin Heavy CalibresF1/4+3 KCalibre-H/C, Penetrator
Launch×2Bulk Landers
Ariadne — Back
Ariadne
Weapon Keywords

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.

The Ariadne is the sister class to the Electra and is laid out in a multi-role configuration more in keeping with typical PHR fleet doctrine. Primarily, it is an early stage planetary assault ship designed to compliment strike carriers. Unlike these ships however, the Ariadne is large enough to carry bulk landers, allowing the advance deployment of large infantry groups and defence batteries. It is more numerous and flexible than its lumbering cousins the Ganymede and the Orpheus, making it useful for a variety of smaller drop operations. Since it is likely to be outnumbered, the Ariadne also includes a formidable armament in a pair of heavy calibre mass drivers. These weapons allow the class to defend itself against the heaviest of opposition and puts it in stark contrast to the basic “meat crate” type troopships favoured by most other races. This well armed, compact vessel exemplifies the character of PHR vessels, despite its lack of customary broadside armament.
Etymology
Ariadne, daughter of King Minos, the weaver who gave Theseus the thread so he could find his way out of the Labyrinth after killing the Minotaur.
Known Ships of the class: Strikehome, Myrmidon, Known Purpose
Cadmus — Front
Cadmus Destroyer · Light · 30mm · Group Size 2-3 60 pts
Cadmus
Thrust
8"
Scan
8"
Signature
4"
Hull
7
ES
3+
KS
5+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Twin Heavy CalibresF1/4+3 KCalibre-H/C, Penetrator
Energy Glaive PairFN2/3+2 EOvercharge
Cadmus — Back
Cadmus
Weapon Keywords

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.

Etymology
Cadmus was a Phoenician prince sent to find his sister Europa after Zeus abducted her. He never completed the quest, instead founding the city of Thebes and, according to Greek tradition, introducing the Phoenician alphabet to Greece.
Jason — Front
Jason Blockade Runner · Light · 30mm · Group Size 1-3 Rare 55 pts
Jason
Thrust
12"
Scan
8"
Signature
2"
Hull
6
ES
4+
KS
5+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Twin Heavy CalibresF1/4+3 KCalibre-H/C, Penetrator
Kingfisher DronesFSR5/3+1 KClose Action, Re-Entry
Jason — Back
Jason
Weapon Keywords

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.

Ship Rules

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.

The blockade runner is almost unique to the PHR. Based on a destroyer hull, blockade runners trade armament for expansive drives, making them abnormally fast. This proves the Republic can build ships that outrun almost anything but simply choose to focus on firepower. They also dispense with heavy armour in favour of spectrum dampers, reducing signature to that of a much smaller ship. The Jason is not poorly armed, featuring heavy mass drivers and advanced anti-atmospheric close action weaponry. Coupled with its speed, this makes it an ideal infiltration vessel. The Admiralty has tasked its naval architects to deliver an equivalent.
Etymology
Prince of Thessaly, leader of the Argonauts, the most celebrated heroes before the Trojan War.
Known Ships of the class: Ghost Warrior, Longship, Carl Sagan
Odysseus — Front
Odysseus Blockade Runner · Light · 30mm · Group Size 1-2 Rare 63 pts
Odysseus
Thrust
12"
Scan
8"
Signature
2"
Hull
6
ES
4+
KS
5+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Kingfisher DronesFSR5/3+1 KClose Action, Re-Entry
Launch×2Bulk Landers
Odysseus — Back
Odysseus
Weapon Keywords

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.

Ship Rules

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.

The Odysseus is, unusually for the PHR, a very focused and inflexible design. Its only mission profile is high speed and low-observable insertion of bulk infantry formations, supplies and defence batteries to advance targets. It achieves this through incredible combat speed, low signature and capacity for bulk landers, at the expense of almost all offensive capability save close action weaponry. It is not designed to face any significant combat, but rather to break past it and get to unguarded targets of opportunity. They are typically employed to establish remote beachheads and to bolster existing ones. The latter has been especially relevant of late to the beleaguered forces of Aurelia Felix on the Cradle World of Shangri-La. Trapped behind enemy lines and with a UCMF blockade fleet in place, only these lightning fast ships have thus far succeeded in keeping her forces resupplied significantly. Although the PHR has smaller and stealthier ships, the ability to the Odysseus to bring down bulk tonnage to a secure landing zone has been instrumental in her force’s survival thus far.
Etymology
Homer authored 8 stories in the Epic Cycle. All of them have been lost save for The Iliad and The Odyssey.
Known Ships of the class: Neil Armstrong, Yuri Gagarin, Pathfinder
Meleager — Front
Meleager Blockade Runner · Light · 30mm · Group Size 1-3 Rare 55 pts
Meleager
Thrust
12"
Scan
8"
Signature
2"
Hull
6
ES
4+
KS
5+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Kingfisher DronesFSR5/3+1 KClose Action, Re-Entry
Energy Glaive PairFN2/3+2 EOvercharge
Meleager — Back
Meleager
Weapon Keywords

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.

Ship Rules

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.

Etymology
Meleager was the prince of Calydon who led the hunt for the monstrous Calydonian Boar. His life was tied to a brand plucked from the fire by his mother at birth; when she threw it back into the flames in grief over his killing of her brothers, he died instantly.
Theseus — Front
Theseus Light Cruiser · Medium · 40mm · Group Size 1-3 88 pts
Theseus
Thrust
10"
Scan
8"
Signature
6"
Hull
9
ES
3+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Light Calibre BroadsideB6/5+1 KCalibre-L, Re-entry, Volley-2
Medium Calibre BroadsideB3/4+2 KFusillade-1, Volley-2
Theseus — Back
Theseus
Weapon Keywords

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.

The Theseus class is one of the few examples of its designation in the Republic’s Grand Fleet as light cruisers appear not to be in vogue among PHR naval architects. However, the Theseus has proven capable and has successfully carved itself a niche in the Republic’s strategies. Its lack of prow weapon is compensated for by improved speed, allowing it to keep pace with the lighter ships typically employed in PHR raiding parties and flanking formations. The Theseus carries a mixed-calibre payload, matching banks of light mass drivers with medium ones. This gives the class enhanced flexibility at the expense of ultimate firepower. This loadout is also configured to be independently targeting, allowing it to engage multiple targets with a single broadside while on the move. This enhances its peripheral role on the battlefield as it can engage the multiple small ships most likely sent to thwart its formation’s mission.
Etymology
Theseus was the founding hero of Athens, credited with unifying Attica, killing the Minotaur, and defeating the Amazons. He famously forgot to change his sails from black to white on the return home, causing his father Aegeus to throw himself into the sea.
Known Ships of the class: Hypatia, Phaeton, Voltaire, Bright Mind
Otera — Front
Otera Light Cruiser · Medium · 40mm · Group Size 1-3 80 pts
Otera
Thrust
10"
Scan
8"
Signature
6"
Hull
9
ES
3+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Bombardment BatteryFSR8/5+1 KBombardment
Light Calibre BroadsideB6/5+1 KCalibre-L, Re-entry, Volley-2
Otera — Back
Otera
Weapon Keywords

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).

Etymology
The First Amazon Queen, consort to Ares, mother to Hippolyta and Penthesilea: The precursor to greater heroes, founder of the shrine of Artemis in Ephesus.
Ajax — Front
Ajax Cruiser · Medium · 40mm · Group Size 1-2 114 pts
Ajax
Thrust
8"
Scan
8"
Signature
6"
Hull
11
ES
3+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Light Calibre Broadside×2B6/5+1 KCalibre-L, Re-entry, Volley-2
Supernova LaserFN3/3+1 EBurnthrough-1, Flash-1, Focused
Ajax — Back
Ajax
Weapon Keywords

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.

The Ajax class cruiser has clearly been designed for a specific role – the mass annihilation of smaller enemy ships. Its primary armament is two extensive light-calibre broadside batteries, each with two independent targeting systems, allowing the Ajax to engage multiple foes with a single broadside. The sheer volume of fire these weapons can unleash coupled with their superior traverse speed compensates for their lack of stopping power, making them ideal for use against this vessel’s intended prey. If the ship is positioned carefully, a double broadside can pose a serious threat to four enemy frigates simultaneously, ensuring that it is never outgunned by its quarry. In order to keep the Ajax flexible and able to deal with any foe it is also equipped with a prow mounted Supernova laser, a sustained beam energy weapon capable to slicing through to the core of a capital ship. This weapon is often employed in the early stages of an engagement while on approach and when surrounded by enemies, where all the vessel’s weapons can be unleashed to disproportionate effect.
Known Ships of the class: Searing Truth, Archimedes, Fatal, Turing's Cipher
Perseus — Front
Perseus Cruiser · Medium · 40mm · Group Size 1-2 108 pts
Perseus
Thrust
8"
Scan
8"
Signature
6"
Hull
11
ES
3+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Light Calibre BroadsideB6/5+1 KCalibre-L, Re-entry, Volley-2
Heavy Calibre BroadsideB1/3+3 KCalibre-H, Penetrator, Volley-2
Medium Calibre TurretF1/4+2 K
Perseus — Back
Perseus
Weapon Keywords

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.

The Perseus class cruiser is perhaps one of the most flexible ships in the entire PHR fleet. Its diverse weapon loadout includes light, medium and heavy calibre mass drivers, ensuring that the vessel almost always has a weapon tailor made to engage any adversary, from frigates to battleships. While this approach makes the class highly adaptable, it does cost it in lethality potential against a single target, as inevitably some weapons will be poorly suited. Instead, the Perseus is best employed in the centre of the PHR fleet where it can unleash its weapons against multiple and varied foes, maximising its effectiveness, especially when outnumbered. To fully devastate larger targets, the Perseus typically combines fire with other ships, making it a good choice for supplementing the weapons of more focused vessels such as the Ajax and the Achilles. While less common than the more conventional Orion, the Perseus is nevertheless a frequent thorn in the side of the UCM, particularly in disruptive operations. In this style of attack, a single Perseus can damage up to five targets simultaneously, causing costly delays and repairs across a whole battlegroup and slowing the pace of a campaign where the PHR wishes to.silence, a regrettably frequent response from their allies in recent months.
Known Ships of the class: Knowing Virtue, Nikola Tesla, Hoplite's Helm, Trident of Neptune
Orion — Front
Orion Cruiser · Medium · 40mm · Group Size 1-2 105 pts
Orion
Thrust
8"
Scan
8"
Signature
6"
Hull
11
ES
3+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Medium Calibre Broadside×2B3/4+2 KFusillade-1, Volley-2
Medium Calibre TurretF1/4+2 K
Orion — Back
Orion
Weapon Keywords

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).

The Orion class is the standard ship of the line for the Republic’s Grand Fleet and is the most common cruiser-level vessel in its arsenal. Its primary armament is completely made up of medium calibre mass drivers, excellent all-round anti-ship weapons capable of engaging a wide range of opponents. Most of these formidable weapons are laid out in a twin broadside configuration, with an additional turret mounted array at the prow. This gives the Orion excellent capability, flexibility and lethality. Like almost all PHR cruisers, the Orion is substantially tougher and heavier than its equivalents from other races, highlighting the Republic’s intention to make every life count to the maximum in the crucible of combat. This aim normally takes precedence over a warship’s speed, allowing an opponent to assume this as their only meaningful advantage in battle. This doctrine is probably central to the PHR’s plans in this war, as most UCM analysts agree that the post-humans are likely to be sorely lacking in manpower when compared to the Colonies.
Etymology
Orion was a giant hunter, son of Poseidon. After death he was placed among the stars, and the scorpion that killed him was set on the opposite side of the sky so they would never meet.
Known Ships of the class: Mind of Asimov, Aristotle, Marathon, Journeyman
Ikarus — Front
Ikarus Vanguard Carrier · Medium · 40mm · Group Size 1-2 Vanguard-4" 125 pts
Ikarus
Thrust
8"
Scan
8"
Signature
6"
Hull
11
ES
3+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Medium Calibre BroadsideB3/4+2 KFusillade-1, Volley-2
Medium Calibre TurretF1/4+2 K
LoadLaunchThrustAttLockDmgSpecial
Bombers×29"22+1 K
Fighters×212"2 Re-rolls: Close Protection
Ikarus — Back
Ikarus
Weapon Keywords

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).

Ship Abilities

Minelayer: This ship may replace its Fighters & Bombers with Mines for +10 pts.

Ship Rules

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.

The Ikarus class is an unusual ship as it carries the rare designation of vanguard carrier, a variant of the more common fleet carrier. Vessels of this designation have a strike craft launch capacity but are more often found at the front and centre of a battle line rather than at the rear, since they also carry significant regular firepower. The Ikarus includes two reduced medium mass driver broadsides in addition to a traversable front turret – weapons chosen for their universally dangerous output. While unleashing its many mass drivers against enemy ships, the Ikarus can also launch waves of fighters and bombers. Its typically forward position allows these long range assets to strike at enemy rearguard elements, making the class a highly useful tool much prized by PHR admirals. A vanguard positioning also makes it ideal for deploying fighter screens to protect ships in the forefront of the formation. Its lower launch capacity also allows the usually limited number of available pilots to be spread more evenly throughout a fleet rather than concentrated in dedicated carriers, if the battle plan calls for it.
Etymology
His father built wings of wax to escape Crete. You know the rest.
Known Ships of the class: Red Cliffs, Plato, Tower of Knowledge, Dark Prince
Teucer — Front
Teucer Cruiser · Medium · 40mm · Group Size 1-2 130 pts
Teucer
Thrust
8"
Scan
8"
Signature
6"
Hull
11
ES
3+
KS
4+
BS
WeaponArcAtt/Lock DmgSpecial Rules
Medium Calibre BroadsideB3/4+2 KFusillade-1, Volley-2
Heavy Calibre BroadsideB1/3+3 KCalibre-H, Penetrator, Volley-2
Supernova LaserFN3/3+1 EBurnthrough-1, Flash-1, Focused
Teucer — Back
Teucer
Weapon Keywords

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.

Etymology
Teucer was the greatest Greek archer at Troy and half-brother of Ajax, fighting from behind Ajax's enormous shield. After the war, his father Telamon banished him from Salamis for failing to prevent Ajax's suicide.
Achilles — Front
Achilles Heavy Cruiser · Medium · 40mm · Group Size 1 142 pts
Achilles
Thrust
7"
Scan
8"
Signature
6"
Hull
13
ES
3+
KS
4+
BS
6+
WeaponArcAtt/Lock DmgSpecial Rules
Heavy Calibre Broadside×2B1/3+3 KCalibre-H, Penetrator, Volley-2
LoadLaunchThrustAttLockDmgSpecial
Torpedo×16"42+2 KLimited-1, Penetrator
Achilles — Back
Achilles
Weapon Keywords

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.

The Achilles is built on the Hector hull but configured to hunt the largest enemy ships. Heavy mass drivers inflict devastating damage against heavy armour, and its single gigantic torpedo causes catastrophic internal hull damage.
Etymology
Sing, Goddess, Achilles' rage, Black and murderous, that cost the Greeks incalculable pain, pitched countless souls of heroes into Hades' dark,
Known Ships of the class: Gailileo, Iliad, Unheeled, Titan's Ire
Bellerophon — Front
Bellerophon Heavy Cruiser · Medium · 40mm · Group Size 1 185 pts
Bellerophon
Thrust
7"
Scan
8"
Signature
6"
Hull
13
ES
3+
KS
4+
BS
6+
WeaponArcAtt/Lock DmgSpecial Rules
Twin Supernova LaserFN3/3+2 EBurnthrough-2, Flash-2, Focused
LoadLaunchThrustAttLockDmgSpecial
Bombers×49"22+1 K
Fighters×412"2 Re-rolls: Close Protection
Bellerophon — Back
Bellerophon
Weapon Keywords

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.

The Bellerophon is the closest the PHR currently has to a conventional, dedicated fleet carrier in its arsenal. However, it is heavier, tougher and better armed that most equivalents, making it a truly formidable threat on the battlefield. A pair of prow mounted Supernova lasers grants the Bellerophon an anti-ship armament that equals most cruiser’s primary weapons by slicing through the thickest of armour to the core of a capital ship. However, this is not what makes the Bellerophon most dangerous but rather its strike craft launch capacity. Its capacious internal hangars house row upon row of highly advanced PHR fighters and bombers, presenting a deadly threat or effective shield to any ship within their impressive range. These craft are some of the most effective yet encountered in the Reconquest, the bombers in particular posing a grave threat to all ships with less than top of the line point defence capability or a significant fighter CAP. Besides the Bellerophon’s low combat speed, its only real disadvantage is its high cost both in resources and manpower, making it a thankfully uncommon sight in PHR fleets.
Etymology
Tamed the Pegasus, slew the Chimera, but tried to fly to Olympus; his hubris was punished.
Known Ships of the class: Alexander's Ambition, Socrates, Fireheart, Salamis
Hector — Front
Hector Heavy Cruiser · Medium · 40mm · Group Size 1 134 pts
Hector
Thrust
7"
Scan
8"
Signature
6"
Hull
13
ES
3+
KS
4+
BS
6+
WeaponArcAtt/Lock DmgSpecial Rules
Medium Calibre Broadside×2B3/4+2 KFusillade-1, Volley-2
Twin Supernova LaserFN3/3+2 EBurnthrough-2, Flash-2, Focused
Hector — Back
Hector
Weapon Keywords

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.

The Hector class heavy cruiser is the standard ship of its classification in the Grand Fleet and a formidable foe for anything but a battleship to face. It is armed primarily with 20 medium calibre mass drivers in double broadside layout, giving the Hector excellent all-round anti-ship capability when positioned with skill. In addition, it is equipped with a pair of prow mounted Supernova lasers, giving the vessel a powerful forward facing attack that makes the Hector far more dangerous than most PHR ships from the forward quarter. Like other PHR heavy cruisers, the Hector also features a reinforced and enhanced hull design, giving it a survivability above that of standard cruisers as well as enemy equivalents, which can rarely match Republic ships for toughness. Besides the need for careful manoeuvre coupled with a lack of speed, the Hector has few weaknesses and can generally be expected to deal with most opposition and emerge victorious, making it a staple of full scale PHR taskforces across the Reconquest.
Etymology
Greatest warrior of Troy, son of Priam. His farewell scene with his wife Andromache and infant son Astyanax is among the most famous passages in all of ancient literature.
Known Ships of the class: Einstein's Equation, Odyssey, Am Become Death, Cicero
Sysyphus — Front
Sysyphus Heavy Cruiser · Medium · 40mm · Group Size 1 122 pts
Sysyphus
Thrust
7"
Scan
8"
Signature
6"
Hull
13
ES
3+
KS
4+
BS
6+
WeaponArcAtt/Lock DmgSpecial Rules
Bombardment BatteryFSR8/5+1 KBombardment
Light Calibre BroadsideB6/5+1 KCalibre-L, Re-entry, Volley-2
LoadLaunchThrustAttLockDmgSpecial
Torpedo×16"42+2 KLimited-1, Penetrator
Sysyphus — Back
Sysyphus
Weapon Keywords

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.

Along with the clandestine Prototype cruisers witnessed by the UCM, an additional cruiser type has been seen amongst posthuman fleets. Though not quite as obvious as the Prototype vessels, it seems that this class has been seeing trials to evaluate its performance. Currently it has been witnessed accompanying Strike Carriers and Troopships, clearing a dropsite and threatening smaller ships that try to make it close. Current PHR tactics are to use the ship to bully its enemies away from critical locations with its anti-capital torpedo, and bombardment of emplaced ground formations. It’s unknown what brought on the development of this cruiser, perhaps the PHR is getting increasingly more interested in holding ground than they have been in the past. Possibly due to the increasing amount of ground they intent to capture and keep. Indeed, these ships are being seen in increasingly large numbers whenever the PHR want to dig their heels into a new location currently occupied by light amounts of enemy ships and personnel.
Known Ships of the class: Old Boulder, Ruined King, Ephyra's Fist, Hubris
Orpheus — Front
Orpheus Assault Troopship · Medium · 40mm · Group Size 1 170 pts
Orpheus
Thrust
7"
Scan
8"
Signature
6"
Hull
13
ES
3+
KS
4+
BS
6+
WeaponArcAtt/Lock DmgSpecial Rules
Light Calibre Broadside×2B6/5+1 KCalibre-L, Re-entry, Volley-2
Supernova LaserFN3/3+1 EBurnthrough-1, Flash-1, Focused
Launch×4Bulk Landers
Orpheus — Back
Orpheus
Weapon Keywords

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.

The Assault Troopship is a type of vessel currently unique to the Republic’s Grand Fleet, although UCM naval architects are paying close attention. The Orpheus class is both a troopship and fully capable warship. It includes a capacious hangar for bulk landers, allowing it to drop thousands of ground troops and heavy surface assets direct from low orbit. It also sports the firepower of a cruiser, allowing it to defend itself and attack enemy ships if required. Its armament of a prow mounted supernova laser and massed light calibre broadside makes it equivalent to an Ajax class cruiser in firepower while being able to take more punishment in return. This secures the planetfall of the Republic’s precious ground forces even while under full orbital counter-assault.
Known Ships of the class: A Thousand Fathoms, Marie Curie, Actium, Newton's Apple
Ganymede — Front
Ganymede Assault Troopship · Medium · 40mm · Group Size 1 165 pts
Ganymede
Thrust
7"
Scan
8"
Signature
6"
Hull
13
ES
3+
KS
4+
BS
6+
WeaponArcAtt/Lock DmgSpecial Rules
Bombardment BatteryFSR8/5+1 KBombardment
Medium Calibre BroadsideB3/4+2 KFusillade-1, Volley-2
Medium Calibre TurretF1/4+2 K
Launch×4Bulk Landers
Ganymede — Back
Ganymede
Weapon Keywords

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).

The Ganymede is a sister class to the Orpheus, and shares its general design doctrine and basic hull although its armament and mission profile differs. Primarily, the Ganymede is configured to attack through orbital bombardment, preparing the surface battlefield for its infantry payload and supporting them on the surface. It achieves this by sacrificing some ship-ship firepower in favour of heavy bombard cannons. This essentially makes the Ganymede two ships in one, affording a PHR admiral options even when outnumbered or under-resourced. However, this makes the class somewhat specialised, as these qualities are wasted if deployed in an area with no legitimate ground targets. However, it still has access to a respectable number of ship-ship medium mass drivers for protection against orbital assets, superior in firepower to its contemporaries in other races.
Etymology
Ganymede was a Trojan prince of extraordinary beauty whom Zeus abducted in the form of an eagle to serve as cupbearer to the gods on Olympus, replacing Hebe. His father Tros received divine horses as compensation.
Known Ships of the class: Argo, Great Library, Copernicus, Judgement of Zeus
Agamemnon — Front
Agamemnon Battlecruiser · Heavy · 50mm · Group Size 1 Vanguard-4" 170 pts
Agamemnon
Thrust
8"
Scan
8"
Signature
6"
Hull
15
ES
3+
KS
4+
BS
6+
WeaponArcAtt/Lock DmgSpecial Rules
Light Calibre Broadside×2B6/5+1 KCalibre-L, Re-entry, Volley-2
Medium Calibre Broadside×2B3/4+2 KFusillade-1, Volley-2
Agamemnon — Back
Agamemnon
Weapon Keywords

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.

Ship Rules

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.

The Leonidas and Agamemnon are fearsome battlecruisers of equivalent capability. Both feature a double-decker mixed mass driver broadside of light and heavy calibre weapons, allowing them to lay waste to multiple foes. They lack meaningful firepower on the front quarter, making them best employed in the heart of an engagement. PHR battlecruisers are efficient broadside platforms where superior toughness gets these lethal ships to the heart of any fight.
Etymology
Agamemnon was king of Mycenae and commander of the Greek forces at Troy, whose sacrifice of his daughter Iphigenia set in motion the chain of vengeance that consumed his whole family. His murder by Clytemnestra is the subject of the Oresteia.
Known Ships of the class: Thermopylae, Phalanx (Leonidas Class) Leonardo da Vinci, Syracuse, Borealis (Agamemnon Class)
Priam — Front
Priam Battlecruiser · Heavy · 50mm · Group Size 1 Vanguard-4" 195 pts
Priam
Thrust
8"
Scan
8"
Signature
6"
Hull
15
ES
3+
KS
4+
BS
6+
WeaponArcAtt/Lock DmgSpecial Rules
Light Calibre Broadside×2B6/5+1 KCalibre-L, Re-entry, Volley-2
LoadLaunchThrustAttLockDmgSpecial
Bombers×49"22+1 K
Fighters×412"2 Re-rolls: Close Protection
Priam — Back
Priam
Weapon Keywords

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).

Ship Rules

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.

The Scipio and Priam are two battlecruiser-carrier hybrids of equivalent performance, the latter being more frequently encountered. Much like the Leonidas and the Agamemnon, the differences in hull design may be down to shipyard, planet of origin or to another unknown factor. Both vessels are equally dangerous opponents and have similar mission profiles. Generally, the Scipio and Priam are tasked with destroying large groups of enemy light vessels and merchant shipping, making their roles closer to that of traditional battlecruisers. They are equipped with an extensive light calibre broadside, configured for excellent target acquisition and multipleengagement of smaller ships. In concert with this, these vessels include cavernous launch bays the equal of a Bellerophon heavy carrier. Since lighter ships with poor point defence are particularly vulnerable to bombers, this supports the ship’s primary role. In addition, the ability to throw up an enormous swarm of fighters allows the Scipio or Priam to protect friendly ships, often the lighter escorts that may accompany it on interdiction missions behind enemy lines.
Etymology
Priam was the aged king of Troy during the Trojan War, father of fifty sons including Hector and Paris.
Known Ships of the class: Innovation, Invention (Scipio Class) Walls of Troy, Trinity, Bibliotheca (Priam Class)
Pompeius — Front
Pompeius Battlecruiser · Heavy · 50mm · Group Size 1 Vanguard-4" 140 pts
Pompeius
Thrust
10"
Scan
8"
Signature
6"
Hull
15
ES
3+
KS
4+
BS
6+
WeaponArcAtt/Lock DmgSpecial Rules
Heavy Quad BatteryF4/3+2 KCalibre-H/C, Critical-1, Penetrator
Pompeius — Back
Pompeius
Weapon Keywords

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.

Ship Rules

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.

The Pompeius was the first of a new wave of Republic battlecruisers with a novel superstructure. Unveiled in the third month of the battle for Earth, the Pompeius’ distinctive vertical configuration and massed engine banks quickly earned the grudging respect of the Admiralty. It’s understood that this new hull has an even smaller crew requirement than the Agamemnon-type, barely more than a UCM frigate while matching one in speed and rivalling a battleship in firepower. The Pompeius is built around some of the largest mass drivers built by the PHR - each as long as a frigate and it packs four of them. These are mounted in a quad, forward-facing battery, making the Pompeius a focused sledgehammer. The guns’ massive calibre and cumbersome traverse makes them most dangerous against the heaviest targets, when a single salvo at maximum power can cripple a battleship.
Etymology
Gnaeus Pompeius Magnus (Pompey the Great) was the Roman general who conquered the eastern Mediterranean, cleared the sea of pirates in forty days, and formed the First Triumvirate with Caesar and Crassus before civil war made them enemies.
Known Ships of the class: Pharsalus, Ides of March, Ballista, Iron Chariot
Agrippa — Front
Agrippa Battlecruiser · Heavy · 50mm · Group Size 1 Vanguard-4" 160 pts
Agrippa
Thrust
10"
Scan
8"
Signature
6"
Hull
15
ES
3+
KS
4+
BS
6+
WeaponArcAtt/Lock DmgSpecial Rules
Holographic DronesS4/4+1 EAnti Wing, Close Action, Volley-2
Agrippa — Back
Agrippa
Weapon Keywords

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+.

The Agrippa's fin arrays launch drone swarms that generate EM fields mimicking debris signatures, rendering covered ships invisible to enemy sensors. Hostile vessels entering the field trigger proximity detonations; friendly ships pass freely. The Office of Naval Intelligence notes the class has been observed screening movements unrelated to any declared operation.
Etymology
Won the Battle of Actium (31 BC), defeating Antony and Cleopatra. The military genius behind Augustus's rise.
Known Ships of the class: Actium, Cloak of Purple, Emperor's Hand, Rusemaker
Heracles — Front
Heracles Battleship · Heavy · 50mm · Group Size 1 235 pts
Heracles
Thrust
6"
Scan
10"
Signature
10"
Hull
22
ES
3+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Heavy Calibre Triple BroadsideB3/3+3 KCalibre-H/C, Penetrator, Volley-2
Dark Matter CannonFN4/2+2 ECritical-1, Crippling, Penetrator
Heracles — Back
Heracles
Weapon Keywords

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).

The Heracles Class battleship is a truly awesome vessel and one of the most resilient battleships yet encountered in the Reconquest. Its vast and stocky hull is built around an enormous broadside array of heavy calibre mass drivers, its beam wide enough to conceal these massive weapons within. The ship’s characteristic and ominous silhouette is increased by a complex series of manoeuvre fins, lending this leviathan a surprisingly graceful appearance for such a brutal tool of destruction. In addition to its broadsides, the Heracles also features the dreaded Dark Matter Cannon, an enormous prow mounted weapon as monumentally destructive as it is advanced. In addition to the extensive damage it can inflict, a single shot is dangerous enough to cause crippling effects to the largest of vessels, making it an awesome foil to enemy battleships. The Heracles also sports superlative levels of point defence in addition to close action weapons of extreme potency. The combination of these attributes makes this ship an obvious choice as flagship for admirals lucky enough to have access to one, if not a rock around which a full scale attack can be based.
Known Ships of the class: Enlightenment, Renaissance, Queen Boudicca, Code Eternal
Minos — Front
Minos Battleship · Heavy · 50mm · Group Size 1 255 pts
Minos
Thrust
6"
Scan
10"
Signature
10"
Hull
22
ES
3+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Heavy Calibre Triple BroadsideB3/3+3 KCalibre-H/C, Penetrator, Volley-2
Neutron MissilesFS4/2+2 EClose Action, Crippling, Penetrator
LoadLaunchThrustAttLockDmgSpecial
Torpedo×26"42+2 KLimited-2, Penetrator
Minos — Back
Minos
Weapon Keywords

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.

The Minos is just as vast and deadly as the Heracles, mounting the same heavy calibre broadside. However, it features an entirely different prow armament: a pair of Nightfish torpedoes, massive ordnance designed to resist all point defence with sheer armour thickness. These may be loosed independently or simultaneously to cripple a battleship outright. Once torpedoes are launched, the Minos adopts an ultra-aggressive approach to bring its neutron missiles into play, the most dangerous close action weapons yet encountered by the UCM, designed to inflict appalling carnage and crippling effects.
Etymology
Minos was the legendary king of Crete, son of Zeus and Europa, whose navy dominated the ancient Aegean. After death he became one of the three judges of the dead alongside Rhadamanthus and Aeacus.
Known Ships of the class: Progress, Revelations, Great Axiom, Truth's Instrument
Sarpedon — Front
Sarpedon Battleship · Heavy · 50mm · Group Size 1 235 pts
Sarpedon
Thrust
6"
Scan
10"
Signature
10"
Hull
22
ES
3+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Meganova LaserFN3/3+2 EPenetrator, Flash-2, Focused, Volley-2
Laser Multi-LanceF7/4+1 ECalibre-L, Reave-1, Volley-2
Sarpedon — Back
Sarpedon
Weapon Keywords

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.

Following the same deign ethos as their dreadnoughts, all of the Sarpedon battleship’s main weapons are energy-based. One of the Republic Grand Fleet’s latest creations, scans suggest that this class features a state of the art, single-unit power core with an output/volume ratio twice that of anything the UCMF can field. This allows the mounting of four, colossal energy weapons. Firstly, a linked pair of Meganova lasers provide superlative ship-slicing capability - even another battleship may be crippled by a single, sustained burn. Secondly, two hull-mounted multi-lance lasers can bracket and pulverise smaller ships with frightening ease. In the limited time that the UCMF have been able to observe this class, it seems it’s only weakness may be extreme heat buildup over sustained combat, although this is only an issue if any adversaries remain to return fire.
Etymology
Sarpedon was a son of Zeus and a Lycian king who fought as Troy's most important ally. Zeus wept tears of blood when Sarpedon was killed by Patroclus, and considered saving him, but Hera reminded him that interfering with fate would undo the order of the world.
Known Ships of the class: Triumvir, Four Suns, Shining Path, Dawnglaive
Kairos — Front
Kairos Battleship · Heavy · 50mm · Group Size 1 210 pts
Kairos
Thrust
10"
Scan
10"
Signature
10"
Hull
22
ES
3+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Laser Multi-LanceF7/4+1 ECalibre-L, Reave-1, Volley-2
Neutron MissilesFS4/2+2 EClose Action, Crippling, Penetrator
Kairos — Back
Kairos
Weapon Keywords

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.

The Kairos class has only just been observed in combat, and it’s superstructure suggests it is part of the Grand Fleet’s new family of battleships. Utilising the same advanced power core as the Sarpedon, the Kairos forgoes the Meganova lasers in favour of additional drives for a massive increase in combat speed. Indeed, unlike most PHR leviathans, this Kairos is one of the fastest battleships in known space. It uses this speed, primarily, to achieve firing range for its crest-mounted battery of neutron missiles - battleship-grade munitions which can inflict crippling damage to any target. Once in the fray, the class’ hull-mounted multi-lance lasers can mop up any escort vessels fleeing the flaming wreck of the Kairos’ latest victim. Such a fighting profile makes the Kairos best suited to hyper-aggressive admirals who choose to lead from the front and by example - not as uncommon a trait as one might expect from the stereotypically serene post-humans.
Etymology
Kairos was the Greek personification of the opportune moment. You could seize opportunity as it approached, but once it passed there was nothing left to grip.
Known Ships of the class: Destiny's Fist, Triumph of Shangri-La, Godslayer, Queen of Its Will
Rhadamanthus — Front
Rhadamanthus Battleship · Heavy · 50mm · Group Size 1 220 pts
Rhadamanthus
Thrust
10"
Scan
10"
Signature
10"
Hull
22
ES
3+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Heavy Calibre BroadsideB1/3+3 KCalibre-H, Penetrator, Volley-2
Neutron MissilesFS4/2+2 EClose Action, Crippling, Penetrator
Hornet Drone ClusterFSR6/3+2 KClose Action
Rhadamanthus — Back
Rhadamanthus
Weapon Keywords

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.

This class has been operating since just prior to the opening salvos of the Battle For Earth. The UCMF previously gave this a unique superstructure designation, which it now shares with the Kairos and Sarpedon. However, unlike those vessels, the Rhadamanthus uses the PHR’s older power core structure, most likely because it simply wasn’t needed or because it was rushed into service. Augmenting the fearsome neutron missiles with even more close action weaponry, this is the PHR’s most aggressive battleship, since these weapon’s low power consumption allow it to achieve the same blistering thrust as the Kairos. The class has been observed on multiple occasions at the head of so-called ‘javelin’ strikes - lightning assaults on certain, enigmatic surface positions before rapid and unexplained retreats. Some suggest that limited ammunition payload may explain this, but senior operatives of the Office of Naval Intelligence suspect that’s just wishful thinking.
Etymology
Rhadamanthus was a son of Zeus and Europa, brother of Minos and Sarpedon. Renowned for his justice in life, he became one of the three judges of the dead in the underworld, presiding alongside Minos and Aeacus.
Known Ships of the class: Silencer, Expeditious Judgement, Code Enforcer, Lightning Tree
Amphion — Front
Amphion Battleship · Heavy · 50mm · Group Size 1 230 pts
Amphion
Thrust
6"
Scan
10"
Signature
10"
Hull
22
ES
3+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Energy Glaives×2B3/3+2 EOvercharge, Volley-2
Meganova LaserFN3/3+2 EPenetrator, Flash-2, Focused, Volley-2
Amphion — Back
Amphion
Weapon Keywords

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.

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.

The Amphion was the first recorded vessel to utilise the Republic’s latest battleship superstructure. This evolution in post-human naval architecture features miniaturised, hyper-efficient core systems and thus enlarged internal spaces. An expanded power matrix allows it to accommodate Energy Glaive broadsides previously only seen aboard dreadnoughts as well as a ventral meganova laser.
Etymology
Amphion was a son of Zeus and Antiope who received a lyre from Hermes and played with such skill that the stones of Thebes moved of their own accord to form the city walls. He and his twin Zethus built Thebes together.
Known Ships of the class: Wrath of Zeus, Thunderbolt, Elemental
Memnon — Front
Memnon Supercarrier · Heavy · 50mm · Group Size 1 320 pts
Memnon
Thrust
6"
Scan
10"
Signature
10"
Hull
22
ES
3+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Hornet DronesFSR5/3+1 KClose Action
LoadLaunchThrustAttLockDmgSpecial
Torpedo×26"42+2 KLimited-2, Penetrator
Bombers×89"22+1 K
Fighters×812"2 Re-rolls: Close Protection
Memnon — Back
Memnon
Weapon Keywords

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.

The Memnon class supercarrier leverages this new superstructure’s increased modularity by removing more of the ships’ generators to create further space of flights of launch assets. This vessel carries a more substantial fighter and bomber compliment than any other known PHR vessel in addition to torpedoes and hornet drones.
Etymology
Memnon was the Ethiopian king and son of the dawn goddess Eos who came to Troy's aid after Hector's death. Eos wept so bitterly after Achilles killed him that her tears became the morning dew.
Known Ships of the class: Mount Olympus, Valhalla, Majesty
Trajan — Front
Trajan Battleship · Heavy · 50mm · Group Size 1 220 pts
Trajan
Thrust
10"
Scan
10"
Signature
10"
Hull
Regenerate-222
ES
3+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Black Nano DronesFSR8/4+1 KClose Action, Penetrator
Hornet Drone ClusterFSR6/3+2 KClose Action
LoadLaunchThrustAttLockDmgSpecial
Bombers×49"22+1 K
Fighters×412"2 Re-rolls: Close Protection
Trajan — Back
Trajan
Weapon Keywords

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.

Ship Rules

Regenerate-2: This Ship recovers 2 lost Hull Points at the end of its activation.

The Trajan class battleship uses the same internal power structure as its cousin the Memnon, but this class is more overtly offensive and aggressive. Multiple attack drone and nanomachine systems make this giant lethal at close range while a sizable compliment of fighters and bombers can deploy in support or to strike at more distant targets.
Etymology
Trajan was the Roman emperor (98-117 AD) who expanded the empire to its greatest territorial extent, conquering Dacia and Mesopotamia. He was one of the "Five Good Emperors" and the Senate posthumously granted him the title Optimus, "the best."
Known Ships of the class: Godhammer, Sphere's Benevolence, The Vizier
Augustus — Front
Augustus Super Battleship · Heavy · 50mm · Group Size 1 245 pts
Augustus
Thrust
6"
Scan
10"
Signature
10"
Hull
Regenerate-222
ES
3+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Energy Glaives×2B3/3+2 EOvercharge, Volley-2
Neutron MissilesFS4/2+2 EClose Action, Crippling, Penetrator
Black Nano DronesFSR8/4+1 KClose Action, Penetrator
LoadLaunchThrustAttLockDmgSpecial
Torpedo×26"42+2 KLimited-2, Penetrator
Augustus — Back
Augustus
Weapon Keywords

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.

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).

Ship Rules

Regenerate-2: This Ship recovers 2 lost Hull Points at the end of its activation.

The Augustus class was the first of the Republic’s new super battleships. A design centred on aggressive firepower, captains of this devastating vessel may drive it into enemy formations like a thrust to the heart. While its bulk and armour shrugs off defensive fire, its Black Nano Drones and Neutron Missiles annihilate close victims already pummelled by its torpedoes, all while its Energy Glaive broadsides destroy oblique targets.
Known Ships of the class: Might of Pearlescent, Imperator, Victorius
Caesar — Front
Caesar Super Battleship · Heavy · 50mm · Group Size 1 270 pts
Caesar
Thrust
6"
Scan
10"
Signature
10"
Hull
22
ES
3+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Meganova LaserFN3/3+2 EPenetrator, Flash-2, Focused, Volley-2
Dark Matter CannonFN4/2+2 ECritical-1, Crippling, Penetrator
Laser Multi-LanceF7/4+1 ECalibre-L, Reave-1, Volley-2
Caesar — Back
Caesar
Weapon Keywords

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.

The Ceasar class super battleship strains this new superstructure’s cutting-edge power matrix to the maximum. Featuring a terrifying array of forward-facing energy mega-weapons, this leviathan is designed to focus on one victim. Often, this target is obliterated in a single combined volley.
Known Ships of the class: Julius Caesar, Dictator, Supreme
Octavius — Front
Octavius Super Battleship · Heavy · 50mm · Group Size 1 300 pts
Octavius
Thrust
6"
Scan
10"
Signature
10"
Hull
22
ES
3+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Heavy Calibre Triple BroadsideB3/3+3 KCalibre-H/C, Penetrator, Volley-2
Neutron MissilesFS4/2+2 EClose Action, Crippling, Penetrator
Dark Matter CannonFN4/2+2 ECritical-1, Crippling, Penetrator
LoadLaunchThrustAttLockDmgSpecial
Torpedo×26"42+2 KLimited-2, Penetrator
Octavius — Back
Octavius
Weapon Keywords

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).

The Octavius class super battleship features a broad array of gunnery designed to devastate large targets. A heavy calibre broadside, torpedoes, Neutron Missiles, and the dreaded Dark Matter Cannon all combine to make this one of the most fearsome non-dreadnought vessels in the cosmos.
Etymology
Octavius was the birth name of Augustus. As Gaius Julius Caesar Octavianus he hunted down Caesar's assassins, defeated Antony at Actium, and carefully dismantled the trappings of dictatorship while keeping all its substance.
Known Ships of the class: Actium, Cleopatra's Bane, Long Reign
Romulus — Front
Romulus Dreadnought · Colossal · 60mm · Group Size 1 450 pts
Romulus
Thrust
6"
Scan
12"
Signature
14"
Hull
Reinforced Armour25
ES
2+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Hypernova LaserFN3/3+3 CCritical-1, Focused
Energy Glaive Battery×3B6/3+2 EOvercharge, Volley-2
Romulus — Back
Romulus
Weapon Keywords

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.

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).

Ship Rules

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.

PHR Dreadnoughts are colossal enough to accommodate a fully intermeshed power management system, encompassing virtually all of its weapons, core functions and drives. The Romulus packs kilometre-long, double-decker broadsides of Energy Glaives: next-gen directed energy weapons. At standard power they may discharge simultaneously, but on overcharge a single system’s lethality is doubled, overcoming fire arc limitations against a single target. Its enormous prow Hypernova Laser may also be overcharged, to devastating, ship-melting effect.
Etymology
Romulus was the legendary founder of Rome, raised by a she-wolf alongside his twin brother Remus. When they disagreed over where to build their city, Romulus killed Remus and named the settlement after himself.
Known Ships of the class: Starheart, Hammer of Purpose, Deus Ex Machina, Forgefire, Atom's Mistress
Remus — Front
Remus Dreadnought · Colossal · 60mm · Group Size 1 455 pts
Remus
Thrust
6"
Scan
12"
Signature
14"
Hull
Reinforced Armour25
ES
2+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Apocalypse CannonFN4/4+2 CBombardment, Overcharge
Energy Glaive Battery×2B6/3+2 EOvercharge, Volley-2
Hornet Drone HiveFSR6/3+2 KClose Action
LoadLaunchThrustAttLockDmgSpecial
Torpedo×46"42+2 KLimited-4, Penetrator
Remus — Back
Remus
Weapon Keywords

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.

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.

Ship Rules

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.

The Remus’s Apocalypse Cannon is one of the most potent bombardment weapons in existence. Unlike nukes, there is no stopping this behemoth from reducing whole cities to glass. Using its power management system, the entire Dreadnought’s output can be unleashed through the barrels of this cruiser-sized weapon, guaranteeing the removal of anything from the map.
Known Ships of the class: Purity of Power, Deliverance, Heaven's Judgement, Queen of Ends, Apocalypse
Director Javelin — Front
Director Javelin Heavy Cruiser (Achilles) · Medium · 40mm · Group Size 1 207 pts
Javelin
Thrust
7"
Scan
8"
Signature
6"
Hull
Regenerate-2Reinforced Armour
13
ES
3+
KS
4+
BS
6+
WeaponArcAtt/Lock DmgSpecial Rules
Heavy Calibre Broadside×2B1/3+3 KCalibre-H, Penetrator, Volley-2
LoadLaunchThrustAttLockDmgSpecial
Torpedo×16"42+2 KLimited-1, Penetrator
Director Javelin — Back
Director Javelin
Weapon Keywords

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.

Ship Abilities

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).

Ship Rules

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.

The UCM think he's barely human. They've got it backwards — Javelin is less augmented than most PHR admirals, which makes him the most human of the lot. His brevity is just his vibe; his caution is what high-level clearance does to a person. He went over his superiors' heads to get prototype self-repairing armour put on his flagship, and uses the extra durability to hold ground that matters and protect the few PHR lives.
Helena of Asgard — Front
Helena of Asgard Battlecruiser (Pompeius) · Heavy · 50mm · Group Size 1 Vanguard-4" 200 pts
Helena of Asgard
Thrust
10"
Scan
8"
Signature
6"
Hull
15
ES
3+
KS
4+
BS
6+
WeaponArcAtt/Lock DmgSpecial Rules
Heavy Quad Battery (Anti-Capital)F4/3+2 KAlt-1, Calibre-H/C, Critical-1, Penetrator
Heavy Quad Battery (Flak)F12/2+1 KAlt-1, Fusillade-4
Helena of Asgard — Back
Helena of Asgard
Weapon Keywords

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.

Ship Rules

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.

Ship Abilities

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.

Helena of Asgard is one of the most aggressive ranking officers active in the Asgard System. Part of the force tasked with destroying as many UCM Strike Carriers as possible.
Claudia Rhee — Front
Claudia Rhee Battleship (Heracles) · Heavy · 50mm · Group Size 1 310 pts
Claudia Rhee
Thrust
6"
Scan
10"
Signature
10"
Hull
22
ES
3+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Heavy Calibre Triple BroadsideB3/3+3 KCalibre-H/C, Penetrator, Volley-2
Dark Matter CannonFN4/2+2 ECrippling, Critical-1, Penetrator
Hornet DronesFSR5/3+1 KClose Action
Claudia Rhee — Back
Claudia Rhee
Weapon Keywords

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.

Ship Abilities

High-G Manoeuvre (2AP): When a friendly Group is given a Max Thrust order, it may turn as if it was on General Quarters.

Claudia Rhee is a rarity amongst the PHR. Once a Siren, her tactical aptitude and control over countless Familiars gained her a place as a Medusa, one of the most elite members of the already elite Siren Corps.
Gaius Chau — Front
Gaius Chau Dreadnought (Romulus) · Colossal · 60mm · Group Size 1 555 pts
Gaius Chau
Thrust
6"
Scan
12"
Signature
14"
Hull
Reinforced Armour25
ES
2+
KS
3+
BS
5+
WeaponArcAtt/Lock DmgSpecial Rules
Hypernova LaserFN3/3+3 CCritical-1, Focused
Energy Glaive Battery×3B6/3+2 EOvercharge, Volley-2
Gaius Chau — Back
Gaius Chau
Weapon Keywords

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.

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).

Ship Abilities

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.

Ship Rules

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.

Gaius Chau commands one of the Republic's most formidable dreadnoughts. His tactical acumen and willingness to push the limits of his flagship's power management systems have earned him legendary status.