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FLEETS OF THE FADING SUNS

S PECIAL P REVIEW
After the fall of the Second Republic, many of the worlds of Human Space were lost behind sealed jumpgates. Only in the Known Worlds has civilisation maintained a tenuous hold against a plunge into barbarism or so the nobles and Church would have others believe. In truth, other star-faring nations exist in fractured jumpwebs throughout space and some of these distant kingdoms are no longer content to stay put. The riches of the Known Worlds lure them just as the Empire reaches out for more planets to rule. troop types, throw martyr fighters into the fray and reinforce your squadrons with a range of new vessels, such as the mighty Hazat Shamshir strike cruiser and the Li Halan Naga grand cruiser. We also introduce psychics and theurgy, harnessing the power of the occult to bring a whole new dimension to the game. Fleets of the Fading Suns also introduces four new fleets including the dominating Church, as well as three from further afield the barbaric Kurgan and Vuldrock, and the alien Vau. Every new fleet plays in a very different manner to those of the Noble Houses and comes with a range of new rules and ships to reflect their style of war. Fleets of the Fading Suns expands A Call to Arms: Noble Armada in a host of new directions, allowing you to span the galaxy as you dominate your foes and reap the rewards.

F LEETS

Fleets of the Fading Suns is designed to expand your games, allow you to meet new and interesting fleets and hammer them with noble zeal! The book starts with a range of new rules and ships to expand the fleets of the Noble Houses, permitting your ships to carry specialised

OF THE

F ADING S UNS

REINFORCEMENTS
Though true technological breakthroughs or discoveries are rare in the universe of the Fading Suns, there is little that will stop one Noble House trying to gain an edge over a rival. Each fleet will strain its resources to acquire new and unique ships, enhance its fighters and shipboard troops, or recruit psychics and theurgists into its ranks. Use such tools to surpass your opponents, take the advantage and lead your fleet to victory.

H OUSE H AWKWOOD
Aurora-class Stealth Fighter
Speed: 8 Turn: SM Hull: 3 Shields: 1 Damage: 1 Ramming: 0 Dogfight: 2 Traits: Dodge 4+, Fighter, Stealth 4+ Weapon Micro-Torpedoes Range 4 Arc T AD 2 Special Guided, Multihit 2, One-Shot, Slow

25 Points

Sawf ly-class Command Frigate


Speed: 12 Turn: 2/45o Hull: 5 Shields: 3 Damage: 18/6 Ramming: 2 Troops: 4 Craft: None Traits: Command +1 Weapon Grapple Gun Missile Launchers Light Lasers Light Lasers Range 28 24 24 Arc F T P S AD 2 4 4

150 Points

Special Guided, Slow Accurate, Burn-out, Precise Accurate, Burn-out, Precise

H OUSE D ECADOS
Donatello-class Gunship
Speed: 8 Turn: SM Hull: 5 Shields: 2 Damage: 1 Ramming: 0 Dogfight: 2 Traits: Dodge 5+, Fighter Weapon Meson Tubes Micro-Torpedo Range 2 4 Arc T T AD 2 1 Special Devastating, Multihit 2, One-Shot Guided, Multihit 2, One-Shot, Slow

25 Points

Leonardo-class Monitor
Speed: 10 Turn: 1/45o Hull: 4 Shields: 2 Damage: 18/6 Ramming: 2 Troops: 1 Craft: None Traits: None Weapon Light Meson Cannon Medium Blasters Medium Blasters Range 15 24 24 Arc F P S AD 1 2 2

75 Points

Special Devastating +1, Multihit 4 Burn-out, Multihit 2 Burn-out, Multihit 2

H OUSE H AZAT
Immor tal-class Boarding Shuttle
Speed: 8 Turn: SM Hull: 5 Shields: 1 Damage: 1 Ramming: 0 Dogfight: 2 Traits: Dodge 4+, Fighter Weapon Point Slug Gun Range 2 Arc T AD 1 Special Weak

15 Points

Troops: The Immortal carries 2 Troops at the beginning of the battle (which may be upgraded as normal) and may rearm by taking new Troops from a carrier. Boarding: The Immortal will make a boarding action as soon as it moves on to an enemy ship. Gatling Lasers may be used against the Immortal itself but not against the troops on board. No grapple needs to be made and the Troops will be able to attack the defenders in the Boarding Phase.

Allat-class Escor t
Speed: 12 Turn: 2/45o Hull: 4 Shields: 2 Damage: 18/6 Ramming: 2 Troops: 6 Craft: None Traits: Escort Weapon Grapple Gun Light Blasters Light Blasters Gatling Laser Gatling Lasers x 3 Gatling Lasers x 3 Range 16 16 Arc F P S T P S AD 3 3 Special Burn-out, Multihit 2 Burn-out, Multihit 2

80 Points

Shamshir-class Strike Cr uiser


Speed: 10 Turn: 1/45o Hull: 5 Shields: 4 Damage: 42/14 Ramming: 6 Troops: 10 Craft: 2 Traits: Carrier 2 Weapon Heavy Blasters Heavy Blasters Light Blasters Light Blasters Gatling Lasers Gatling Lasers Grapple Gun Grapple Gun Range 32 32 16 16 Arc T T P S P S P S AD 3 3 6 6 Special Burn-out, Multihit 3 Burn-out, Multihit 3 Burn-out, Multihit 2 Burn-out, Multihit 2

380 Points

* The Shamshirs Troops comprise 6 Marines and 4 Marauders.

H OUSE L I -H ALAN
Naga-class Grand Cr uiser
Speed: 5 Turn: 1/45o Hull: 5 Shields: 5 Damage: 54/18 Ramming: 7 Troops: 12* Craft: None Traits: Lumbering Weapon EM Pulse Guns Heavy Blasters Heavy Blasters Light Meson Cannon Heavy Lasers Heavy Lasers Gatling Lasers x2 Gatling Lasers x2 Grapple Guns x2 Grapple Guns x2 Range 24 32 32 15 36 36 Arc T T T F P S P S P S AD 3 3 3 2 6 6 Special Double Burn Burn-out, Multihit 3 Burn-out, Multihit 3 Devastating +1, Multihit 4 Accurate, Burn-out, Multihit 2, Precise Accurate, Burn-out, Multihit 2, Precise

500 Points

* The Nagas Troops comprise 6 Marines and 6 Marauders.

H OUSE

AL -M ALIK
220 Points

Wraith-class Stealth Destroyer


Speed: 10 Turn: 1/45o Hull: 3 Shields: 4 Damage: 30/10 Ramming: 3 Troops: 12 Craft: None Traits: Stealth 4+, Think Machine Weapon Torpedo Launchers Rocket Launchers Rocket Launchers Grapple Gun Grapple Gun Range 32 20 20 Arc F P S P S AD 3 10 10

Special Guided, Multihit 2, Slow Inaccurate, Slow Inaccurate, Slow

Rashid-class Escor t Car rier


Speed: 12 Turn: 2/90o Hull: 3 Shields: 3 Damage: 21/7 Ramming: 2 Troops: 4 Craft: 4 Traits: Carrier 1, Think Machine Weapon Missile Launchers Rocket Launchers Rocket Launchers Grapple Gun Range 28 20 20 Arc T P S F AD 2 4 4 Special Guided, Slow Inaccurate, Slow Inaccurate, Slow

100 Points

NEW RULES
W EAPON T RAITS
Heat Blaster: Against a target with active Shields, a Heat Blaster will have the Inaccurate trait. However, it also counts as a Slow weapon. In addition, if a Heat Blaster causes any Critical Hits, it will automatically raise the Critical Score of the Crew location by +1 as well. Tractor: All Tractor weapons ignore Shields. A Tractor weapon that has successfully hit a target will temporarily suffer 1 penalty to its Speed. In addition, if a Tractor weapon hits the same target in the next Attack Phase, this penalty increases by a further 1. So long as at least one Tractor weapon successfully hits the same target every turn, its Speed will eventually be reduced to 0. A targets Speed immediately returns to normal at the end of any Attack Phase in which a Tractor weapon fails to hit it. Multiple Tractor weapons hitting the same target will have no additional effect a ship will not have its Speed reduced any further or faster. were actually mounted upon it. They may be used to defend against fighters, grapple lines and boarders as normal but may still only be used once per turn for each type of defence. Suicide Fighter: A craft with this trait is treated as though it had the Fighter trait in all respects. However, it is packed full of explosives and may intentionally ram other ships. To ram another ship (or Fighter) simply move the Suicide Fighter into base contact with it. The enemy ship may use its Dodge trait if it has one but otherwise immediately roll the Suicide Fighters bomb Attack Dice against the target. Remove the Suicide Fighter as a casualty, unless the target successfully dodged it. A Suicide Fighter that rams an enemy ship yields Victory Points as normal for a destroyed fighter and may not be recovered by a ship with the Carrier trait.

W EAPONRY
Weapon Light Heat Blaster Medium Heat Blaster Heavy Heat Blaster Light Slug Gun Shell Medium Slug Gun Shell Heavy Slug Gun - Shell Tractor Beam Range 15 20 30 8 12 16 10 Special Heat Blaster Heat Blaster, Multihit 2 Heat Blaster, Multihit 3 Accurate, Burn-out, Accurate, Burn-out, Multihit 2 Accurate, Burn-out, Multihit 3 Tractor

S HIP T RAITS

Escort: This ship is designed with advanced systems and focussed gatling lasers that are designed to protect other ships in the fleet. Any gatling lasers that have a friendly ship within 4 inches and within their arc of fire may be used to protect that ship as if they

THE KURGAN FLEET


A traveller from the Empire of Alexius Hawkwood will be struck by the dazzling contrasts found among the worlds of the Kurga Caliphate. Breathtaking luxury lives alongside abject poverty; plump, perfumed hedonists take counsel with skeletal ascetics; refinement, piety and civility mark every social interaction, while crimes are punished with gut-wrenching brutality. To Known Worlders, Kurgan space is a lawless, barbarous region, devoid of any guidance from the Royal Houses or inspiration from the Universal Church, where even the Merchant League hesitates to trade.

Elite Marines: Any Kurgan ship may replace all of its Troops with Elite Marines for +2 points per Troop. This may be combined with Cyber Troops. Grimsons: Any Kurgan ship may replace any of its Troops with Grimsons for +5 points per Troop. Occult School of El-Din: One ship for every 1,000 points or part of in the fleet may purchase a Psychic Crew at a cost of +20 points per level (maximum of 6).

K URGAN I NITIATIVE : +1
Attakhan-class Fighter Bogatyr-class Multi-role Fighter Khangard-class Martyr Fighter Mujahidin -class Raider Qawwas-class Frigate Sheerkhur-class Galliot Khabir-class Light Carrier Yildugh-class Destroyer Arigaba-class Carrier Juhangiz-class Cruiser Kublai-class Dreadnought 10 points 15 points 15 points 60 points 100 points 120 points 125 points 150 points 300 points 380 points 550 points

The peoples of the Caliphate, however, look upon the Known Worlds with similar feelings. In their view, Kurgan society is the most perfected of all cultures, the last bastion of enlightenment in a chaotic universe. Everybody occupies a place in the well-ordered social system, directed by the wise and beneficent Caliph who rules in the name of the Maker of Stars. Options and Upgrades The following are optional upgrades available to the Kurgan:

Attakhan-class Fighter
Speed: 20 Turn: SM Hull: 3 Shields: 0 Damage: 1 Ramming: 0 Dogfight: +2 Traits: Dodge 2+, Fighter Weapon Point Slug Gun Range 2 Arc T AD 1 Special Weak

10 Points

Bogatyr-class Multi-role Fighter


Speed: 12 Turn: SM Hull: 4 Shields: 0 Damage: 1 Ramming: 0 Dogfight: +1 Traits: Dodge 3+, Fighter Weapon Range Point Slug Gun 2 Micro-Torpedoes 4 Arc T T AD 2 1

15 Points

Special Weak Guided, Multihit 2, One-Shot, Slow

Khangard-class Mar tyr Fighter


Speed: 12 Turn: SM Hull: 4 Shields: 0 Damage: 1 Ramming: 0 Dogfight: -2 Traits: Dodge 4+, Suicide Fighter Weapon Bomb Range Arc AD 1

15 Points

Special Accurate, Devastating +1, Guided, Multihit D6, One-Shot, Slow

Mujahidin -class Raider


Speed: 12 Turn: 2/45o Hull: 4 Shields: 3 Damage: 15/4 Ramming: 2 Troops: 2 Craft: None Traits: Raider Weapon Grapple Gun Light Heat Blaster Light Heat Blasters Light Heat Blasters Range 15 15 15 Arc F T P S AD 1 2 2 Special Heat Blaster Heat Blaster Heat Blaster

60 Points

Qawwas-class Frigate
Speed: 12 Turn: 2/45o Hull: 4 Shields: 3 Damage: 22/6 Ramming: 2 Troops: 8 Craft: None Traits: None Weapon Grapple Gun Medium Heat Blasters Rocket Launchers Rocket Launchers Grapple Gun Grapple Gun Range 20 20 20 Arc F T P S P S AD 2 10 10

100 Points

Special Heat Blaster, Multihit 2 Inaccurate, Slow Inaccurate, Slow

Sheerkhur-class Galliot
Speed: 12 Turn: 2/45o Hull: 4 Shields: 3 Damage: 26/7 Ramming: 3 Troops: 10* Craft: None Traits: None Weapon Grapple Gun Rocket Launchers Rocket Launchers Grapple Gun x2 Grapple Gun x2 Range 20 20 Arc F P S P S AD 5 5 Special Inaccurate, Slow Inaccurate, Slow

120 Points

* The Sheerkhurs Troops comprise 6 Marines and 4 Grimsons.

Khabir-class Light Car rier


Speed: 8 Turn: 1/45o Hull: 4 Shields: 4 Damage: 36/10 Ramming: 4 Troops: 10 Craft: 8 Traits: Carrier 2, Command +1 Weapon Grapple Gun Medium Heat Blasters Medium Heat Blasters Medium Heat Blasters Range 20 20 20 Arc F T P S AD 2 3 3

125 Points

Special Heat Blaster, Multihit 2 Heat Blaster, Multihit 2 Heat Blaster, Multihit 2

Yildugh-class Destroyer
Speed: 12 Turn: 2/45o Hull: 5 Shields: 4 Damage: 36/10 Ramming: 5 Troops: 9 Craft: None Traits: None Weapon Grapple Gun Medium Heat Blasters Medium Heat Blasters Rocket Launchers Rocket Launchers Grapple Gun Grapple Gun Range 20 20 20 20 Arc F T T P S P S AD 2 2 12 12

150 Points

Special Heat Blaster, Multihit 2 Heat Blaster, Multihit 2 Inaccurate, Slow Inaccurate, Slow

Arigaba-class Car rier


Speed: 8 Turn: 1/45o Hull: 4 Shields: 4 Damage: 51/14 Ramming: 5 Troops: 8 Craft: 16 Traits: Carrier 4, Command +1, Weapon Heavy Heat Blasters Medium Heat Blasters Medium Heat Blasters Gatling Lasers Gatling Lasers Grapple Gun Grapple Gun Range 30 20 20 Arc T P S P S P S AD 3 3 3

300 Points

Special Heat Blaster, Multihit 3 Heat Blaster, Multihit 2 Heat Blaster, Multihit 2

Juhangiz-class Cr uiser
Speed: 8 Turn: 1/45o Hull: 5 Shields: 4 Damage: 51/14 Ramming: 6 Troops: 12 Craft: None Traits: Lumbering Weapon Torpedo Launchers Torpedo Launchers Missile Launchers Missile Launchers Medium Heat Blasters Medium Heat Blasters Gatling Lasers Gatling Lasers Grapple Guns x2 Grapple Guns x2 Range 32 32 28 28 20 20 Arc T T P S P S P S P S AD 3 3 3 3 4 4

380 Points

Special Guided, Multihit 2, Slow Guided, Multihit 2, Slow Guided, Slow Guided, Slow Heat Blaster, Multihit 2 Heat Blaster, Multihit 2

Kublai-class Dreadnought
Speed: 8 Turn: 1/45o Hull: 5 Shields: 6 Damage: 90/25 Ramming: 9 Troops: 18 * Craft: 4 Traits: Carrier 2, Lumbering Weapon Torpedo Launchers Torpedo Launchers Torpedo Launchers Medium Heat Blasters Medium Heat Blasters Heavy Heat Blasters Heavy Heat Blasters Grapple Guns x2 Grapple Guns x2 Gatling Lasers x2 Gatling Lasers x2 Range 32 32 32 20 20 30 30 Arc T T T P S P S P S P S AD 3 3 3 5 5 4 4

550 Points

Special Guided, Multihit 2, Slow Guided, Multihit 2, Slow Guided, Multihit 2, Slow Heat Blaster, Multihit 2 Heat Blaster, Multihit 2 Heat Blaster, Multihit 3 Heat Blaster, Multihit 3

* The Kublais Troops comprise 12 Marines and 6 Grimsons.

THE VULDROK FLEET


The Vuldrok Star-Nation is composed of the fierce warrior peoples of Fingisvold, Frost, Hargard, Raven and Wolf s Lament, and Vuldrok conquerors have founded colonies on Gwynneth, Leminkainen and Antioch. The title of Star-Nation, however, is something of a misnomer, for the Vuldrok are hardly a united power and the Vuldrok themselves are not one people. Their worlds are a fusion of many peoples and nations, loosely united by language and culture. Lacking centralised power, the Vuldrok war with each other as much as they raid the rich trade routes of the Known Worlds and Kurgan Caliphate. Their origins are known only dimly, through oral legends, the truth of which is lost in that time of darkness between the Fall of the Second Republic and the rise of the Kurgan Caliphate. Special Rules The following special rules apply to the Vuldrok fleet. Armour: The Vuldrok have few shipyards capable of building vessels with shield technology and, in any case, generally prefer to board their enemies than trade fire. Instead, their ships are heavily reinforced with armour. A Vuldrok ship will count any roll on the Attack Table equal to or less than its Armour score as a Bulkhead hit, and will then take no damage. For example, the Froljir galliot has an Armour score of 3. If a Light Laser (a precise weapon) hits the galliot, causing a roll on the Attack Table, a roll of a 1 or a 2 will result in no damage taken at all (normaly it would be a roll of a 1,2 or 3, but the Precise trait of the light laser adds one to the roll). In addition Vuldrok ships ignore damage on a 4 or more when using the Close Blast Doors! Special Action. If an armoured ship uses the All Power To Engines! Special Action, roll a dice. On a 5 or more its Armour score will be reduced by 1 (to a minimum of 1) as it is worn down by impacts from micro-meteorites and other debris. Any Critical Hits rolled against Shields on a Vuldrok ship will be ignored. Vuldrok ships cannot use the Bring Battle Shields Online! Special Action and ignore all references to Shields in other critical Hit Locations. Weak weapons cannot affect a Vuldrok ship. Slug Guns: The Vuldrok tend to use their slug guns in a different fashion than eets form the Known Worlds. They have access to specially designed explosive shell charges that are capable of burning out shields. Whenever a Vuldrok ship res a slug gun, its player may

decide whether to re solid shot (using the characteristics given in the ship description) or explosive shot, using the characteristics that follow. The Arc and Attack Dice of the slug gun will remain the same. Runecasters: Runecasters use the same rules as for Psychic Crews and Theurgic Crews, except the ship will have the Runecaster X trait. For every level of Runecaster, the ship may take one of the following runes. Runes follow all the rules for Psychic and Theurgic Powers. Concealing Rune: The ship gains the Stealth 4+ trait for this turn. Knowing Rune: The player can either move one other ship at the same time as this one, or force his opponent to move one ship of his choice at any point during the Movement Phase, out of the normal initiative sequence. Making Rune: The ship either reduces the Critical Score of one location by 1, or repairs D6 Damage points. Revealing Rune: The ship gains the Scout trait for this turn. If the ship already has the Scout trait, it gains a +1 bonus to all Crew Quality checks made when using Scout that turn. Either way, the ship does not need line of sight in order to use its Scout trait. Shielding Rune: Can automatically negate one Psychic or Theurgic Power used against it this turn. Travelling Rune: The ship can either move through Stellar Debris with no negative effects (will not suffer damage in an asteroid field, for example), or it can teleport this turn instead of moving normally. Treat it as Turns SM but its Speed will be halved. Shaping Rune: The ship gains +1 Troops for this turn. Unmaking Rune: Choose one enemy ship within 12 inches. The Hull of the enemy ship is reduced by 1 this turn. In addition, all Burn-Out weapons fired against will be treated as Double Burn weapons instead. Options and Upgrades The following are optional upgrades available to the Vuldrok: Elite Marines: Any Vuldrok ship may replace all of its Troops with Elite Marines for +2 points per Troop. Runecaster: One ship in every 1,000 points or part of may include a Runecaster. The Runecaster trait will cost +30 points per level of Runecaster, up to a maximum of 5.

V ULDROK I NITIATIVE : +1
Myrkwyrm-class Explorer Darraor-class Frigate Hadruk-class Frigate Froljir-class Galliot Langskip-class Destroyer Slatra Konungr-class Dreadnought 30 points 75 points 100 points 120 points 180 points 750 points Weapon Light Slug Gun Shell Medium Slug Gun Shell Heavy Slug Gun - Shell Range 8 12 16 Special Accurate, Burn-out, Accurate, Burn-out, Multihit 2 Accurate, Burn-out, Multihit 3

Myrkwyr m-class Explorer


Speed: 16 Turn: 2/90o Hull: 3 Armour: 2 Damage: 9/2 Ramming: 2 Troops: 2 (3)* Craft: None Traits: Agile Weapon Grapple Gun x 2 Range Arc T AD Special

40 Points

* The Vuldrok Captain joins all boarding parties. While he does this, the Ship suffers a 1 penalty to all Crew Quality checks until the Captain rejoins the ship. The Captain counts as an Elite Troop.

Dar raor-class Frigate


Speed: 14 Turn: 2/90o Hull: 3 Armour: 1 Damage: 16/5 Ramming: 3 Troops: 8 Craft: None Traits: Agile Weapon Grapple Gun Light Slug Guns Light Slug Guns Range 12 12 Arc F P S AD 5 5 Special Accurate, Multihit 2 Accurate, Multihit 2

75 Points

Hadr uk-class Frigate


Speed: 12 Turn: 2/45o Hull: 4 Armour: 2 Damage: 18/5 Ramming: 4 Troops: 8 Craft: None Traits: None Weapon Grapple Gun Light Slug Guns Light Slug Guns Grapple Gun Grapple Gun Range 12 12 Arc F P S P S AD 5 5 Special Accurate, Multihit 2 Accurate, Multihit 2

100 Points

Froljir-class Galliot
Speed: 12 Turn: 2/90o Hull: 4 Armour: 3 Damage: 21/6 Ramming: 5 Troops: 12 Craft: None Traits: None Weapon Grapple Gun Light Slug Guns Light Slug Guns Grapple Guns x3 Grapple Guns x3 Range 12 12 Arc F P S P S AD 2 2 Special Accurate, Multihit 2 Accurate, Multihit 2

120 Points

Langskip-class Destroyer
Speed: 12 Turn: 2/45o Hull: 5 Armour: 3 Damage: 30/8 Ramming: 7 Troops: 12 Craft: None Traits: None Weapon Grapple Gun Medium Slug Guns Medium Slug Guns Medium Slug Guns Grapple Guns x2 Grapple Guns x2 Range 18 18 18 Arc F T P S P S AD 4 3 3 Special Accurate, Multihit 3 Accurate, Multihit 3 Accurate, Multihit 3

180 Points

Slatra Konung r-class Dreadnought


Speed: 8 Turn: 1/45o Hull: 5 Armour: 3 Damage: 75/20 Ramming: 12 Troops: 20 Craft: None Traits: None

550 Points

Weapon Grapple Guns x3 Heavy Slug Guns Heavy Slug Guns Heavy Slug Guns Medium Slug Guns Medium Slug Guns Gatling Laser Gatling Laser Grapple Guns x3 Grapple Guns x3

Range 24 24 24 18 18

Arc F T T T P S P S P S

AD 3 3 3 10 10

Special Accurate, Multihit 3 Accurate, Multihit 3 Accurate, Multihit 3 Accurate, Multihit 3 Accurate, Multihit 3

THE CHURCH FLEET


No single institution has as much impact on day-to-day life in the Known Worlds than does the Church. Despite the Churchs many factions and sects, the average peasant sees it as a giant monolith, dedicated to saving humanity from the evil inherent in the universe. As far as commoners can tell, all priests, bishops, archbishops and patriarchs work toward the same goal, hand-in-hand, fighting evil together. Never mind the fact that they call one another heretics; the Church itself is good. The peasants view only changes when someone tries to replace the sect of their ancestors with a new one.

The Rack-class Frigate


Speed: 8 Turn: 1/45o Hull: 4 Shields: 3 Damage: 18/6 Ramming: 2 Troops: 4 Craft: None Traits: None Weapon Grapple Gun Gremlin Guns Medium Heat Blasters Medium Heat Blasters Range 12 20 20 Arc F T P S AD 2 4 4

100 Points

Special Disable, Slow Heat Blaster, Multihit 2 Heat Blaster, Multihit 2

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